add a bunch of trogglemonkey blurs

This commit is contained in:
hunterk 2016-10-07 10:56:36 -05:00
parent bd4d99a096
commit 34b6cd6841
88 changed files with 7063 additions and 46 deletions

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-fast-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur11fast(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-fast-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur11fast(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-fast-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur11fast(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-fast-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur11fast(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-fast-vertical.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur11fast(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-fast-vertical.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur11fast(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-resize-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur11resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-resize-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur11resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-resize-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur11resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-resize-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur11resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-resize-vertical.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur11resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-resize-vertical.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur11resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-fast-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur3fast(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-fast-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur3fast(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-fast-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur3fast(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-fast-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur3fast(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-fast-vertical.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur3fast(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-fast-vertical.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur3fast(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-resize-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur3resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-resize-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur3resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-resize-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur3resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-resize-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur3resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-resize-vertical.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur3resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-resize-vertical.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur3resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-one-pass.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur3x3(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-one-pass-resize.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur3x3resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-one-pass.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur3x3(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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blurs/blur3x3.slang Normal file
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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-one-pass.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur3x3(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-one-pass-resize.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur3x3resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-one-pass-resize.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur3x3resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-one-pass-resize.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur3x3resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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blurs/blur3x3resize.slang Normal file
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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-one-pass-resize.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur3x3resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-fast-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur5fast(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-fast-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur5fast(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-fast-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur5fast(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-fast-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur5fast(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-fast-vertical.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur5fast(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-fast-vertical.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur5fast(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-resize-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur5resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-resize-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur5resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-resize-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur5resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-resize-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur5resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-resize-vertical.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur5resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-resize-vertical.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur5resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-one-pass.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur5x5(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-one-pass.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur5x5(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-one-pass.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur5x5(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

76
blurs/blur5x5.slang Normal file
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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-one-pass.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur5x5(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-fast-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur7fast(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-fast-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur7fast(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-fast-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur7fast(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-fast-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur7fast(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-fast-vertical.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur7fast(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-fast-vertical.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur7fast(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-resize-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur7resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-resize-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur7resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-resize-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur7resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-resize-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur7resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-resize-vertical.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur7resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-resize-vertical.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur7resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-one-pass.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur7x7(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-one-pass.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur7x7(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-one-pass.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur7x7(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

76
blurs/blur7x7.slang Normal file
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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-one-pass.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur7x7(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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@ -0,0 +1,76 @@
#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-fast-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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:
FragColor = encode_output(vec4(color, 1.0));
}

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@ -0,0 +1,76 @@
#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-fast-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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:
FragColor = encode_output(vec4(color, 1.0));
}

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@ -0,0 +1,76 @@
#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-fast-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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:
FragColor = encode_output(vec4(color, 1.0));
}

View file

@ -58,30 +58,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
#include "../include/blur-functions.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 blur_dxdy;
#include "vertex-shader-blur-fast-horizontal.h"
void main()
{
gl_Position = global.MVP * Position;
tex_uv = TexCoord;
// Get the uv sample distance between output pixels. Blurs are not generic
// Gaussian resizers, and correct blurs require:
// 1.) params.OutputSize.xy == params.SourceSize.xy * 2^m, where m is an integer <= 0.
// 2.) mipmap_inputN = "true" for this pass in preset if m != 0
// 3.) filter_linearN = "true" except for 1x scale nearest neighbor blurs
// Gaussian resizers would upsize using the distance between input texels
// (not output pixels), but we avoid this and consistently blur at the
// destination size. Otherwise, combining statically calculated weights
// with bilinear sample exploitation would result in terrible artifacts.
const vec2 dxdy_scale = vec2(1.0);//params.SourceSize.xy * params.OutputSize.zw;
const vec2 dxdy = dxdy_scale * params.SourceSize.zw;
// This blur is horizontal-only, so zero out the vertical offset:
blur_dxdy = vec2(dxdy.x, 0.0);
}
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#pragma stage fragment
layout(location = 0) in vec2 tex_uv;

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@ -0,0 +1,76 @@
#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-fast-vertical.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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:
FragColor = encode_output(vec4(color, 1.0));
}

View file

@ -58,30 +58,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
#include "../include/blur-functions.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 blur_dxdy;
#include "vertex-shader-blur-fast-vertical.h"
void main()
{
gl_Position = global.MVP * Position;
tex_uv = TexCoord;
// Get the uv sample distance between output pixels. Blurs are not generic
// Gaussian resizers, and correct blurs require:
// 1.) params.OutputSize.xy == params.SourceSize.xy * 2^m, where m is an integer <= 0.
// 2.) mipmap_inputN = "true" for this pass in preset if m != 0
// 3.) filter_linearN = "true" except for 1x scale nearest neighbor blurs
// Gaussian resizers would upsize using the distance between input texels
// (not output pixels), but we avoid this and consistently blur at the
// destination size. Otherwise, combining statically calculated weights
// with bilinear sample exploitation would result in terrible artifacts.
const vec2 dxdy_scale = vec2(1.0);//params.SourceSize.xy * params.OutputSize.zw;
const vec2 dxdy = dxdy_scale * params.SourceSize.zw;
// This blur is vertical-only, so zero out the vertical offset:
blur_dxdy = vec2(0.0, dxdy.y);
}
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#pragma stage fragment
layout(location = 0) in vec2 tex_uv;

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@ -0,0 +1,76 @@
#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-resize-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur9resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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@ -0,0 +1,76 @@
#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-resize-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur9resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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@ -0,0 +1,76 @@
#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-resize-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur9resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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@ -0,0 +1,76 @@
#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-resize-horizontal.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur9resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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@ -0,0 +1,76 @@
#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-resize-vertical.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur9resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-resize-vertical.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur9resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-one-pass.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur9x9(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-one-pass.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur9x9(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-one-pass.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur9x9(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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blurs/blur9x9.slang Normal file
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#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:
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
#pragma stage vertex
#include "vertex-shader-blur-one-pass.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#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 = tex2Dblur9x9(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}

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#ifndef VERTEX_SHADER_BLUR_FAST_HORIZONTAL_H
#define VERTEX_SHADER_BLUR_FAST_HORIZONTAL_H
///////////////////////////////// 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:
// Pass settings should be set by the shader file that #includes this one.
////////////////////////////////// INCLUDES //////////////////////////////////
#include "../include/gamma-management.h"
#include "../include/blur-functions.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 blur_dxdy;
void main()
{
gl_Position = global.MVP * Position;
tex_uv = TexCoord;
// Get the uv sample distance between output pixels. Blurs are not generic
// Gaussian resizers, and correct blurs require:
// 1.) OutputSize.xy == SourceSize.xy * 2^m, where m is an integer <= 0.
// 2.) mipmap_inputN = "true" for this pass in .cgp preset if m != 0
// 3.) filter_linearN = "true" except for 1x scale nearest neighbor blurs
// Gaussian resizers would upsize using the distance between input texels
// (not output pixels), but we avoid this and consistently blur at the
// destination size. Otherwise, combining statically calculated weights
// with bilinear sample exploitation would result in terrible artifacts.
const vec2 dxdy_scale = params.SourceSize.xy * params.OutputSize.zw;
const vec2 dxdy = dxdy_scale * params.SourceSize.zw;
// This blur is horizontal-only, so zero out the vertical offset:
blur_dxdy = vec2(dxdy.x, 0.0);
}
#endif // VERTEX_SHADER_BLUR_FAST_HORIZONTAL_H

