From 719e9099eab5025302ec1acae03b41ccc8cee2b3 Mon Sep 17 00:00:00 2001 From: Michael <goldtextwitch@outlook.com> Date: Sun, 15 Oct 2017 11:15:57 -0700 Subject: [PATCH] Remove Blur shaders from SM3D --- .../4102408f48cb6b94_0000000000000079_ps.txt | 28 ------------------- .../46575655811a12b7_0000000000000079_ps.txt | 28 ------------------- .../74b3539704b05bfd_0000000000000079_ps.txt | 28 ------------------- .../f5190dd4ae552353_0000000000000079_ps.txt | 27 ------------------ .../4102408f48cb6b94_0000000000000079_ps.txt | 28 ------------------- .../46575655811a12b7_0000000000000079_ps.txt | 28 ------------------- .../74b3539704b05bfd_0000000000000079_ps.txt | 28 ------------------- .../f5190dd4ae552353_0000000000000079_ps.txt | 27 ------------------ .../4102408f48cb6b94_0000000000000079_ps.txt | 28 ------------------- .../46575655811a12b7_0000000000000079_ps.txt | 28 ------------------- .../74b3539704b05bfd_0000000000000079_ps.txt | 28 ------------------- .../f5190dd4ae552353_0000000000000079_ps.txt | 27 ------------------ .../4102408f48cb6b94_0000000000000079_ps.txt | 28 ------------------- .../46575655811a12b7_0000000000000079_ps.txt | 28 ------------------- .../74b3539704b05bfd_0000000000000079_ps.txt | 28 ------------------- .../f5190dd4ae552353_0000000000000079_ps.txt | 27 ------------------ .../4102408f48cb6b94_0000000000000079_ps.txt | 28 ------------------- .../46575655811a12b7_0000000000000079_ps.txt | 28 ------------------- .../74b3539704b05bfd_0000000000000079_ps.txt | 28 ------------------- .../f5190dd4ae552353_0000000000000079_ps.txt | 27 ------------------ .../4102408f48cb6b94_0000000000000079_ps.txt | 28 ------------------- .../46575655811a12b7_0000000000000079_ps.txt | 28 ------------------- .../74b3539704b05bfd_0000000000000079_ps.txt | 28 ------------------- .../f5190dd4ae552353_0000000000000079_ps.txt | 27 ------------------ .../4102408f48cb6b94_0000000000000079_ps.txt | 28 ------------------- .../46575655811a12b7_0000000000000079_ps.txt | 28 ------------------- .../74b3539704b05bfd_0000000000000079_ps.txt | 28 ------------------- .../f5190dd4ae552353_0000000000000079_ps.txt | 27 ------------------ .../4102408f48cb6b94_0000000000000079_ps.txt | 28 ------------------- .../46575655811a12b7_0000000000000079_ps.txt | 28 ------------------- .../74b3539704b05bfd_0000000000000079_ps.txt | 28 ------------------- .../f5190dd4ae552353_0000000000000079_ps.txt | 27 ------------------ 32 files changed, 888 deletions(-) delete mode 100644 Enthusiast/SuperMario3DWorld_2880p/4102408f48cb6b94_0000000000000079_ps.txt delete mode 100644 Enthusiast/SuperMario3DWorld_2880p/46575655811a12b7_0000000000000079_ps.txt delete mode 100644 Enthusiast/SuperMario3DWorld_2880p/74b3539704b05bfd_0000000000000079_ps.txt delete mode 100644 Enthusiast/SuperMario3DWorld_2880p/f5190dd4ae552353_0000000000000079_ps.txt delete mode 100644 Enthusiast/SuperMario3DWorld_4320p/4102408f48cb6b94_0000000000000079_ps.txt delete mode 100644 Enthusiast/SuperMario3DWorld_4320p/46575655811a12b7_0000000000000079_ps.txt delete mode 100644 Enthusiast/SuperMario3DWorld_4320p/74b3539704b05bfd_0000000000000079_ps.txt delete mode 100644 Enthusiast/SuperMario3DWorld_4320p/f5190dd4ae552353_0000000000000079_ps.txt delete mode 100644 Enthusiast/SuperMario3DWorld_5760p/4102408f48cb6b94_0000000000000079_ps.txt delete mode 100644 Enthusiast/SuperMario3DWorld_5760p/46575655811a12b7_0000000000000079_ps.txt delete mode 100644 Enthusiast/SuperMario3DWorld_5760p/74b3539704b05bfd_0000000000000079_ps.txt delete mode 100644 Enthusiast/SuperMario3DWorld_5760p/f5190dd4ae552353_0000000000000079_ps.txt delete mode 100644 Quality/SuperMario3DWorld_1080p/4102408f48cb6b94_0000000000000079_ps.txt delete mode 100644 Quality/SuperMario3DWorld_1080p/46575655811a12b7_0000000000000079_ps.txt delete mode 100644 Quality/SuperMario3DWorld_1080p/74b3539704b05bfd_0000000000000079_ps.txt delete mode 100644 Quality/SuperMario3DWorld_1080p/f5190dd4ae552353_0000000000000079_ps.txt delete mode 100644 Quality/SuperMario3DWorld_1080pUW/4102408f48cb6b94_0000000000000079_ps.txt delete mode 100644 Quality/SuperMario3DWorld_1080pUW/46575655811a12b7_0000000000000079_ps.txt delete mode 100644 Quality/SuperMario3DWorld_1080pUW/74b3539704b05bfd_0000000000000079_ps.txt delete mode 100644 Quality/SuperMario3DWorld_1080pUW/f5190dd4ae552353_0000000000000079_ps.txt delete mode 100644 Quality/SuperMario3DWorld_1440p/4102408f48cb6b94_0000000000000079_ps.txt delete mode 100644 Quality/SuperMario3DWorld_1440p/46575655811a12b7_0000000000000079_ps.txt delete mode 100644 Quality/SuperMario3DWorld_1440p/74b3539704b05bfd_0000000000000079_ps.txt delete mode 100644 Quality/SuperMario3DWorld_1440p/f5190dd4ae552353_0000000000000079_ps.txt delete mode 100644 Quality/SuperMario3DWorld_1800p/4102408f48cb6b94_0000000000000079_ps.txt delete mode 100644 Quality/SuperMario3DWorld_1800p/46575655811a12b7_0000000000000079_ps.txt delete mode 100644 Quality/SuperMario3DWorld_1800p/74b3539704b05bfd_0000000000000079_ps.txt delete mode 100644 