slang-shaders/crt/shaders/crt-royale/src/crt-royale-bloom-vertical.slang

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} registers;
#include "params.inc"
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
// crt-royale: A full-featured CRT shader, with cheese.
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
//
// This program is free software; you can redistribute it and/or modify it
// under the terms of the GNU General Public License as published by the Free
// Software Foundation; either version 2 of the License, or any later version.
//
// This program is distributed in the hope that it will be useful, but WITHOUT
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
// more details.
//
// You should have received a copy of the GNU General Public License along with
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
// Place, Suite 330, Boston, MA 02111-1307 USA
///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
#include "../user-settings.h"
#include "derived-settings-and-constants.h"
#include "bind-shader-params.h"
////////////////////////////////// INCLUDES //////////////////////////////////
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#include "../../../../include/gamma-management.h"
#include "bloom-functions.h"
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#include "phosphor-mask-resizing.h"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 tex_uv;
layout(location = 1) out vec2 bloom_dxdy;
layout(location = 2) out float bloom_sigma_runtime;
void main()
{
gl_Position = params.MVP * Position;
tex_uv = TexCoord;
// Get the uv sample distance between output pixels. Calculate dxdy like
// blurs/vertex-shader-blur-fast-vertical.h.
const vec2 dxdy_scale = registers.SourceSize.xy * registers.OutputSize.zw;
const vec2 dxdy = dxdy_scale * registers.SourceSize.zw;
// This blur is vertical-only, so zero out the vertical offset:
bloom_dxdy = vec2(0.0, dxdy.y);
// Calculate a runtime bloom_sigma in case it's needed:
const float mask_tile_size_x = get_resized_mask_tile_size(
registers.OutputSize.xy, registers.OutputSize.xy * mask_resize_viewport_scale, false).x;
bloom_sigma_runtime = get_min_sigma_to_blur_triad(
mask_tile_size_x / mask_triads_per_tile, bloom_diff_thresh);
}
#pragma stage fragment
layout(location = 0) in vec2 tex_uv;
layout(location = 1) in vec2 bloom_dxdy;
layout(location = 2) in float bloom_sigma_runtime;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
// Blur the brightpass horizontally with a 9/17/25/43x blur:
const float bloom_sigma = get_final_bloom_sigma(bloom_sigma_runtime);
const vec3 color = tex2DblurNfast(Source, tex_uv,
bloom_dxdy, bloom_sigma);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}