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#ifndef VERTEX_SHADER_BLUR_FAST_VERTICAL_H
#define VERTEX_SHADER_BLUR_FAST_VERTICAL_H
///////////////////////////////// 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:
// Pass settings should be set by the shader file that #includes this one.
////////////////////////////////// INCLUDES //////////////////////////////////
#include "../include/gamma-management.h"
#include "../include/blur-functions.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 blur_dxdy;
void main()
{
gl_Position = global.MVP * Position;
tex_uv = TexCoord;
// Get the uv sample distance between output pixels. Blurs are not generic
// Gaussian resizers, and correct blurs require:
// 1.) OutputSize.xy == SourceSize.xy * 2^m, where m is an integer <= 0.
// 2.) mipmap_inputN = "true" for this pass in .cgp preset if m != 0
// 3.) filter_linearN = "true" except for 1x scale nearest neighbor blurs
// Gaussian resizers would upsize using the distance between input texels
// (not output pixels), but we avoid this and consistently blur at the
// destination size. Otherwise, combining statically calculated weights
// with bilinear sample exploitation would result in terrible artifacts.
const vec2 dxdy_scale = params.SourceSize.xy * params.OutputSize.zw;
const vec2 dxdy = dxdy_scale * params.SourceSize.zw;
// This blur is vertical-only, so zero out the horizontal offset:
blur_dxdy = vec2(0.0, dxdy.y);
}
#endif // VERTEX_SHADER_BLUR_FAST_VERTICAL_H

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#ifndef VERTEX_SHADER_BLUR_ONE_PASS_RESIZE_H
#define VERTEX_SHADER_BLUR_ONE_PASS_RESIZE_H
///////////////////////////////// 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:
// Pass settings should be set by the shader file that #includes this one.
////////////////////////////////// INCLUDES //////////////////////////////////
#include "../include/gamma-management.h"
#include "../include/blur-functions.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 blur_dxdy;
void main()
{
gl_Position = global.MVP * Position;
tex_uv = TexCoord;
// Get the uv sample distance between output pixels. Blurs are not generic
// Gaussian resizers, and correct blurs require:
// 1.) OutputSize.xy == SourceSize.xy * 2^m, where m is an integer <= 0.
// 2.) mipmap_inputN = "true" for this pass in .cgp preset if m != 0
// 3.) filter_linearN = "true" except for 1x scale nearest neighbor blurs
// Arbitrary upsizing will be acceptable if filter_linearN = "true", and
// arbitrary downsizing will be acceptable if mipmap_inputN = "true" too.
// Only the "resize" blurs can manage this though, and they still aren't
// proper Gaussian resizers (because they sample between texels and always
// blur after resizing, not during).
const vec2 dxdy_scale = params.SourceSize.xy * params.OutputSize.zw;
blur_dxdy = dxdy_scale * params.SourceSize.zw;
}
#endif // VERTEX_SHADER_BLUR_ONE_PASS_H

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#ifndef VERTEX_SHADER_BLUR_ONE_PASS_SHARED_SAMPLE_H
#define VERTEX_SHADER_BLUR_ONE_PASS_SHARED_SAMPLE_H
///////////////////////////////// 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:
// Pass settings should be set by the shader file that #includes this one.
////////////////////////////////// INCLUDES //////////////////////////////////
#include "../include/gamma-management.h"
#include "../include/blur-functions.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 vec4 output_pixel_num;
layout(location = 2) out vec2 blur_dxdy;
void main()
{
gl_Position = global.MVP * Position;
tex_uv = TexCoord;
// Get the uv sample distance between output pixels. Blurs are not generic
// Gaussian resizers, and correct blurs require:
// 1.) OutputSize.xy == SourceSize.xy * 2^m, where m is an integer <= 0.
// 2.) mipmap_inputN = "true" for this pass in the preset if m < 0
// 3.) filter_linearN = "true" for all one-pass blurs
// 4.) #define DRIVERS_ALLOW_TEX2DLOD for shared-sample blurs
// Gaussian resizers would upsize using the distance between input texels
// (not output pixels), but we avoid this and consistently blur at the
// destination size. Otherwise, combining statically calculated weights
// with bilinear sample exploitation would result in terrible artifacts.
const vec2 dxdy_scale params.SourceSize.xy * params.OutputSize.zw;
blur_dxdy = dxdy_scale * params.SourceSize.zw;
// Get the output pixel number in ([0, xres), [0, yres)) with respect to
// the uv origin (.xy components) and the screen origin (.zw components).
// Both are useful. Don't round until the fragment shader.
const float2 video_uv = tex_uv;
output_pixel_num.xy = params.OutputSize.xy * vec2(video_uv.x, video_uv.y);
output_pixel_num.zw = params.OutputSize.xy *
(out_position.xy * 0.5 + vec2(0.5));
// Set the mip level correctly for shared-sample blurs (where the
// derivatives are unreliable):
const float mip_level = log2(params.SourceSize.xy * params.OutputSize.zw).y;
tex_uv = vec4(tex_uv, 0.0, mip_level);
}
#endif // VERTEX_SHADER_BLUR_ONE_PASS_SHARED_SAMPLE_H

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#ifndef VERTEX_SHADER_BLUR_ONE_PASS_H
#define VERTEX_SHADER_BLUR_ONE_PASS_H
///////////////////////////////// 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:
// Pass settings should be set by the shader file that #includes this one.
////////////////////////////////// INCLUDES //////////////////////////////////
#include "../include/gamma-management.h"
#include "../include/blur-functions.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 blur_dxdy;
void main()
{
gl_Position = global.MVP * Position;
tex_uv = TexCoord;
// Get the uv sample distance between output pixels. Blurs are not generic
// Gaussian resizers, and correct blurs require:
// 1.) OutputSize.xy == SourceSize.xy * 2^m, where m is an integer <= 0.
// 2.) mipmap_inputN = "true" for this pass in the preset if m < 0
// 3.) filter_linearN = "true" for all one-pass blurs
// Gaussian resizers would upsize using the distance between input texels
// (not output pixels), but we avoid this and consistently blur at the
// destination size. Otherwise, combining statically calculated weights
// with bilinear sample exploitation would result in terrible artifacts.
const vec2 dxdy_scale = params.SourceSize.xy * params.OutputSize.zw;
blur_dxdy = dxdy_scale * params.SourceSize.zw;
}
#endif // VERTEX_SHADER_BLUR_ONE_PASS_H

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@ -0,0 +1,65 @@
#ifndef VERTEX_SHADER_BLUR_RESIZE_HORIZONTAL_H
#define VERTEX_SHADER_BLUR_RESIZE_HORIZONTAL_H
///////////////////////////////// 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:
// Pass settings should be set by the shader file that #includes this one.
////////////////////////////////// INCLUDES //////////////////////////////////
#include "../include/gamma-management.h"
#include "../include/blur-functions.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 blur_dxdy;
void main()
{
gl_Position = global.MVP * Position;
tex_uv = TexCoord;
// Get the uv sample distance between output pixels. Blurs are not generic
// Gaussian resizers, and correct blurs require:
// 1.) OutputSize.xy == SourceSize.xy * 2^m, where m is an integer <= 0.
// 2.) mipmap_inputN = "true" for this pass in .cgp preset if m != 0
// 3.) filter_linearN = "true" except for 1x scale nearest neighbor blurs
// Arbitrary upsizing will be acceptable if filter_linearN = "true", and
// arbitrary downsizing will be acceptable if mipmap_inputN = "true" too.
// Only the "resize" blurs can manage this though, and they still aren't
// proper Gaussian resizers (because they sample between texels and always
// blur after resizing, not during).
const vec2 dxdy_scale = params.SourceSize.xy * params.OutputSize.zw;
const vec2 dxdy = dxdy_scale * params.SourceSize.zw;
// This blur is horizontal-only, so zero out the vertical offset:
blur_dxdy = vec2(dxdy.x, 0.0);
}
#endif // VERTEX_SHADER_BLUR_RESIZE_HORIZONTAL_H

