#version 450

/////////////////////////////////  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.

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;

/////////////////////////////  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 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

//  blur-functions.h needs to know our profile's capabilities:
//  1.) DRIVERS_ALLOW_DERIVATIVES is mandatory for one-pass shared-sample blurs.
//  2.) DRIVERS_ALLOW_TEX2DLOD is optional, but mipmapped blurs will have awful
//      artifacts without it due to funky texture sampling derivatives.
#define DRIVERS_ALLOW_DERIVATIVES
#define DRIVERS_ALLOW_TEX2DLOD

///////////////////////////////  VERTEX INCLUDES  ///////////////////////////////

#include "../../../include/compat_macros.inc"
#pragma stage vertex
#include "vertex-shader-blur-one-pass-shared-sample.h"

#pragma stage fragment
layout(location = 0) in vec4 tex_uv;
layout(location = 1) in vec4 output_pixel_num;
layout(location = 2) in vec2 blur_dxdy;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define input_texture Source

/////////////////////////////  FRAGMENT INCLUDES  /////////////////////////////
#include "../../../include/gamma-management.h"
#include "../../../include/blur-functions.h"

void main()
{
    //  Get the integer output pixel number from two origins (uv and screen):
    float4 output_pixel_num_integer = floor(output_pixel_num);
    //  Get the fragment's position in the pixel quad and do a shared-sample blur:
    float4 quad_vector = get_quad_vector(output_pixel_num_integer);
    float3 color = tex2Dblur12x12shared(input_texture, tex_uv,
        blur_dxdy, quad_vector);
    //  Encode and output the blurred image:
    FragColor = encode_output(float4(color, 1.0));
}