74 lines
2.5 KiB
HLSL

#ifndef _INPUT_BLURRING_H
#define _INPUT_BLURRING_H
///////////////////////////////// MIT LICENSE ////////////////////////////////
// Copyright (C) 2022 Alex Gunter
//
// 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.
// Theoretically this could go in blurring.fxh
// But that file has a bunch of GPL stuff in it.
// Keeping it separate makes it easier to communicate that this portion is
// available under the MIT license.
#include "../lib/downsampling-functions.fxh"
#include "content-box.fxh"
#include "shared-objects.fxh"
void preblurVertPS(
in const float4 pos : SV_Position,
in const float2 texcoord : TEXCOORD0,
out float4 color : SV_Target
) {
const float2 texcoord_uncropped = texcoord;
const float2 max_delta_uv = float2(0.0, rcp(content_size.y)) * preblur_effect_radius;
const float2 delta_uv = max_delta_uv * rcp(max(preblur_sampling_radius.y, 1));
color = float4(opaque_linear_downsample(
ReShade::BackBuffer,
texcoord_uncropped,
preblur_sampling_radius.y,
delta_uv
), 1);
}
void preblurHorizPS(
in const float4 pos : SV_Position,
in const float2 texcoord : TEXCOORD0,
out float4 color : SV_Target
) {
const float2 max_delta_uv = float2(rcp(content_size.x), 0.0) * preblur_effect_radius;
const float2 delta_uv = max_delta_uv * rcp(max(preblur_sampling_radius.x, 1));
color = float4(opaque_linear_downsample(
samplerPreblurVert,
texcoord,
preblur_sampling_radius.x,
delta_uv
), 1);
}
#endif // _INPUT_BLURRING_H