mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2025-01-11 01:09:08 +01:00
Remove the rest of the old blur shaders
This commit is contained in:
parent
7f35e4ab0a
commit
4050d02415
@ -1,27 +0,0 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 0457fe3efc9a772f
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// Used for: Horizontal Bloom
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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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 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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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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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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}
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@ -1,27 +0,0 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 9fad3b3505a6d831
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// Used for: Vertical Bloom
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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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 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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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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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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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(0.0, offset[i]) / scale)) * weight[i];
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R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
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}
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passPixelColor0 = R1f;
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}
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@ -1,27 +0,0 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 0457fe3efc9a772f
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// Used for: Horizontal Bloom
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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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 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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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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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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}
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 9fad3b3505a6d831
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// Used for: Vertical Bloom
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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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 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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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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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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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(0.0, offset[i]) / scale)) * weight[i];
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R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
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}
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passPixelColor0 = R1f;
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}
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 0457fe3efc9a772f
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// Used for: Horizontal Bloom
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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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 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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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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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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}
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@ -1,27 +0,0 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 9fad3b3505a6d831
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// Used for: Vertical Bloom
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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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 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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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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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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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(0.0, offset[i]) / scale)) * weight[i];
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R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
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}
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passPixelColor0 = R1f;
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}
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@ -1,28 +0,0 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 4727ccdea05045d0
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// Used for: Horizontal Blur
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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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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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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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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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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}
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@ -1,29 +0,0 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 6dc0532bfaf19019
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// Used for: Vertical Blur
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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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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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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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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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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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(0.0, offset[i]) / scale)) * weight[i];
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R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
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}
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passPixelColor0 = R1f;
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}
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@ -1,28 +0,0 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 4727ccdea05045d0
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// Used for: Horizontal Blur
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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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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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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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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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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}
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 6dc0532bfaf19019
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// Used for: Vertical Blur
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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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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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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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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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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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(0.0, offset[i]) / scale)) * weight[i];
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R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
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}
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passPixelColor0 = R1f;
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}
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 4727ccdea05045d0
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// Used for: Horizontal Blur
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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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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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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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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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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}
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 6dc0532bfaf19019
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// Used for: Vertical Blur
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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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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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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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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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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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(0.0, offset[i]) / scale)) * weight[i];
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R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
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}
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passPixelColor0 = R1f;
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}
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@ -1,27 +0,0 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 0457fe3efc9a772f
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// Used for: Horizontal Bloom
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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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 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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ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
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], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,27 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 9fad3b3505a6d831
|
||||
// Used for: Vertical Bloom
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,27 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 0457fe3efc9a772f
|
||||
// Used for: Horizontal Bloom
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
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], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,27 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 9fad3b3505a6d831
|
||||
// Used for: Vertical Bloom
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,27 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 0457fe3efc9a772f
|
||||
// Used for: Horizontal Bloom
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
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], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,27 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 9fad3b3505a6d831
|
||||
// Used for: Vertical Bloom
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,27 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 0457fe3efc9a772f
|
||||
// Used for: Horizontal Bloom
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
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], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,27 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 9fad3b3505a6d831
|
||||
// Used for: Vertical Bloom
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,27 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 0457fe3efc9a772f
|
||||
// Used for: Horizontal Bloom
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
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], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,27 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 9fad3b3505a6d831
|
||||
// Used for: Vertical Bloom
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,28 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 4727ccdea05045d0
|
||||
// Used for: Horizontal Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
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], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,29 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 6dc0532bfaf19019
|
||||
// Used for: Vertical Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,28 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 4727ccdea05045d0
|
||||
// Used for: Horizontal Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
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], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,29 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 6dc0532bfaf19019
|
||||
// Used for: Vertical Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,28 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 4727ccdea05045d0
|
||||
// Used for: Horizontal Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
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], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,29 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 6dc0532bfaf19019
|
||||
// Used for: Vertical Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,28 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 4727ccdea05045d0
|
||||
// Used for: Horizontal Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
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], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,29 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 6dc0532bfaf19019
|
||||
// Used for: Vertical Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,28 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 4727ccdea05045d0
|
||||
// Used for: Horizontal Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
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], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,29 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 6dc0532bfaf19019
|
||||
// Used for: Vertical Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,28 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 4727ccdea05045d0
|
||||
// Used for: Horizontal Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
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], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,29 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 6dc0532bfaf19019
|
||||
// Used for: Vertical Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user