slang-shaders/blurs/blur9fast-vertical.slang

76 lines
2.6 KiB
Plaintext
Raw Normal View History

2016-08-20 06:26:12 +10:00
#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
///////////////////////////////// MIT LICENSE ////////////////////////////////
// Copyright (C) 2014 TroggleMonkey
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
// PASS SETTINGS:
// gamma-management.h needs to know what kind of pipeline we're using and
// what pass this is in that pipeline. This will become obsolete if/when we
// can #define things like this in the .cgp preset file.
//#define GAMMA_ENCODE_EVERY_FBO
//#define FIRST_PASS
//#define LAST_PASS
//#define SIMULATE_CRT_ON_LCD
//#define SIMULATE_GBA_ON_LCD
//#define SIMULATE_LCD_ON_CRT
//#define SIMULATE_GBA_ON_CRT
////////////////////////////////// INCLUDES //////////////////////////////////
// #included by vertex shader:
2016-08-27 02:28:24 +10:00
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
2016-08-20 06:26:12 +10:00
#pragma stage vertex
2016-10-08 02:56:36 +11:00
#include "vertex-shader-blur-fast-vertical.h"
2016-08-20 06:26:12 +10:00
2016-10-08 02:56:36 +11:00
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
2016-08-20 06:26:12 +10:00
#pragma stage fragment
layout(location = 0) in vec2 tex_uv;
layout(location = 1) in vec2 blur_dxdy;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec3 color = tex2Dblur9fast(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
2016-08-20 06:34:27 +10:00
FragColor = encode_output(vec4(color, 1.0));
2016-08-20 06:26:12 +10:00
}