mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 17:01:31 +11:00
77 lines
3.5 KiB
C
77 lines
3.5 KiB
C
#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 vec4 tex_uv;
|
|
layout(location = 1) out vec4 output_pixel_num;
|
|
layout(location = 2) out vec2 blur_dxdy;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
vec2 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 *
|
|
(gl_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
|