1 #ifndef VERTEX_SHADER_BLUR_RESIZE_HORIZONTAL_H
2 #define VERTEX_SHADER_BLUR_RESIZE_HORIZONTAL_H
3 
4 /////////////////////////////////  MIT LICENSE  ////////////////////////////////
5 
6 //  Copyright (C) 2014 TroggleMonkey
7 //
8 //  Permission is hereby granted, free of charge, to any person obtaining a copy
9 //  of this software and associated documentation files (the "Software"), to
10 //  deal in the Software without restriction, including without limitation the
11 //  rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
12 //  sell copies of the Software, and to permit persons to whom the Software is
13 //  furnished to do so, subject to the following conditions:
14 //
15 //  The above copyright notice and this permission notice shall be included in
16 //  all copies or substantial portions of the Software.
17 //
18 //  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19 //  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 //  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
21 //  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
22 //  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
23 //  FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
24 //  IN THE SOFTWARE.
25 
26 
27 /////////////////////////////  SETTINGS MANAGEMENT  ////////////////////////////
28 
29 //  PASS SETTINGS:
30 //  Pass settings should be set by the shader file that #includes this one.
31 
32 
33 //////////////////////////////////  INCLUDES  //////////////////////////////////
34 
35 //#include "../include/gamma-management.h"
36 //#include "../include/blur-functions.h"
37 
38 #pragma stage vertex
39 layout(location = 0) in vec4 Position;
40 layout(location = 1) in vec2 TexCoord;
41 layout(location = 0) out vec2 tex_uv;
42 layout(location = 1) out vec2 blur_dxdy;
43 
main()44 void main()
45 {
46    gl_Position = global.MVP * Position;
47    tex_uv = TexCoord;
48 
49 	//  Get the uv sample distance between output pixels.  Blurs are not generic
50     //  Gaussian resizers, and correct blurs require:
51     //  1.) OutputSize.xy == SourceSize.xy * 2^m, where m is an integer <= 0.
52     //  2.) mipmap_inputN = "true" for this pass in .cgp preset if m != 0
53     //  3.) filter_linearN = "true" except for 1x scale nearest neighbor blurs
54     //  Arbitrary upsizing will be acceptable if filter_linearN = "true", and
55     //  arbitrary downsizing will be acceptable if mipmap_inputN = "true" too.
56     //  Only the "resize" blurs can manage this though, and they still aren't
57     //  proper Gaussian resizers (because they sample between texels and always
58     //  blur after resizing, not during).
59     const vec2 dxdy_scale = params.SourceSize.xy * params.OutputSize.zw;
60 	const vec2 dxdy = dxdy_scale * params.SourceSize.zw;
61     //  This blur is horizontal-only, so zero out the vertical offset:
62 	blur_dxdy = vec2(dxdy.x, 0.0);
63 }
64 
65 #endif  //  VERTEX_SHADER_BLUR_RESIZE_HORIZONTAL_H