Duckstation/data/resources/shaders/reshade/Shaders/crt-royale/shaders/blurring.fxh

131 lines
5.5 KiB
HLSL

#ifndef _BLURRING_H
#define _BLURRING_H
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
// crt-royale: A full-featured CRT shader, with cheese.
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
//
// crt-royale-reshade: A port of TroggleMonkey's crt-royale from libretro to ReShade.
// Copyright (C) 2020 Alex Gunter <akg7634@gmail.com>
//
// This program is free software; you can redistribute it and/or modify it
// under the terms of the GNU General Public License as published by the Free
// Software Foundation; either version 2 of the License, or any later version.
//
// This program is distributed in the hope that it will be useful, but WITHOUT
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
// more details.
//
// You should have received a copy of the GNU General Public License along with
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
// Place, Suite 330, Boston, MA 02111-1307 USA
///////////////////////////////// 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.
#include "../lib/gamma-management.fxh"
#include "../lib/blur-functions.fxh"
#include "shared-objects.fxh"
void blurHorizontalVS(
in uint id : SV_VertexID,
out float4 position : SV_Position,
out float2 texcoord : TEXCOORD0,
out float2 blur_dxdy : TEXCOORD1
) {
PostProcessVS(id, position, texcoord);
// Get the uv sample distance between output pixels. Blurs are not generic
// Gaussian resizers, and correct blurs require:
// 1.) OutputSize == InputSize * 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" 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.
static const float2 output_size = TEX_BLURHORIZONTAL_SIZE;
static const float2 dxdy = 1.0 / output_size;
// This blur is vertical-only, so zero out the horizontal offset:
blur_dxdy = float2(dxdy.x, 0.0);
}
void blurHorizontalPS(
in float4 pos : SV_Position,
in float2 texcoord : TEXCOORD0,
in float2 blur_dxdy : TEXCOORD1,
out float4 color : SV_Target
) {
static const float3 blur_color = tex2Dblur9fast(samplerBlurVertical, texcoord, blur_dxdy, get_intermediate_gamma());
// Encode and output the blurred image:
// color = encode_output(float4(blur_color, 1.0), 1.0);
color = encode_output(float4(blur_color, 1.0), get_intermediate_gamma());
}
void blurVerticalVS(
in uint id : SV_VertexID,
out float4 position : SV_Position,
out float2 texcoord : TEXCOORD0,
out float2 blur_dxdy : TEXCOORD1
) {
PostProcessVS(id, position, texcoord);
// Get the uv sample distance between output pixels. Blurs are not generic
// Gaussian resizers, and correct blurs require:
// 1.) OutputSize == InputSize * 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" 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.
static const float2 output_size = TEX_BLURVERTICAL_SIZE;
static const float2 dxdy = 1.0 / output_size;
// This blur is vertical-only, so zero out the horizontal offset:
blur_dxdy = float2(0.0, dxdy.y);
}
void blurVerticalPS(
in float4 pos : SV_Position,
in float2 texcoord : TEXCOORD0,
in float2 blur_dxdy : TEXCOORD1,
out float4 color : SV_Target
) {
static const float3 blur_color = tex2Dblur9fast(samplerBloomApproxHoriz, texcoord, blur_dxdy, get_intermediate_gamma());
// Encode and output the blurred image:
// color = encode_output(float4(blur_color, 1.0), 1.0);
color = encode_output(float4(blur_color, 1.0), get_intermediate_gamma());
}
#endif // _BLURRING_H