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@ -0,0 +1,65 @@
#ifndef VERTEX_SHADER_BLUR_RESIZE_VERTICAL_H
#define VERTEX_SHADER_BLUR_RESIZE_VERTICAL_H
///////////////////////////////// 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:
// Pass settings should be set by the shader file that #includes this one.
////////////////////////////////// INCLUDES //////////////////////////////////
#include "../include/gamma-management.h"
#include "../include/blur-functions.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 blur_dxdy;
void main()
{
gl_Position = global.MVP * Position;
tex_uv = TexCoord;
// Get the uv sample distance between output pixels. Blurs are not generic
// Gaussian resizers, and correct blurs require:
// 1.) OutputSize.xy == SourceSize.xy * 2^m, where m is an integer <= 0.
// 2.) mipmap_inputN = "true" for this pass in .cgp preset if m != 0
// 3.) filter_linearN = "true" except for 1x scale nearest neighbor blurs
// Arbitrary upsizing will be acceptable if filter_linearN = "true", and
// arbitrary downsizing will be acceptable if mipmap_inputN = "true" too.
// Only the "resize" blurs can manage this though, and they still aren't
// proper Gaussian resizers (because they sample between texels and always
// blur after resizing, not during).
const vec2 dxdy_scale = params.SourceSize.xy * params.OutputSize.zw;
const vec2 dxdy = dxdy_scale * params.SourceSize.zw;
// This blur is vertical-only, so zero out the horizontal offset:
blur_dxdy = vec2(0.0, dxdy.y);
}
#endif // VERTEX_SHADER_BLUR_RESIZE_VERTICAL_H

