/////////////////////////////////  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:
//  gamma-management.h needs to know what kind of pipeline we're using and
//  what pass this is in that pipeline.  This will become obsolete if/when we
//  can #define things like this in the .cgp preset file.
#define GAMMA_ENCODE_EVERY_FBO
//#define FIRST_PASS
#define LAST_PASS
//#define SIMULATE_CRT_ON_LCD
//#define SIMULATE_GBA_ON_LCD
//#define SIMULATE_LCD_ON_CRT
//#define SIMULATE_GBA_ON_CRT


//////////////////////////////////  INCLUDES  //////////////////////////////////

//  #included by vertex shader:
//#include "../include/gamma-management.h"
//#include "../include/blur-functions.h"

#include "vertex-shader-blur-one-pass-resize.h"


///////////////////////////////  FRAGMENT SHADER  //////////////////////////////

float4 main_fragment(in out_vertex VAR,
    uniform sampler2D input_texture : TEXUNIT0, uniform input IN) : COLOR
{
	float3 color = tex2Dblur3x3resize(input_texture, VAR.tex_uv, VAR.blur_dxdy);
    //  Encode and output the blurred image:
    return encode_output(float4(color, 1.0));
}
