cemu_graphic_packs/Source/SuperMario3DWorld/46575655811a12b7_0000000000000079_ps.txt

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 46575655811a12b7
// 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;
// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
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;
}