#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 /////////////////////////////// VERTEX INCLUDES /////////////////////////////// #include "../../../include/compat_macros.inc" #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; #define input_texture Source ///////////////////////////// FRAGMENT INCLUDES ///////////////////////////// #include "../../../include/gamma-management.h" #include "../../../include/blur-functions.h" void main() { vec3 color = tex2Dblur9x9(Source, tex_uv, blur_dxdy); // Encode and output the blurred image: FragColor = encode_output(vec4(color, 1.0)); }