#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" #include "../crt/shaders/crt-royale/src/includes.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.) 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 = 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); } #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)); }