Data: Include crt-royale
From https://github.com/akgunter/crt-royale-reshade
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#ifndef _BLURRING_H
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#define _BLURRING_H
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///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
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// crt-royale: A full-featured CRT shader, with cheese.
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// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
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//
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// crt-royale-reshade: A port of TroggleMonkey's crt-royale from libretro to ReShade.
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// Copyright (C) 2020 Alex Gunter <akg7634@gmail.com>
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//
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// This program is free software; you can redistribute it and/or modify it
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// under the terms of the GNU General Public License as published by the Free
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// Software Foundation; either version 2 of the License, or any later version.
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//
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// This program is distributed in the hope that it will be useful, but WITHOUT
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// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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// more details.
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//
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// You should have received a copy of the GNU General Public License along with
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// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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// Place, Suite 330, Boston, MA 02111-1307 USA
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///////////////////////////////// MIT LICENSE ////////////////////////////////
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// Copyright (C) 2014 TroggleMonkey
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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#include "../lib/gamma-management.fxh"
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#include "../lib/blur-functions.fxh"
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#include "shared-objects.fxh"
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void blurHorizontalVS(
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in uint id : SV_VertexID,
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out float4 position : SV_Position,
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out float2 texcoord : TEXCOORD0,
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out float2 blur_dxdy : TEXCOORD1
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) {
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PostProcessVS(id, position, texcoord);
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// Get the uv sample distance between output pixels. Blurs are not generic
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// Gaussian resizers, and correct blurs require:
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// 1.) OutputSize == InputSize * 2^m, where m is an integer <= 0.
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// 2.) mipmap_inputN = "true" for this pass in the preset if m != 0
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// 3.) filter_linearN = "true" except for 1x scale nearest neighbor blurs
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// Gaussian resizers would upsize using the distance between input texels
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// (not output pixels), but we avoid this and consistently blur at the
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// destination size. Otherwise, combining statically calculated weights
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// with bilinear sample exploitation would result in terrible artifacts.
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static const float2 output_size = TEX_BLURHORIZONTAL_SIZE;
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static const float2 dxdy = 1.0 / output_size;
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// This blur is vertical-only, so zero out the horizontal offset:
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blur_dxdy = float2(dxdy.x, 0.0);
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}
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void blurHorizontalPS(
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in float4 pos : SV_Position,
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in float2 texcoord : TEXCOORD0,
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in float2 blur_dxdy : TEXCOORD1,
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out float4 color : SV_Target
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) {
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static const float3 blur_color = tex2Dblur9fast(samplerBlurVertical, texcoord, blur_dxdy, get_intermediate_gamma());
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// Encode and output the blurred image:
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// color = encode_output(float4(blur_color, 1.0), 1.0);
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color = encode_output(float4(blur_color, 1.0), get_intermediate_gamma());
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}
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void blurVerticalVS(
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in uint id : SV_VertexID,
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out float4 position : SV_Position,
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out float2 texcoord : TEXCOORD0,
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out float2 blur_dxdy : TEXCOORD1
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) {
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PostProcessVS(id, position, texcoord);
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// Get the uv sample distance between output pixels. Blurs are not generic
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// Gaussian resizers, and correct blurs require:
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// 1.) OutputSize == InputSize * 2^m, where m is an integer <= 0.
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// 2.) mipmap_inputN = "true" for this pass in the preset if m != 0
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// 3.) filter_linearN = "true" except for 1x scale nearest neighbor blurs
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// Gaussian resizers would upsize using the distance between input texels
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// (not output pixels), but we avoid this and consistently blur at the
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// destination size. Otherwise, combining statically calculated weights
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// with bilinear sample exploitation would result in terrible artifacts.
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static const float2 output_size = TEX_BLURVERTICAL_SIZE;
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static const float2 dxdy = 1.0 / output_size;
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// This blur is vertical-only, so zero out the horizontal offset:
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blur_dxdy = float2(0.0, dxdy.y);
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}
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void blurVerticalPS(
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in float4 pos : SV_Position,
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in float2 texcoord : TEXCOORD0,
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in float2 blur_dxdy : TEXCOORD1,
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out float4 color : SV_Target
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) {
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static const float3 blur_color = tex2Dblur9fast(samplerBloomApproxHoriz, texcoord, blur_dxdy, get_intermediate_gamma());
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// Encode and output the blurred image:
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// color = encode_output(float4(blur_color, 1.0), 1.0);
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color = encode_output(float4(blur_color, 1.0), get_intermediate_gamma());
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}
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#endif // _BLURRING_H
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