2017-09-25 00:41:30 +02:00
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#version 420
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#extension GL_ARB_texture_gather : enable
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2017-09-30 00:01:54 +02:00
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const float factor = 2.0; //higher is less blur
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// shader 4dc5fdeced670c5e // horizontal blur
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2017-09-25 00:41:30 +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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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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2017-09-30 00:01:54 +02:00
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uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
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uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
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2017-09-25 00:41:30 +02:00
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2017-09-30 00:01:54 +02:00
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ivec2 ires = textureSize(textureUnitPS0,0);
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vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
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vec2 scale = ores * factor;
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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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vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
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for (int i=1; i<4; i++) {
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R1f += texture( textureUnitPS0, R0f+(vec2(offset[i], 0.0) / scale) ) * weight[i];
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R1f += texture( textureUnitPS0, R0f-(vec2(offset[i], 0.0) / scale) ) * weight[i];
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}
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passPixelColor0 = R1f;
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2017-09-25 00:41:30 +02:00
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}
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