Duckstation/data/resources/shaders/reshade/Shaders/crt/crt-royale/src/blur9fast-vertical.fxh
Hyllian bf1b023f12
Add a new port of crt-royale.fx (#3260)
- A new port of crt-royale. More faithful to original. It uses the same mask textures.
- The only thing not ported is the original geometry pass. It was replaced by geom curvature code.
- It's configured for 1080p displays. 4k displays need to adjust param mask_triad_size_desired from 3.0 to 4.0.

OBS: It's up to you decide if the two versions should be maintained.
2024-07-26 14:33:01 +10:00

96 lines
4.2 KiB
HLSL

///////////////////////////////// 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));
}