RetroArch-Wii-U-Slang-Shaders/blurs/blur3x3resize-last-pass-gamma-encode-every-fbo.slang
2020-04-26 18:03:54 -05:00

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
///////////////////////////////// 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
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
#include "../include/compat_macros.inc"
#pragma stage vertex
#include "vertex-shader-blur-one-pass-resize.h"
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
#pragma stage fragment
layout(location = 0) in vec2 tex_uv;
layout(location = 1) in vec2 blur_dxdy;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define input_texture Source
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
#include "../include/gamma-management.h"
#include "../include/blur-functions.h"
void main()
{
vec3 color = tex2Dblur3x3resize(Source, tex_uv, blur_dxdy);
// Encode and output the blurred image:
FragColor = encode_output(vec4(color, 1.0));
}