#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