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https://github.com/italicsjenga/slang-shaders.git
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70256e15f6
* add updated NDS color, Super Sleuth gamma ramp and more trogglemonkey blurs
88 lines
3.3 KiB
Plaintext
88 lines
3.3 KiB
Plaintext
#version 450
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///////////////////////////////// MIT LICENSE ////////////////////////////////
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// Copyright (C) 2014 TroggleMonkey
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
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// PASS SETTINGS:
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// gamma-management.h needs to know what kind of pipeline we're using and
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// what pass this is in that pipeline. This will become obsolete if/when we
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// can #define things like this in the preset file.
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//#define GAMMA_ENCODE_EVERY_FBO
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//#define FIRST_PASS
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//#define LAST_PASS
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//#define SIMULATE_CRT_ON_LCD
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//#define SIMULATE_GBA_ON_LCD
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//#define SIMULATE_LCD_ON_CRT
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//#define SIMULATE_GBA_ON_CRT
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// blur-functions.h needs to know our profile's capabilities:
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// 1.) DRIVERS_ALLOW_DERIVATIVES is mandatory for one-pass shared-sample blurs.
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// 2.) DRIVERS_ALLOW_TEX2DLOD is optional, but mipmapped blurs will have awful
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// artifacts without it due to funky texture sampling derivatives.
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#define DRIVERS_ALLOW_DERIVATIVES
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#define DRIVERS_ALLOW_TEX2DLOD
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/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
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#include "../include/compat_macros.inc"
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#pragma stage vertex
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#include "vertex-shader-blur-one-pass-shared-sample.h"
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#pragma stage fragment
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layout(location = 0) in vec4 tex_uv;
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layout(location = 1) in vec4 output_pixel_num;
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layout(location = 2) in vec2 blur_dxdy;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define input_texture Source
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///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
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#include "../include/gamma-management.h"
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#include "../include/blur-functions.h"
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void main()
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{
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// Get the integer output pixel number from two origins (uv and screen):
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float4 output_pixel_num_integer = floor(output_pixel_num);
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// Get the fragment's position in the pixel quad and do a shared-sample blur:
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float4 quad_vector = get_quad_vector(output_pixel_num_integer);
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float3 color = tex2Dblur10x10shared(input_texture, tex_uv,
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blur_dxdy, quad_vector);
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// Encode and output the blurred image:
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FragColor = encode_output(float4(color, 1.0));
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}
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