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https://github.com/italicsjenga/slang-shaders.git
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7f34fc7469
* clean up blurs * fix some paths and prune some dead presets * fix ntsc path
77 lines
3.5 KiB
C
77 lines
3.5 KiB
C
#ifndef VERTEX_SHADER_BLUR_ONE_PASS_SHARED_SAMPLE_H
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#define VERTEX_SHADER_BLUR_ONE_PASS_SHARED_SAMPLE_H
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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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///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
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// PASS SETTINGS:
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// Pass settings should be set by the shader file that #includes this one.
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////////////////////////////////// INCLUDES //////////////////////////////////
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//#include "../../../include/gamma-management.h"
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//#include "../../../include/blur-functions.h"
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec4 tex_uv;
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layout(location = 1) out vec4 output_pixel_num;
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layout(location = 2) out vec2 blur_dxdy;
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void main()
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{
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gl_Position = global.MVP * Position;
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vec2 tex_uv_ = TexCoord;
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// Get the uv sample distance between output pixels. Blurs are not generic
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// Gaussian resizers, and correct blurs require:
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// 1.) OutputSize.xy == SourceSize.xy * 2^m, where m is an integer <= 0.
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// 2.) mipmap_inputN = "true" for this pass in the preset if m < 0
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// 3.) filter_linearN = "true" for all one-pass blurs
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// 4.) #define DRIVERS_ALLOW_TEX2DLOD for shared-sample blurs
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// Gaussian resizers would upsize using the distance between input texels
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// (not output pixels), but we avoid this and consistently blur at the
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// destination size. Otherwise, combining statically calculated weights
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// with bilinear sample exploitation would result in terrible artifacts.
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const vec2 dxdy_scale = params.SourceSize.xy * params.OutputSize.zw;
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blur_dxdy = dxdy_scale * params.SourceSize.zw;
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// Get the output pixel number in ([0, xres), [0, yres)) with respect to
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// the uv origin (.xy components) and the screen origin (.zw components).
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// Both are useful. Don't round until the fragment shader.
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const float2 video_uv = tex_uv_;
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output_pixel_num.xy = params.OutputSize.xy * vec2(video_uv.x, video_uv.y);
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output_pixel_num.zw = params.OutputSize.xy *
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(gl_Position.xy * 0.5 + vec2(0.5));
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// Set the mip level correctly for shared-sample blurs (where the
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// derivatives are unreliable):
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const float mip_level = log2(params.SourceSize.xy * params.OutputSize.zw).y;
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tex_uv = vec4(tex_uv_, 0.0, mip_level);
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}
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#endif // VERTEX_SHADER_BLUR_ONE_PASS_SHARED_SAMPLE_H
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