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