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duckstation/data/resources/shaders/reshade/Shaders/crt/crt-royale/src/crt-royale-bloom-vertical.fxh

84 lines
3.3 KiB
HLSL

///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
// crt-royale: A full-featured CRT shader, with cheese.
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
//
// This program is free software; you can redistribute it and/or modify it
// under the terms of the GNU General Public License as published by the Free
// Software Foundation; either version 2 of the License, or any later version.
//
// This program is distributed in the hope that it will be useful, but WITHOUT
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
// more details.
//
// You should have received a copy of the GNU General Public License along with
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
// Place, Suite 330, Boston, MA 02111-1307 USA
///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
#include "../include/user-settings.fxh"
#include "../include/derived-settings-and-constants.fxh"
#include "../include/bind-shader-params.fxh"
////////////////////////////////// INCLUDES //////////////////////////////////
#include "../include/gamma-management.fxh"
#include "../include/bloom-functions.fxh"
#include "../include/phosphor-mask-resizing.fxh"
///////////////////////////////// STRUCTURES /////////////////////////////////
struct out_vertex_p9
{
float2 tex_uv : TEXCOORD1;
float2 bloom_dxdy : TEXCOORD2;
float bloom_sigma_runtime : TEXCOORD3;
};
//////////////////////////////// VERTEX SHADER ///////////////////////////////
// Vertex shader generating a triangle covering the entire screen
void VS_Bloom_Vertical(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD, out out_vertex_p9 OUT)
{
texcoord.x = (id == 2) ? 2.0 : 0.0;
texcoord.y = (id == 1) ? 2.0 : 0.0;
position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
float2 texture_size = BLOOM_VERTICAL_texture_size;
float2 output_size = VIEWPORT_SIZE;
OUT.tex_uv = texcoord;
// Get the uv sample distance between output pixels. Calculate dxdy like
// blurs/vertex-shader-blur-fast-vertical.h.
const float2 dxdy_scale = video_size/output_size;
const float2 dxdy = dxdy_scale/texture_size;
// This blur is vertical-only, so zero out the vertical offset:
OUT.bloom_dxdy = float2(0.0, dxdy.y);
// Calculate a runtime bloom_sigma in case it's needed:
const float mask_tile_size_x = get_resized_mask_tile_size(
output_size, output_size * mask_resize_viewport_scale, false).x;
OUT.bloom_sigma_runtime = get_min_sigma_to_blur_triad(
mask_tile_size_x / mask_triads_per_tile, bloom_diff_thresh);
}
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
float4 PS_Bloom_Vertical(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD, in out_vertex_p9 VAR) : SV_Target
{
// Blur the brightpass horizontally with a 9/17/25/43x blur:
const float bloom_sigma = get_final_bloom_sigma(VAR.bloom_sigma_runtime);
const float3 color = tex2DblurNfast(BRIGHTPASS, VAR.tex_uv,
VAR.bloom_dxdy, bloom_sigma);
// Encode and output the blurred image:
return encode_output(float4(color, 1.0));
}