#ifndef VERTEX_SHADER_BLUR_FAST_VERTICAL_H #define VERTEX_SHADER_BLUR_FAST_VERTICAL_H ///////////////////////////////// MIT LICENSE //////////////////////////////// // Copyright (C) 2014 TroggleMonkey // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. ///////////////////////////// SETTINGS MANAGEMENT //////////////////////////// // PASS SETTINGS: // Pass settings should be set by the .cg file that #includes this one. ////////////////////////////////// INCLUDES ////////////////////////////////// #include "../include/gamma-management.h" #include "../include/blur-functions.h" ///////////////////////////////// STRUCTURES ///////////////////////////////// struct input { float2 video_size; float2 texture_size; float2 output_size; float frame_count; float frame_direction; float frame_rotation; }; struct out_vertex { float4 position : POSITION; float2 tex_uv : TEXCOORD0; float2 blur_dxdy : TEXCOORD1; }; //////////////////////////////// VERTEX SHADER /////////////////////////////// out_vertex main_vertex ( float4 position : POSITION, float4 color : COLOR, float2 tex_uv : TEXCOORD0, uniform float4x4 modelViewProj, uniform input IN ) { out_vertex OUT; OUT.position = mul(modelViewProj, position); OUT.tex_uv = tex_uv; // Get the uv sample distance between output pixels. Blurs are not generic // Gaussian resizers, and correct blurs require: // 1.) IN.output_size == IN.video_size * 2^m, where m is an integer <= 0. // 2.) mipmap_inputN = "true" for this pass in .cgp preset if m != 0 // 3.) filter_linearN = "true" except for 1x scale nearest neighbor blurs // Gaussian resizers would upsize using the distance between input texels // (not output pixels), but we avoid this and consistently blur at the // destination size. Otherwise, combining statically calculated weights // with bilinear sample exploitation would result in terrible artifacts. const float2 dxdy_scale = IN.video_size/IN.output_size; const float2 dxdy = dxdy_scale/IN.texture_size; // This blur is vertical-only, so zero out the horizontal offset: OUT.blur_dxdy = float2(0.0, dxdy.y); return OUT; } #endif // VERTEX_SHADER_BLUR_FAST_VERTICAL_H