///////////////////////////////// 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 ////////////////////////////////// INCLUDES ////////////////////////////////// #include "../include/gamma-management.fxh" #include "../include/blur-functions.fxh" ///////////////////////////////// STRUCTURES ///////////////////////////////// struct out_vertex_p3 { float2 blur_dxdy : TEXCOORD1; }; //////////////////////////////// VERTEX SHADER /////////////////////////////// // Vertex shader generating a triangle covering the entire screen void VS_Blur9Fast_Vertical(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD, out out_vertex_p3 OUT) { texcoord.x = (id == 2) ? 2.0 : 0.0; texcoord.y = (id == 1) ? 2.0 : 0.0; position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0); /* float2 texture_size = 1.0/NormalizedNativePixelSize; float2 output_size = (ViewportSize*BufferToViewportRatio); float2 video_size = 1.0/NormalizedNativePixelSize; */ // float2 texture_size = float2(320.0, 240.0); float2 texture_size = BLUR9FAST_VERTICAL_texture_size; float2 output_size = VIEWPORT_SIZE; // float2 output_size = VIEWPORT_SIZE/4.0; // float2 output_size = VIEWPORT_SIZE*NormalizedNativePixelSize/float2(320.0, 240.0); // float2 output_size = 1.0/NormalizedNativePixelSize; // Get the uv sample distance between output pixels. Blurs are not generic // Gaussian resizers, and correct blurs require: // 1.) IN.output_size == IN.video_size * 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 // 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 float2 dxdy_scale = video_size/output_size; const float2 dxdy = dxdy_scale/texture_size; // This blur is vertical-only, so zero out the horizontal offset: OUT.blur_dxdy = float2(0.0, dxdy.y); } /////////////////////////////// FRAGMENT SHADER ////////////////////////////// float4 PS_Blur9Fast_Vertical(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD, in out_vertex_p3 VAR) : SV_Target { float3 color = tex2Dblur9fast(BLOOM_APPROX, vTexCoord, VAR.blur_dxdy); // Encode and output the blurred image: return encode_output(float4(color, 1.0)); }