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 45d85f1d25e7d0de // vertical blur 1800
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2017-09-25 13:57:15 +02:00
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 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 h = data / 1.38461538 * uf_fragCoordScale.y;
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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[]( 0.12618160, 0.22395869, 0.13875701, 0.05806447, 0.01612902 );
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uniform float offset[] = float[]( 0.00000000, 1.46341463, 3.41463415, 5.36585366, 7.31707317 );
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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.x, passParameterSem0.w);
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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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2017-10-13 05:48:39 +02:00
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for (int i=1; i<5; i++) {
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R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i];
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R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * 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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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(0.0, o_offset[i]*h) ) * o_weight[i];
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R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
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}
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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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