cemu_graphic_packs/Quality/BreathOfTheWild_1080p/6279271034da8f93_0000000000000079_ps.txt

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 6279271034da8f93 // horizontal bloom 1920
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 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 w = data / 1.38461538 * 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[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
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]*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 3 --reduce 3 13 --linear
//game original --expand 2 --reduce 2 9 --linear