cemu_graphic_packs/Quality/Splatoon_1800p/4dc5fdeced670c5e_0000000000000079_ps.txt

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 4dc5fdeced670c5e // horizontal blur 1800
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;
float data = passParameterSem0.z - passParameterSem0.w;
float w = data / 1.33333333 * uf_fragCoordScale.x;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
uniform float weight[] = float[]( 0.12618160, 0.22395869, 0.13875701, 0.05806447, 0.01612902 );
uniform float offset[] = float[]( 0.00000000, 1.46341463, 3.41463415, 5.36585366, 7.31707317 );
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
for (int i=1; i<5; 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];
}
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 12 --reduce 12 17 --linear
//game original py blurninja.py --expand 2 --reduce 2 5 --linear