mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
7f34fc7469
* clean up blurs * fix some paths and prune some dead presets * fix ntsc path
65 lines
2.9 KiB
C
65 lines
2.9 KiB
C
#ifndef VERTEX_SHADER_BLUR_RESIZE_VERTICAL_H
|
|
#define VERTEX_SHADER_BLUR_RESIZE_VERTICAL_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 vec2 tex_uv;
|
|
layout(location = 1) out vec2 blur_dxdy;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
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 .cgp preset if m != 0
|
|
// 3.) filter_linearN = "true" except for 1x scale nearest neighbor blurs
|
|
// Arbitrary upsizing will be acceptable if filter_linearN = "true", and
|
|
// arbitrary downsizing will be acceptable if mipmap_inputN = "true" too.
|
|
// Only the "resize" blurs can manage this though, and they still aren't
|
|
// proper Gaussian resizers (because they sample between texels and always
|
|
// blur after resizing, not during).
|
|
const vec2 dxdy_scale = params.SourceSize.xy * params.OutputSize.zw;
|
|
const vec2 dxdy = dxdy_scale * params.SourceSize.zw;
|
|
// This blur is vertical-only, so zero out the horizontal offset:
|
|
blur_dxdy = vec2(0.0, dxdy.y);
|
|
}
|
|
|
|
#endif // VERTEX_SHADER_BLUR_RESIZE_VERTICAL_H
|