View file

@ -241,6 +241,176 @@ float get_fast_gaussian_weight_sum_inv(const float sigma)
(sigma - 0.0860587260734721))), 0.399334576340352/sigma);
}
//////////////////// ARBITRARILY RESIZABLE SEPARABLE BLURS ///////////////////
vec3 tex2Dblur11resize(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
// Requires: Global requirements must be met (see file description).
// Returns: A 1D 11x Gaussian blurred texture lookup using a 11-tap blur.
// It may be mipmapped depending on settings and dxdy.
// Calculate Gaussian blur kernel weights and a normalization factor for
// distances of 0-4, ignoring constant factors (since we're normalizing).
const float denom_inv = 0.5/(sigma*sigma);
const float w0 = 1.0;
const float w1 = exp(-1.0 * denom_inv);
const float w2 = exp(-4.0 * denom_inv);
const float w3 = exp(-9.0 * denom_inv);
const float w4 = exp(-16.0 * denom_inv);
const float w5 = exp(-25.0 * denom_inv);
const float weight_sum_inv = 1.0 /
(w0 + 2.0 * (w1 + w2 + w3 + w4 + w5));
// Statically normalize weights, sum weighted samples, and return. Blurs are
// currently optimized for dynamic weights.
vec3 sum = vec3(0.0);
sum += w5 * tex2D_linearize(tex, tex_uv - 5.0 * dxdy).rgb;
sum += w4 * tex2D_linearize(tex, tex_uv - 4.0 * dxdy).rgb;
sum += w3 * tex2D_linearize(tex, tex_uv - 3.0 * dxdy).rgb;
sum += w2 * tex2D_linearize(tex, tex_uv - 2.0 * dxdy).rgb;
sum += w1 * tex2D_linearize(tex, tex_uv - 1.0 * dxdy).rgb;
sum += w0 * tex2D_linearize(tex, tex_uv).rgb;
sum += w1 * tex2D_linearize(tex, tex_uv + 1.0 * dxdy).rgb;
sum += w2 * tex2D_linearize(tex, tex_uv + 2.0 * dxdy).rgb;
sum += w3 * tex2D_linearize(tex, tex_uv + 3.0 * dxdy).rgb;
sum += w4 * tex2D_linearize(tex, tex_uv + 4.0 * dxdy).rgb;
sum += w5 * tex2D_linearize(tex, tex_uv + 5.0 * dxdy).rgb;
return sum * weight_sum_inv;
}
vec3 tex2Dblur9resize(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
// Requires: Global requirements must be met (see file description).
// Returns: A 1D 9x Gaussian blurred texture lookup using a 9-tap blur.
// It may be mipmapped depending on settings and dxdy.
// First get the texel weights and normalization factor as above.
const float denom_inv = 0.5/(sigma*sigma);
const float w0 = 1.0;
const float w1 = exp(-1.0 * denom_inv);
const float w2 = exp(-4.0 * denom_inv);
const float w3 = exp(-9.0 * denom_inv);
const float w4 = exp(-16.0 * denom_inv);
const float weight_sum_inv = 1.0 / (w0 + 2.0 * (w1 + w2 + w3 + w4));
// Statically normalize weights, sum weighted samples, and return:
vec3 sum = vec3(0.0);
sum += w4 * tex2D_linearize(tex, tex_uv - 4.0 * dxdy).rgb;
sum += w3 * tex2D_linearize(tex, tex_uv - 3.0 * dxdy).rgb;
sum += w2 * tex2D_linearize(tex, tex_uv - 2.0 * dxdy).rgb;
sum += w1 * tex2D_linearize(tex, tex_uv - 1.0 * dxdy).rgb;
sum += w0 * tex2D_linearize(tex, tex_uv).rgb;
sum += w1 * tex2D_linearize(tex, tex_uv + 1.0 * dxdy).rgb;
sum += w2 * tex2D_linearize(tex, tex_uv + 2.0 * dxdy).rgb;
sum += w3 * tex2D_linearize(tex, tex_uv + 3.0 * dxdy).rgb;
sum += w4 * tex2D_linearize(tex, tex_uv + 4.0 * dxdy).rgb;
return sum * weight_sum_inv;
}
vec3 tex2Dblur7resize(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
// Requires: Global requirements must be met (see file description).
// Returns: A 1D 7x Gaussian blurred texture lookup using a 7-tap blur.
// It may be mipmapped depending on settings and dxdy.
// First get the texel weights and normalization factor as above.
const float denom_inv = 0.5/(sigma*sigma);
const float w0 = 1.0;
const float w1 = exp(-1.0 * denom_inv);
const float w2 = exp(-4.0 * denom_inv);
const float w3 = exp(-9.0 * denom_inv);
const float weight_sum_inv = 1.0 / (w0 + 2.0 * (w1 + w2 + w3));
// Statically normalize weights, sum weighted samples, and return:
vec3 sum = vec3(0.0);
sum += w3 * tex2D_linearize(tex, tex_uv - 3.0 * dxdy).rgb;
sum += w2 * tex2D_linearize(tex, tex_uv - 2.0 * dxdy).rgb;
sum += w1 * tex2D_linearize(tex, tex_uv - 1.0 * dxdy).rgb;
sum += w0 * tex2D_linearize(tex, tex_uv).rgb;
sum += w1 * tex2D_linearize(tex, tex_uv + 1.0 * dxdy).rgb;
sum += w2 * tex2D_linearize(tex, tex_uv + 2.0 * dxdy).rgb;
sum += w3 * tex2D_linearize(tex, tex_uv + 3.0 * dxdy).rgb;
return sum * weight_sum_inv;
}
vec3 tex2Dblur5resize(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
// Requires: Global requirements must be met (see file description).
// Returns: A 1D 5x Gaussian blurred texture lookup using a 5-tap blur.
// It may be mipmapped depending on settings and dxdy.
// First get the texel weights and normalization factor as above.
const float denom_inv = 0.5/(sigma*sigma);
const float w0 = 1.0;
const float w1 = exp(-1.0 * denom_inv);
const float w2 = exp(-4.0 * denom_inv);
const float weight_sum_inv = 1.0 / (w0 + 2.0 * (w1 + w2));
// Statically normalize weights, sum weighted samples, and return:
vec3 sum = vec3(0.0);
sum += w2 * tex2D_linearize(tex, tex_uv - 2.0 * dxdy).rgb;
sum += w1 * tex2D_linearize(tex, tex_uv - 1.0 * dxdy).rgb;
sum += w0 * tex2D_linearize(tex, tex_uv).rgb;
sum += w1 * tex2D_linearize(tex, tex_uv + 1.0 * dxdy).rgb;
sum += w2 * tex2D_linearize(tex, tex_uv + 2.0 * dxdy).rgb;
return sum * weight_sum_inv;
}
vec3 tex2Dblur3resize(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
// Requires: Global requirements must be met (see file description).
// Returns: A 1D 3x Gaussian blurred texture lookup using a 3-tap blur.
// It may be mipmapped depending on settings and dxdy.
// First get the texel weights and normalization factor as above.
const float denom_inv = 0.5/(sigma*sigma);
const float w0 = 1.0;
const float w1 = exp(-1.0 * denom_inv);
const float weight_sum_inv = 1.0 / (w0 + 2.0 * w1);
// Statically normalize weights, sum weighted samples, and return:
vec3 sum = vec3(0.0);
sum += w1 * tex2D_linearize(tex, tex_uv - 1.0 * dxdy).rgb;
sum += w0 * tex2D_linearize(tex, tex_uv).rgb;
sum += w1 * tex2D_linearize(tex, tex_uv + 1.0 * dxdy).rgb;
return sum * weight_sum_inv;
}
/////////////////////////// FAST SEPARABLE BLURS ///////////////////////////
vec3 tex2Dblur11fast(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
// Requires: 1.) Global requirements must be met (see file description).
// 2.) filter_linearN must = "true" in your .cgp file.
// 3.) For gamma-correct bilinear filtering, global
// gamma_aware_bilinear == true (from gamma-management.h)
// Returns: A 1D 11x Gaussian blurred texture lookup using 6 linear
