mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 08:11:29 +11:00
7f34fc7469
* clean up blurs * fix some paths and prune some dead presets * fix ntsc path
77 lines
2.7 KiB
Plaintext
77 lines
2.7 KiB
Plaintext
#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 = tex2Dblur3x3(Source, tex_uv, blur_dxdy);
|
|
// Encode and output the blurred image:
|
|
FragColor = encode_output(vec4(color, 1.0));
|
|
} |