cemu_graphic_packs/Enthusiast/BreathOfTheWild_2880p/f0a615c0f6a37661_0000000000000079_ps.txt

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#version 420
#extension GL_ARB_texture_gather : enable
// shader f0a615c0f6a37661 // vertical blur 2880 for reflections on shrine walls, floors and probably other
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf51d3000 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 = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w;
float h = data / 1.38461538 * uf_fragCoordScale.y;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
uniform float weight[] = float[]( 0.11011604, 0.20071416, 0.13842356, 0.07060718, 0.02643049, 0.00717399, 0.00138786, 0.00018683, 0.00001693, 0.00000098 );
uniform float offset[] = float[]( 0.00000000, 1.47169811, 3.43396226, 5.39622642, 7.35849057, 9.32075472, 11.28301887, 13.24528302, 15.20754717, 17.16981132 );
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
for (int i=1; i<10; i++) {
R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i];
R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i];
}
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
for (int i=1; i<2; i++) {
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
}
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
//alpha boost and clamp, according to original shader
passPixelColor0.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x), passPixelColor0.w);
passPixelColor0.w = clamp(passPixelColor0.w, 0.0, 1.0);
}