cemu_graphic_packs/Quality/BreathOfTheWild_Switch/6279271034da8f93_0000000000000079_ps.txt

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 0457fe3efc9a772f
// Used for: Horizontal Blur
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}