2017-10-07 18:49:32 +02:00
|
|
|
#version 420
|
|
|
|
#extension GL_ARB_texture_gather : enable
|
2017-10-08 06:24:22 +02:00
|
|
|
// shader 6279271034da8f93 // horizontal bloom 10240
|
|
|
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
2017-10-07 18:49:32 +02:00
|
|
|
layout(location = 0) in vec4 passParameterSem0;
|
2017-10-08 06:24:22 +02:00
|
|
|
layout(location = 1) in vec4 passParameterSem1;
|
2017-10-07 18:49:32 +02:00
|
|
|
layout(location = 0) out vec4 passPixelColor0;
|
2017-10-08 06:24:22 +02:00
|
|
|
uniform vec2 uf_fragCoordScale;
|
|
|
|
|
|
|
|
float data = passParameterSem0.z - passParameterSem0.w;
|
|
|
|
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
2017-10-07 18:49:32 +02:00
|
|
|
|
2017-10-08 06:24:22 +02:00
|
|
|
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
|
|
|
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
|
|
|
|
|
|
|
uniform float weight[] = float[]( 0.05842515, 0.11378184, 0.10229613, 0.08445599, 0.06401931, 0.04454418, 0.02843975, 0.01665463, 0.00894132, 0.00439816, 0.00198084, 0.00081621, 0.00030743, 0.00010575, 0.00003318, 0.00000949, 0.00000247, 0.00000058, 0.00000013, 0.00000002 );
|
|
|
|
uniform float offset[] = float[]( 0.00000000, 1.49197861, 3.48128342, 5.47058824, 7.45989305, 9.44919786, 11.43850267, 13.42780749, 15.41711230, 17.40641711, 19.39572193, 21.38502674, 23.37433155, 25.36363636, 27.35294118, 29.34224599, 31.33155080, 33.32085561, 35.31016043, 37.29946524 );
|
2017-10-07 18:49:32 +02:00
|
|
|
|
|
|
|
void main()
|
|
|
|
{
|
2017-10-08 06:24:22 +02:00
|
|
|
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
|
|
|
|
|
|
|
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
|
|
|
for (int i=1; i<20; i++) {
|
|
|
|
R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i];
|
|
|
|
R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i];
|
2017-10-07 18:49:32 +02:00
|
|
|
}
|
2017-10-08 06:24:22 +02:00
|
|
|
|
|
|
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
|
|
|
for (int i=1; i<2; i++) {
|
|
|
|
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
|
|
|
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
|
|
|
}
|
|
|
|
|
|
|
|
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
|
|
|
}
|
|
|
|
|
|
|
|
//py blurninja.py --expand 29 --reduce 29 129 --linear
|
|
|
|
//game original --expand 2 --reduce 2 9 --linear
|