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https://github.com/cemu-project/cemu_graphic_packs.git
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41 lines
1.7 KiB
Plaintext
41 lines
1.7 KiB
Plaintext
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 9fad3b3505a6d831
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// Used for: Horizontal Bloom 1800
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float h = data / 1.38461538 * uf_fragCoordScale.y;
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uniform float o_weight[] = float[]( 0.22558594, 0.31420898, 0.06982422, 0.00317383 );
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uniform float o_offset[] = float[]( 0.00000000, 1.38461538, 3.23076923, 5.07692308 );
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uniform float weight[] = float[]( 0.11960420, 0.21450752, 0.13860486, 0.06270220, 0.01960345, 0.00414992, 0.00057699, 0.00005037, 0.00000258 );
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uniform float offset[] = float[]( 0.00000000, 1.46666667, 3.42222222, 5.37777778, 7.33333333, 9.28888889, 11.24444444, 13.20000000, 15.15555556 );
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void main()
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{
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vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
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vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
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for (int i=1; i<9; i++) {
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R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*h, 0.0) ) * weight[i];
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R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*h, 0.0) ) * weight[i];
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}
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vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
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for (int i=1; i<4; i++) {
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R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*h, 0.0) ) * o_weight[i];
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R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*h, 0.0) ) * o_weight[i];
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}
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passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
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}
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//py blurninja.py --expand 6 --reduce 6 33 --linear
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// game original py blurninja.py --expand 0 --reduce 0 13 --linear
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