2017-09-30 00:01:54 +02:00
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#version 420
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#extension GL_ARB_texture_gather : enable
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2017-10-13 05:48:39 +02:00
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// shader 4dc5fdeced670c5e // horizontal blur 4320
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2017-09-30 00:01:54 +02:00
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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
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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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2017-10-13 05:48:39 +02:00
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float data = passParameterSem0.z - passParameterSem0.w;
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2017-10-13 07:24:25 +02:00
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float w = data / 1.33333333 * uf_fragCoordScale.x;
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2017-10-13 05:48:39 +02:00
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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uniform float weight[] = float[]( 0.05721114, 0.11153873, 0.10071616, 0.08380551, 0.06425089, 0.04537556, 0.02951030, 0.01766751, 0.00973277, 0.00493097, 0.00229618, 0.00098211, 0.00038554, 0.00013879, 0.00004577, 0.00001382, 0.00000381 );
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uniform float offset[] = float[]( 0.00000000, 1.49230769, 3.48205128, 5.47179487, 7.46153846, 9.45128205, 11.44102564, 13.43076923, 15.42051282, 17.41025641, 19.40000000, 21.38974359, 23.37948718, 25.36923077, 27.35897436, 29.34871795, 31.33846154 );
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2017-09-30 00:01:54 +02:00
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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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2017-10-13 05:48:39 +02:00
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2017-09-30 00:01:54 +02:00
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vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
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2017-10-13 05:48:39 +02:00
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for (int i=1; i<17; i++) {
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R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i];
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R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 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<2; i++) {
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R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
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R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
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2017-09-30 00:01:54 +02:00
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}
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2017-10-13 05:48:39 +02:00
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passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
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2017-09-30 00:01:54 +02:00
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}
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2017-10-13 05:48:39 +02:00
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//py blurninja.py --expand 65 --reduce 65 65 --linear
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//game original py blurninja.py --expand 2 --reduce 2 5 --linear
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