// taps. It may be mipmapped depending on settings and dxdy.
// First get the texel weights and normalization factor as above.
const float denom_inv = 0.5/(sigma*sigma);
const float w0 = 1.0;
const float w1 = exp(-1.0 * denom_inv);
const float w2 = exp(-4.0 * denom_inv);
const float w3 = exp(-9.0 * denom_inv);
const float w4 = exp(-16.0 * denom_inv);
const float w5 = exp(-25.0 * denom_inv);
const float weight_sum_inv = 1.0 /
(w0 + 2.0 * (w1 + w2 + w3 + w4 + w5));
// Calculate combined weights and linear sample ratios between texel pairs.
// The center texel (with weight w0) is used twice, so halve its weight.
const float w01 = w0 * 0.5 + w1;
const float w23 = w2 + w3;
const float w45 = w4 + w5;
const float w01_ratio = w1/w01;
const float w23_ratio = w3/w23;
const float w45_ratio = w5/w45;
// Statically normalize weights, sum weighted samples, and return:
vec3 sum = vec3(0.0);
sum += w45 * tex2D_linearize(tex, tex_uv - (4.0 + w45_ratio) * dxdy).rgb;
sum += w23 * tex2D_linearize(tex, tex_uv - (2.0 + w23_ratio) * dxdy).rgb;
sum += w01 * tex2D_linearize(tex, tex_uv - w01_ratio * dxdy).rgb;
sum += w01 * tex2D_linearize(tex, tex_uv + w01_ratio * dxdy).rgb;
sum += w23 * tex2D_linearize(tex, tex_uv + (2.0 + w23_ratio) * dxdy).rgb;
sum += w45 * tex2D_linearize(tex, tex_uv + (4.0 + w45_ratio) * dxdy).rgb;
return sum * weight_sum_inv;
}
vec3 tex2Dblur17fast(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
@ -493,6 +663,79 @@ vec3 tex2Dblur43fast(const sampler2D tex, const vec2 tex_uv,
return sum * weight_sum_inv;
}
vec3 tex2Dblur3fast(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
// Requires: Same as tex2Dblur11()
// Returns: A 1D 3x Gaussian blurred texture lookup using 2 linear
// taps. It may be mipmapped depending on settings and dxdy.
// First get the texel weights and normalization factor as above.
const float denom_inv = 0.5/(sigma*sigma);
const float w0 = 1.0;
const float w1 = exp(-1.0 * denom_inv);
const float weight_sum_inv = 1.0 / (w0 + 2.0 * w1);
// Calculate combined weights and linear sample ratios between texel pairs.
// The center texel (with weight w0) is used twice, so halve its weight.
const float w01 = w0 * 0.5 + w1;
const float w01_ratio = w1/w01;
// Weights for all samples are the same, so just average them:
return 0.5 * (
tex2D_linearize(tex, tex_uv - w01_ratio * dxdy).rgb +
tex2D_linearize(tex, tex_uv + w01_ratio * dxdy).rgb);
}
vec3 tex2Dblur5fast(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
// Requires: Same as tex2Dblur11()
// Returns: A 1D 5x Gaussian blurred texture lookup using 1 nearest
// neighbor and 2 linear taps. It may be mipmapped depending
// on settings and dxdy.
// First get the texel weights and normalization factor as above.
const float denom_inv = 0.5/(sigma*sigma);
const float w0 = 1.0;
const float w1 = exp(-1.0 * denom_inv);
const float w2 = exp(-4.0 * denom_inv);
const float weight_sum_inv = 1.0 / (w0 + 2.0 * (w1 + w2));
// Calculate combined weights and linear sample ratios between texel pairs.
const float w12 = w1 + w2;
const float w12_ratio = w2/w12;
// Statically normalize weights, sum weighted samples, and return:
vec3 sum = vec3(0.0);
sum += w12 * tex2D_linearize(tex, tex_uv - (1.0 + w12_ratio) * dxdy).rgb;
sum += w0 * tex2D_linearize(tex, tex_uv).rgb;
sum += w12 * tex2D_linearize(tex, tex_uv + (1.0 + w12_ratio) * dxdy).rgb;
return sum * weight_sum_inv;
}
vec3 tex2Dblur7fast(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
// Requires: Same as tex2Dblur11()
// Returns: A 1D 7x Gaussian blurred texture lookup using 4 linear
// taps. It may be mipmapped depending on settings and dxdy.
// First get the texel weights and normalization factor as above.
const float denom_inv = 0.5/(sigma*sigma);
const float w0 = 1.0;
const float w1 = exp(-1.0 * denom_inv);
const float w2 = exp(-4.0 * denom_inv);
const float w3 = exp(-9.0 * denom_inv);
const float weight_sum_inv = 1.0 / (w0 + 2.0 * (w1 + w2 + w3));
// Calculate combined weights and linear sample ratios between texel pairs.
// The center texel (with weight w0) is used twice, so halve its weight.
const float w01 = w0 * 0.5 + w1;
const float w23 = w2 + w3;
const float w01_ratio = w1/w01;
const float w23_ratio = w3/w23;
// Statically normalize weights, sum weighted samples, and return:
vec3 sum = vec3(0.0);
sum += w23 * tex2D_linearize(tex, tex_uv - (2.0 + w23_ratio) * dxdy).rgb;
sum += w01 * tex2D_linearize(tex, tex_uv - w01_ratio * dxdy).rgb;
sum += w01 * tex2D_linearize(tex, tex_uv + w01_ratio * dxdy).rgb;
sum += w23 * tex2D_linearize(tex, tex_uv + (2.0 + w23_ratio) * dxdy).rgb;
return sum * weight_sum_inv;
}
//////////////////// ARBITRARILY RESIZABLE ONE-PASS BLURS ////////////////////
vec3 tex2Dblur3x3resize(const sampler2D tex, const vec2 tex_uv,
@ -571,6 +814,360 @@ vec3 tex2Dblur9fast(const sampler2D tex, const vec2 tex_uv,
return sum * weight_sum_inv;
}
vec3 tex2Dblur9x9(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
// Perform a 1-pass 9x9 blur with 5x5 bilinear samples.
// Requires: Same as tex2Dblur9()
// Returns: A 9x9 Gaussian blurred mipmapped texture lookup composed of
// 5x5 carefully selected bilinear samples.
// Description:
// Perform a 1-pass 9x9 blur with 5x5 bilinear samples. Adjust the
// bilinear sample location to reflect the true Gaussian weights for each
// underlying texel. The following diagram illustrates the relative
// locations of bilinear samples. Each sample with the same number has the
// same weight (notice the symmetry). The letters a, b, c, d distinguish
// quadrants, and the letters U, D, L, R, C (up, down, left, right, center)
// distinguish 1D directions along the line containing the pixel center:
// 6a 5a 2U 5b 6b
// 4a 3a 1U 3b 4b
// 2L 1L 0C 1R 2R
// 4c 3c 1D 3d 4d
// 6c 5c 2D 5d 6d
// The following diagram illustrates the underlying equally spaced texels,
// named after the sample that accesses them and subnamed by their location
// within their 2x2, 2x1, 1x2, or 1x1 texel block:
// 6a4 6a3 5a4 5a3 2U2 5b3 5b4 6b3 6b4
// 6a2 6a1 5a2 5a1 2U1 5b1 5b2 6b1 6b2
// 4a4 4a3 3a4 3a3 1U2 3b3 3b4 4b3 4b4
// 4a2 4a1 3a2 3a1 1U1 3b1 3b2 4b1 4b2
// 2L2 2L1 1L2 1L1 0C1 1R1 1R2 2R1 2R2
// 4c2 4c1 3c2 3c1 1D1 3d1 3d2 4d1 4d2
// 4c4 4c3 3c4 3c3 1D2 3d3 3d4 4d3 4d4
// 6c2 6c1 5c2 5c1 2D1 5d1 5d2 6d1 6d2
// 6c4 6c3 5c4 5c3 2D2 5d3 5d4 6d3 6d4
