cemu_graphic_packs/Quality/BreathOfTheWild_1080pUW/4dc5fdeced670c5e_0000000000000079_ps.txt

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#version 420
#extension GL_ARB_texture_gather : enable
const float factor = 2.0; //higher is less blur
// shader 4dc5fdeced670c5e // horizontal blur
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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 ires = textureSize(textureUnitPS0,0);
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
vec2 scale = ores * factor;
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;
}