1#version 450 2 3layout(push_constant) uniform Push 4{ 5 vec4 SourceSize; 6 vec4 OriginalSize; 7 vec4 OutputSize; 8 uint FrameCount; 9} params; 10 11layout(std140, set = 0, binding = 0) uniform UBO 12{ 13 mat4 MVP; 14} global; 15 16///////////////////////////////// MIT LICENSE //////////////////////////////// 17 18// Copyright (C) 2014 TroggleMonkey 19// 20// Permission is hereby granted, free of charge, to any person obtaining a copy 21// of this software and associated documentation files (the "Software"), to 22// deal in the Software without restriction, including without limitation the 23// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 24// sell copies of the Software, and to permit persons to whom the Software is 25// furnished to do so, subject to the following conditions: 26// 27// The above copyright notice and this permission notice shall be included in 28// all copies or substantial portions of the Software. 29// 30// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 31// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 32// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 33// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 34// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 35// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 36// IN THE SOFTWARE. 37 38 39///////////////////////////// SETTINGS MANAGEMENT //////////////////////////// 40 41// PASS SETTINGS: 42// gamma-management.h needs to know what kind of pipeline we're using and 43// what pass this is in that pipeline. This will become obsolete if/when we 44// can #define things like this in the .cgp preset file. 45//#define GAMMA_ENCODE_EVERY_FBO 46//#define FIRST_PASS 47//#define LAST_PASS 48//#define SIMULATE_CRT_ON_LCD 49//#define SIMULATE_GBA_ON_LCD 50//#define SIMULATE_LCD_ON_CRT 51//#define SIMULATE_GBA_ON_CRT 52 53/////////////////////////////// VERTEX INCLUDES /////////////////////////////// 54 55#include "../include/compat_macros.inc" 56#pragma stage vertex 57#include "vertex-shader-blur-one-pass.h" 58 59/////////////////////////////// FRAGMENT SHADER ////////////////////////////// 60 61#pragma stage fragment 62layout(location = 0) in vec2 tex_uv; 63layout(location = 1) in vec2 blur_dxdy; 64layout(location = 0) out vec4 FragColor; 65layout(set = 0, binding = 2) uniform sampler2D Source; 66#define input_texture Source 67 68///////////////////////////// FRAGMENT INCLUDES ///////////////////////////// 69#include "../include/gamma-management.h" 70#include "../include/blur-functions.h" 71 72void main() 73{ 74 vec3 color = tex2Dblur3x3(Source, tex_uv, blur_dxdy); 75 // Encode and output the blurred image: 76 FragColor = encode_output(vec4(color, 1.0)); 77}