// Note there is only one C texel and only two texels for each U, D, L, or
// R sample. The center sample is effectively a nearest neighbor sample,
// and the U/D/L/R samples use 1D linear filtering. All other texels are
// read with bilinear samples somewhere within their 2x2 texel blocks.
// COMPUTE TEXTURE COORDS:
// Statically compute sampling offsets within each 2x2 texel block, based
// on 1D sampling ratios between texels [1, 2] and [3, 4] texels away from
// the center, and reuse them independently for both dimensions. Compute
// these offsets based on the relative 1D Gaussian weights of the texels
// in question. (w1off means "Gaussian weight for the texel 1.0 texels
// away from the pixel center," etc.).
const float denom_inv = 0.5/(sigma*sigma);
const float w1off = exp(-1.0 * denom_inv);
const float w2off = exp(-4.0 * denom_inv);
const float w3off = exp(-9.0 * denom_inv);
const float w4off = exp(-16.0 * denom_inv);
const float texel1to2ratio = w2off/(w1off + w2off);
const float texel3to4ratio = w4off/(w3off + w4off);
// Statically compute texel offsets from the fragment center to each
// bilinear sample in the bottom-right quadrant, including x-axis-aligned:
const vec2 sample1R_texel_offset = vec2(1.0, 0.0) + vec2(texel1to2ratio, 0.0);
const vec2 sample2R_texel_offset = vec2(3.0, 0.0) + vec2(texel3to4ratio, 0.0);
const vec2 sample3d_texel_offset = vec2(1.0, 1.0) + vec2(texel1to2ratio, texel1to2ratio);
const vec2 sample4d_texel_offset = vec2(3.0, 1.0) + vec2(texel3to4ratio, texel1to2ratio);
const vec2 sample5d_texel_offset = vec2(1.0, 3.0) + vec2(texel1to2ratio, texel3to4ratio);
const vec2 sample6d_texel_offset = vec2(3.0, 3.0) + vec2(texel3to4ratio, texel3to4ratio);
// CALCULATE KERNEL WEIGHTS FOR ALL SAMPLES:
// Statically compute Gaussian texel weights for the bottom-right quadrant.
// Read underscores as "and."
const float w1R1 = w1off;
const float w1R2 = w2off;
const float w2R1 = w3off;
const float w2R2 = w4off;
const float w3d1 = exp(-LENGTH_SQ(vec2(1.0, 1.0)) * denom_inv);
const float w3d2_3d3 = exp(-LENGTH_SQ(vec2(2.0, 1.0)) * denom_inv);
const float w3d4 = exp(-LENGTH_SQ(vec2(2.0, 2.0)) * denom_inv);
const float w4d1_5d1 = exp(-LENGTH_SQ(vec2(3.0, 1.0)) * denom_inv);
const float w4d2_5d3 = exp(-LENGTH_SQ(vec2(4.0, 1.0)) * denom_inv);
const float w4d3_5d2 = exp(-LENGTH_SQ(vec2(3.0, 2.0)) * denom_inv);
const float w4d4_5d4 = exp(-LENGTH_SQ(vec2(4.0, 2.0)) * denom_inv);
const float w6d1 = exp(-LENGTH_SQ(vec2(3.0, 3.0)) * denom_inv);
const float w6d2_6d3 = exp(-LENGTH_SQ(vec2(4.0, 3.0)) * denom_inv);
const float w6d4 = exp(-LENGTH_SQ(vec2(4.0, 4.0)) * denom_inv);
// Statically add texel weights in each sample to get sample weights:
const float w0 = 1.0;
const float w1 = w1R1 + w1R2;
const float w2 = w2R1 + w2R2;
const float w3 = w3d1 + 2.0 * w3d2_3d3 + w3d4;
const float w4 = w4d1_5d1 + w4d2_5d3 + w4d3_5d2 + w4d4_5d4;
const float w5 = w4;
const float w6 = w6d1 + 2.0 * w6d2_6d3 + w6d4;
// Get the weight sum inverse (normalization factor):
const float weight_sum_inv =
1.0/(w0 + 4.0 * (w1 + w2 + w3 + w4 + w5 + w6));
// LOAD TEXTURE SAMPLES:
// Load all 25 samples (1 nearest, 8 linear, 16 bilinear) using symmetry:
const vec2 mirror_x = vec2(-1.0, 1.0);
const vec2 mirror_y = vec2(1.0, -1.0);
const vec2 mirror_xy = vec2(-1.0, -1.0);
const vec2 dxdy_mirror_x = dxdy * mirror_x;
const vec2 dxdy_mirror_y = dxdy * mirror_y;
const vec2 dxdy_mirror_xy = dxdy * mirror_xy;
// Sampling order doesn't seem to affect performance, so just be clear:
const vec3 sample0C = tex2D_linearize(tex, tex_uv).rgb;
const vec3 sample1R = tex2D_linearize(tex, tex_uv + dxdy * sample1R_texel_offset).rgb;
const vec3 sample1D = tex2D_linearize(tex, tex_uv + dxdy * sample1R_texel_offset.yx).rgb;
const vec3 sample1L = tex2D_linearize(tex, tex_uv - dxdy * sample1R_texel_offset).rgb;
const vec3 sample1U = tex2D_linearize(tex, tex_uv - dxdy * sample1R_texel_offset.yx).rgb;
const vec3 sample2R = tex2D_linearize(tex, tex_uv + dxdy * sample2R_texel_offset).rgb;
const vec3 sample2D = tex2D_linearize(tex, tex_uv + dxdy * sample2R_texel_offset.yx).rgb;
const vec3 sample2L = tex2D_linearize(tex, tex_uv - dxdy * sample2R_texel_offset).rgb;
const vec3 sample2U = tex2D_linearize(tex, tex_uv - dxdy * sample2R_texel_offset.yx).rgb;
const vec3 sample3d = tex2D_linearize(tex, tex_uv + dxdy * sample3d_texel_offset).rgb;
const vec3 sample3c = tex2D_linearize(tex, tex_uv + dxdy_mirror_x * sample3d_texel_offset).rgb;
const vec3 sample3b = tex2D_linearize(tex, tex_uv + dxdy_mirror_y * sample3d_texel_offset).rgb;
const vec3 sample3a = tex2D_linearize(tex, tex_uv + dxdy_mirror_xy * sample3d_texel_offset).rgb;
const vec3 sample4d = tex2D_linearize(tex, tex_uv + dxdy * sample4d_texel_offset).rgb;
const vec3 sample4c = tex2D_linearize(tex, tex_uv + dxdy_mirror_x * sample4d_texel_offset).rgb;
const vec3 sample4b = tex2D_linearize(tex, tex_uv + dxdy_mirror_y * sample4d_texel_offset).rgb;
const vec3 sample4a = tex2D_linearize(tex, tex_uv + dxdy_mirror_xy * sample4d_texel_offset).rgb;
const vec3 sample5d = tex2D_linearize(tex, tex_uv + dxdy * sample5d_texel_offset).rgb;
const vec3 sample5c = tex2D_linearize(tex, tex_uv + dxdy_mirror_x * sample5d_texel_offset).rgb;
const vec3 sample5b = tex2D_linearize(tex, tex_uv + dxdy_mirror_y * sample5d_texel_offset).rgb;
const vec3 sample5a = tex2D_linearize(tex, tex_uv + dxdy_mirror_xy * sample5d_texel_offset).rgb;
const vec3 sample6d = tex2D_linearize(tex, tex_uv + dxdy * sample6d_texel_offset).rgb;
const vec3 sample6c = tex2D_linearize(tex, tex_uv + dxdy_mirror_x * sample6d_texel_offset).rgb;
const vec3 sample6b = tex2D_linearize(tex, tex_uv + dxdy_mirror_y * sample6d_texel_offset).rgb;
const vec3 sample6a = tex2D_linearize(tex, tex_uv + dxdy_mirror_xy * sample6d_texel_offset).rgb;
// SUM WEIGHTED SAMPLES:
// Statically normalize weights (so total = 1.0), and sum weighted samples.
vec3 sum = w0 * sample0C;
sum += w1 * (sample1R + sample1D + sample1L + sample1U);
sum += w2 * (sample2R + sample2D + sample2L + sample2U);
sum += w3 * (sample3d + sample3c + sample3b + sample3a);
sum += w4 * (sample4d + sample4c + sample4b + sample4a);
sum += w5 * (sample5d + sample5c + sample5b + sample5a);
sum += w6 * (sample6d + sample6c + sample6b + sample6a);
return sum * weight_sum_inv;
}
vec3 tex2Dblur7x7(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
