#ifndef _BLURRING_H #define _BLURRING_H ///////////////////////////// GPL LICENSE NOTICE ///////////////////////////// // crt-royale: A full-featured CRT shader, with cheese. // Copyright (C) 2014 TroggleMonkey // // crt-royale-reshade: A port of TroggleMonkey's crt-royale from libretro to ReShade. // Copyright (C) 2020 Alex Gunter // // 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