2017-09-25 13:57:15 +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 1440
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2017-09-25 13:57:15 +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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float w = data / 1.38461538 * uf_fragCoordScale.x;
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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[]( 0.15644460, 0.26148598, 0.12689761, 0.03339411 );
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uniform float offset[] = float[]( 0.00000000, 1.44444444, 3.37037037, 5.29629630 );
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2017-09-25 13:57:15 +02:00
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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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for (int i=1; i<4; i++) {
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2017-10-13 05:48:39 +02:00
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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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2017-09-25 13:57:15 +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 7 --reduce 7 13 --linear
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//game original py blurninja.py --expand 2 --reduce 2 5 --linear
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