// Perform a 1-pass 7x7 blur with 5x5 bilinear samples.
// Requires: Same as tex2Dblur9()
// Returns: A 7x7 Gaussian blurred mipmapped texture lookup composed of
// 4x4 carefully selected bilinear samples.
// Description:
// First see the descriptions for tex2Dblur9x9() and tex2Dblur7(). This
// blur mixes concepts from both. The sample layout is as follows:
// 4a 3a 3b 4b
// 2a 1a 1b 2b
// 2c 1c 1d 2d
// 4c 3c 3d 4d
// The texel layout is as follows. Note that samples 3a/3b, 1a/1b, 1c/1d,
// and 3c/3d share a vertical column of texels, and samples 2a/2c, 1a/1c,
// 1b/1d, and 2b/2d share a horizontal row of texels (all sample1's share
// the center texel):
// 4a4 4a3 3a4 3ab3 3b4 4b3 4b4
// 4a2 4a1 3a2 3ab1 3b2 4b1 4b2
// 2a4 2a3 1a4 1ab3 1b4 2b3 2b4
// 2ac2 2ac1 1ac2 1* 1bd2 2bd1 2bd2
// 2c4 2c3 1c4 1cd3 1d4 2d3 2d4
// 4c2 4c1 3c2 3cd1 3d2 4d1 4d2
// 4c4 4c3 3c4 3cd3 3d4 4d3 4d4
// COMPUTE TEXTURE COORDS:
// Statically compute bilinear sampling offsets (details in tex2Dblur9x9).
const float denom_inv = 0.5/(sigma*sigma);
const float w0off = 1.0;
const float w1off = exp(-1.0 * denom_inv);
const float w2off = exp(-4.0 * denom_inv);
const float w3off = exp(-9.0 * denom_inv);
const float texel0to1ratio = w1off/(w0off * 0.5 + w1off);
const float texel2to3ratio = w3off/(w2off + w3off);
// Statically compute texel offsets from the fragment center to each
// bilinear sample in the bottom-right quadrant, including axis-aligned:
const vec2 sample1d_texel_offset = vec2(texel0to1ratio, texel0to1ratio);
const vec2 sample2d_texel_offset = vec2(2.0, 0.0) + vec2(texel2to3ratio, texel0to1ratio);
const vec2 sample3d_texel_offset = vec2(0.0, 2.0) + vec2(texel0to1ratio, texel2to3ratio);
const vec2 sample4d_texel_offset = vec2(2.0, 2.0) + vec2(texel2to3ratio, texel2to3ratio);
// CALCULATE KERNEL WEIGHTS FOR ALL SAMPLES:
// Statically compute Gaussian texel weights for the bottom-right quadrant.
// Read underscores as "and."
const float w1abcd = 1.0;
const float w1bd2_1cd3 = exp(-LENGTH_SQ(vec2(1.0, 0.0)) * denom_inv);
const float w2bd1_3cd1 = exp(-LENGTH_SQ(vec2(2.0, 0.0)) * denom_inv);
const float w2bd2_3cd2 = exp(-LENGTH_SQ(vec2(3.0, 0.0)) * denom_inv);
const float w1d4 = exp(-LENGTH_SQ(vec2(1.0, 1.0)) * denom_inv);
const float w2d3_3d2 = exp(-LENGTH_SQ(vec2(2.0, 1.0)) * denom_inv);
const float w2d4_3d4 = exp(-LENGTH_SQ(vec2(3.0, 1.0)) * denom_inv);
const float w4d1 = exp(-LENGTH_SQ(vec2(2.0, 2.0)) * denom_inv);
const float w4d2_4d3 = exp(-LENGTH_SQ(vec2(3.0, 2.0)) * denom_inv);
const float w4d4 = exp(-LENGTH_SQ(vec2(3.0, 3.0)) * denom_inv);
// Statically add texel weights in each sample to get sample weights.
// Split weights for shared texels between samples sharing them:
const float w1 = w1abcd * 0.25 + w1bd2_1cd3 + w1d4;
const float w2_3 = (w2bd1_3cd1 + w2bd2_3cd2) * 0.5 + w2d3_3d2 + w2d4_3d4;
const float w4 = w4d1 + 2.0 * w4d2_4d3 + w4d4;
// Get the weight sum inverse (normalization factor):
const float weight_sum_inv =
1.0/(4.0 * (w1 + 2.0 * w2_3 + w4));
// LOAD TEXTURE SAMPLES:
// Load all 16 samples using symmetry:
const vec2 mirror_x = vec2(-1.0, 1.0);
const vec2 mirror_y = vec2(1.0, -1.0);
const vec2 mirror_xy = vec2(-1.0, -1.0);
const vec2 dxdy_mirror_x = dxdy * mirror_x;
const vec2 dxdy_mirror_y = dxdy * mirror_y;
const vec2 dxdy_mirror_xy = dxdy * mirror_xy;
const vec3 sample1a = tex2D_linearize(tex, tex_uv + dxdy_mirror_xy * sample1d_texel_offset).rgb;
const vec3 sample2a = tex2D_linearize(tex, tex_uv + dxdy_mirror_xy * sample2d_texel_offset).rgb;
const vec3 sample3a = tex2D_linearize(tex, tex_uv + dxdy_mirror_xy * sample3d_texel_offset).rgb;
const vec3 sample4a = tex2D_linearize(tex, tex_uv + dxdy_mirror_xy * sample4d_texel_offset).rgb;
const vec3 sample1b = tex2D_linearize(tex, tex_uv + dxdy_mirror_y * sample1d_texel_offset).rgb;
const vec3 sample2b = tex2D_linearize(tex, tex_uv + dxdy_mirror_y * sample2d_texel_offset).rgb;
const vec3 sample3b = tex2D_linearize(tex, tex_uv + dxdy_mirror_y * sample3d_texel_offset).rgb;
const vec3 sample4b = tex2D_linearize(tex, tex_uv + dxdy_mirror_y * sample4d_texel_offset).rgb;
const vec3 sample1c = tex2D_linearize(tex, tex_uv + dxdy_mirror_x * sample1d_texel_offset).rgb;
const vec3 sample2c = tex2D_linearize(tex, tex_uv + dxdy_mirror_x * sample2d_texel_offset).rgb;
const vec3 sample3c = tex2D_linearize(tex, tex_uv + dxdy_mirror_x * sample3d_texel_offset).rgb;
const vec3 sample4c = tex2D_linearize(tex, tex_uv + dxdy_mirror_x * sample4d_texel_offset).rgb;
const vec3 sample1d = tex2D_linearize(tex, tex_uv + dxdy * sample1d_texel_offset).rgb;
const vec3 sample2d = tex2D_linearize(tex, tex_uv + dxdy * sample2d_texel_offset).rgb;
const vec3 sample3d = tex2D_linearize(tex, tex_uv + dxdy * sample3d_texel_offset).rgb;
const vec3 sample4d = tex2D_linearize(tex, tex_uv + dxdy * sample4d_texel_offset).rgb;
// SUM WEIGHTED SAMPLES:
// Statically normalize weights (so total = 1.0), and sum weighted samples.
vec3 sum = vec3(0.0);
sum += w1 * (sample1a + sample1b + sample1c + sample1d);
sum += w2_3 * (sample2a + sample2b + sample2c + sample2d);
sum += w2_3 * (sample3a + sample3b + sample3c + sample3d);
sum += w4 * (sample4a + sample4b + sample4c + sample4d);
return sum * weight_sum_inv;
}
vec3 tex2Dblur5x5(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
// Perform a 1-pass 5x5 blur with 3x3 bilinear samples.
// Requires: Same as tex2Dblur9()
// Returns: A 5x5 Gaussian blurred mipmapped texture lookup composed of
// 3x3 carefully selected bilinear samples.
// Description:
// First see the description for tex2Dblur9x9(). This blur uses the same
// concept and sample/texel locations except on a smaller scale. Samples:
// 2a 1U 2b
// 1L 0C 1R
// 2c 1D 2d
// Texels:
// 2a4 2a3 1U2 2b3 2b4
// 2a2 2a1 1U1 2b1 2b2
// 1L2 1L1 0C1 1R1 1R2
// 2c2 2c1 1D1 2d1 2d2
// 2c4 2c3 1D2 2d3 2d4
// COMPUTE TEXTURE COORDS:
// Statically compute bilinear sampling offsets (details in tex2Dblur9x9).
const float denom_inv = 0.5/(sigma*sigma);
const float w1off = exp(-1.0 * denom_inv);
const float w2off = exp(-4.0 * denom_inv);
const float texel1to2ratio = w2off/(w1off + w2off);
// Statically compute texel offsets from the fragment center to each
// bilinear sample in the bottom-right quadrant, including x-axis-aligned:
const vec2 sample1R_texel_offset = vec2(1.0, 0.0) + vec2(texel1to2ratio, 0.0);
const vec2 sample2d_texel_offset = vec2(1.0, 1.0) + vec2(texel1to2ratio, texel1to2ratio);
// CALCULATE KERNEL WEIGHTS FOR ALL SAMPLES:
// Statically compute Gaussian texel weights for the bottom-right quadrant.
// Read underscores as "and."
const float w1R1 = w1off;
const float w1R2 = w2off;
const float w2d1 = exp(-LENGTH_SQ(vec2(1.0, 1.0)) * denom_inv);
const float w2d2_3 = exp(-LENGTH_SQ(vec2(2.0, 1.0)) * denom_inv);
const float w2d4 = exp(-LENGTH_SQ(vec2(2.0, 2.0)) * denom_inv);
// Statically add texel weights in each sample to get sample weights:
const float w0 = 1.0;
const float w1 = w1R1 + w1R2;
const float w2 = w2d1 + 2.0 * w2d2_3 + w2d4;
// Get the weight sum inverse (normalization factor):
const float weight_sum_inv = 1.0/(w0 + 4.0 * (w1 + w2));
// LOAD TEXTURE SAMPLES:
// Load all 9 samples (1 nearest, 4 linear, 4 bilinear) using symmetry:
const vec2 mirror_x = vec2(-1.0, 1.0);
const vec2 mirror_y = vec2(1.0, -1.0);
const vec2 mirror_xy = vec2(-1.0, -1.0);
const vec2 dxdy_mirror_x = dxdy * mirror_x;
const vec2 dxdy_mirror_y = dxdy * mirror_y;
const vec2 dxdy_mirror_xy = dxdy * mirror_xy;
const vec3 sample0C = tex2D_linearize(tex, tex_uv).rgb;
const vec3 sample1R = tex2D_linearize(tex, tex_uv + dxdy * sample1R_texel_offset).rgb;
const vec3 sample1D = tex2D_linearize(tex, tex_uv + dxdy * sample1R_texel_offset.yx).rgb;
const vec3 sample1L = tex2D_linearize(tex, tex_uv - dxdy * sample1R_texel_offset).rgb;
const vec3 sample1U = tex2D_linearize(tex, tex_uv - dxdy * sample1R_texel_offset.yx).rgb;
const vec3 sample2d = tex2D_linearize(tex, tex_uv + dxdy * sample2d_texel_offset).rgb;
const vec3 sample2c = tex2D_linearize(tex, tex_uv + dxdy_mirror_x * sample2d_texel_offset).rgb;
const vec3 sample2b = tex2D_linearize(tex, tex_uv + dxdy_mirror_y * sample2d_texel_offset).rgb;
const vec3 sample2a = tex2D_linearize(tex, tex_uv + dxdy_mirror_xy * sample2d_texel_offset).rgb;
// SUM WEIGHTED SAMPLES:
// Statically normalize weights (so total = 1.0), and sum weighted samples.
vec3 sum = w0 * sample0C;
sum += w1 * (sample1R + sample1D + sample1L + sample1U);
sum += w2 * (sample2a + sample2b + sample2c + sample2d);
return sum * weight_sum_inv;
}
vec3 tex2Dblur3x3(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy, const float sigma)
{
// Perform a 1-pass 3x3 blur with 5x5 bilinear samples.
// Requires: Same as tex2Dblur9()
// Returns: A 3x3 Gaussian blurred mipmapped texture lookup composed of
// 2x2 carefully selected bilinear samples.
// Description:
// First see the descriptions for tex2Dblur9x9() and tex2Dblur7(). This
// blur mixes concepts from both. The sample layout is as follows:
// 0a 0b
// 0c 0d
// The texel layout is as follows. Note that samples 0a/0b and 0c/0d share
// a vertical column of texels, and samples 0a/0c and 0b/0d share a
// horizontal row of texels (all samples share the center texel):
// 0a3 0ab2 0b3
// 0ac1 0*0 0bd1
// 0c3 0cd2 0d3
// COMPUTE TEXTURE COORDS:
// Statically compute bilinear sampling offsets (details in tex2Dblur9x9).
const float denom_inv = 0.5/(sigma*sigma);
const float w0off = 1.0;
const float w1off = exp(-1.0 * denom_inv);
const float texel0to1ratio = w1off/(w0off * 0.5 + w1off);
// Statically compute texel offsets from the fragment center to each
// bilinear sample in the bottom-right quadrant, including axis-aligned:
const vec2 sample0d_texel_offset = vec2(texel0to1ratio, texel0to1ratio);
// LOAD TEXTURE SAMPLES:
// Load all 4 samples using symmetry:
const vec2 mirror_x = vec2(-1.0, 1.0);
const vec2 mirror_y = vec2(1.0, -1.0);
const vec2 mirror_xy = vec2(-1.0, -1.0);
const vec2 dxdy_mirror_x = dxdy * mirror_x;
const vec2 dxdy_mirror_y = dxdy * mirror_y;
const vec2 dxdy_mirror_xy = dxdy * mirror_xy;
const vec3 sample0a = tex2D_linearize(tex, tex_uv + dxdy_mirror_xy * sample0d_texel_offset).rgb;
const vec3 sample0b = tex2D_linearize(tex, tex_uv + dxdy_mirror_y * sample0d_texel_offset).rgb;
const vec3 sample0c = tex2D_linearize(tex, tex_uv + dxdy_mirror_x * sample0d_texel_offset).rgb;
const vec3 sample0d = tex2D_linearize(tex, tex_uv + dxdy * sample0d_texel_offset).rgb;
// SUM WEIGHTED SAMPLES:
// Weights for all samples are the same, so just average them:
return 0.25 * (sample0a + sample0b + sample0c + sample0d);
}
vec3 tex2Dblur9fast(const sampler2D tex, const vec2 tex_uv,
const vec2 dxdy)
{
@ -600,4 +1197,81 @@ vec3 tex2Dblur31fast(const sampler2D texture, const vec2 tex_uv,
return tex2Dblur31fast(texture, tex_uv, dxdy, blur31_std_dev);
}
vec3 tex2Dblur3fast(const sampler2D texture, const vec2 tex_uv,
const vec2 dxdy)
{
return tex2Dblur3fast(texture, tex_uv, dxdy, blur3_std_dev);
}
vec3 tex2Dblur3x3(const sampler2D texture, const vec2 tex_uv,
const vec2 dxdy)
{
return tex2Dblur3x3(texture, tex_uv, dxdy, blur3_std_dev);
}
vec3 tex2Dblur5fast(const sampler2D texture, const vec2 tex_uv,
const vec2 dxdy)
{
return tex2Dblur5fast(texture, tex_uv, dxdy, blur5_std_dev);
}
vec3 tex2Dblur5resize(const sampler2D texture, const vec2 tex_uv,
const vec2 dxdy)
{
return tex2Dblur5resize(texture, tex_uv, dxdy, blur5_std_dev);
}
vec3 tex2Dblur3resize(const sampler2D texture, const vec2 tex_uv,
const vec2 dxdy)
{
return tex2Dblur3resize(texture, tex_uv, dxdy, blur3_std_dev);
}
vec3 tex2Dblur5x5(const sampler2D texture, const vec2 tex_uv,
const vec2 dxdy)
{
return tex2Dblur5x5(texture, tex_uv, dxdy, blur5_std_dev);
}
vec3 tex2Dblur7resize(const sampler2D texture, const vec2 tex_uv,
const vec2 dxdy)
{
return tex2Dblur7resize(texture, tex_uv, dxdy, blur7_std_dev);
}
vec3 tex2Dblur7fast(const sampler2D texture, const vec2 tex_uv,
const vec2 dxdy)
{
return tex2Dblur7fast(texture, tex_uv, dxdy, blur7_std_dev);
}
vec3 tex2Dblur7x7(const sampler2D texture, const vec2 tex_uv,
const vec2 dxdy)
{
return tex2Dblur7x7(texture, tex_uv, dxdy, blur7_std_dev);
}
vec3 tex2Dblur9resize(const sampler2D texture, const vec2 tex_uv,
const vec2 dxdy)
{
return tex2Dblur9resize(texture, tex_uv, dxdy, blur9_std_dev);
}
vec3 tex2Dblur9x9(const sampler2D texture, const vec2 tex_uv,
const vec2 dxdy)
{
return tex2Dblur9x9(texture, tex_uv, dxdy, blur9_std_dev);
}
vec3 tex2Dblur11resize(const sampler2D texture, const vec2 tex_uv,
const vec2 dxdy)
{
return tex2Dblur11resize(texture, tex_uv, dxdy, blur11_std_dev);
}
vec3 tex2Dblur11fast(const sampler2D texture, const vec2 tex_uv,
const vec2 dxdy)
{
return tex2Dblur11fast(texture, tex_uv, dxdy, blur11_std_dev);
}
#endif // BLUR_FUNCTIONS_H