Quality/SuperMario3DWorld_1800p/f5190dd4ae552353_0000000000000079_ps.txt delete mode 100644 Quality/SuperMario3DWorld_2160p/4102408f48cb6b94_0000000000000079_ps.txt delete mode 100644 Quality/SuperMario3DWorld_2160p/46575655811a12b7_0000000000000079_ps.txt delete mode 100644 Quality/SuperMario3DWorld_2160p/74b3539704b05bfd_0000000000000079_ps.txt delete mode 100644 Quality/SuperMario3DWorld_2160p/f5190dd4ae552353_0000000000000079_ps.txt diff --git a/Enthusiast/SuperMario3DWorld_2880p/4102408f48cb6b94_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_2880p/4102408f48cb6b94_0000000000000079_ps.txt deleted file mode 100644 index 3a08ba7e..00000000 --- a/Enthusiast/SuperMario3DWorld_2880p/4102408f48cb6b94_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 4102408f48cb6b94 -// Used for: Vertical Blur 1 -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; - -// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear -uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); -uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); - -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; -} \ No newline at end of file diff --git a/Enthusiast/SuperMario3DWorld_2880p/46575655811a12b7_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_2880p/46575655811a12b7_0000000000000079_ps.txt deleted file mode 100644 index 535e6fc5..00000000 --- a/Enthusiast/SuperMario3DWorld_2880p/46575655811a12b7_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 46575655811a12b7 -// 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; - -// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear -uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); -uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); - -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; -} \ No newline at end of file diff --git a/Enthusiast/SuperMario3DWorld_2880p/74b3539704b05bfd_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_2880p/74b3539704b05bfd_0000000000000079_ps.txt deleted file mode 100644 index 63adcd52..00000000 --- a/Enthusiast/SuperMario3DWorld_2880p/74b3539704b05bfd_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 74b3539704b05bfd -// Used for: Horizontal Blur 1 -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; - -// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear -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; -} \ No newline at end of file diff --git a/Enthusiast/SuperMario3DWorld_2880p/f5190dd4ae552353_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_2880p/f5190dd4ae552353_0000000000000079_ps.txt deleted file mode 100644 index 341223d9..00000000 --- a/Enthusiast/SuperMario3DWorld_2880p/f5190dd4ae552353_0000000000000079_ps.txt +++ /dev/null @@ -1,27 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader f5190dd4ae552353 -// Used for: Vertical Blur 1 -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; -} \ No newline at end of file diff --git a/Enthusiast/SuperMario3DWorld_4320p/4102408f48cb6b94_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_4320p/4102408f48cb6b94_0000000000000079_ps.txt deleted file mode 100644 index 3a08ba7e..00000000 --- a/Enthusiast/SuperMario3DWorld_4320p/4102408f48cb6b94_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 4102408f48cb6b94 -// Used for: Vertical Blur 1 -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; - -// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear -uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); -uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); - -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; -} \ No newline at end of file diff --git a/Enthusiast/SuperMario3DWorld_4320p/46575655811a12b7_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_4320p/46575655811a12b7_0000000000000079_ps.txt deleted file mode 100644 index 535e6fc5..00000000 --- a/Enthusiast/SuperMario3DWorld_4320p/46575655811a12b7_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 46575655811a12b7 -// 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; - -// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear -uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); -uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); - -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; -} \ No newline at end of file diff --git a/Enthusiast/SuperMario3DWorld_4320p/74b3539704b05bfd_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_4320p/74b3539704b05bfd_0000000000000079_ps.txt deleted file mode 100644 index 63adcd52..00000000 --- a/Enthusiast/SuperMario3DWorld_4320p/74b3539704b05bfd_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 74b3539704b05bfd -// Used for: Horizontal Blur 1 -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; - -// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear -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; -} \ No newline at end of file diff --git a/Enthusiast/SuperMario3DWorld_4320p/f5190dd4ae552353_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_4320p/f5190dd4ae552353_0000000000000079_ps.txt deleted file mode 100644 index 341223d9..00000000 --- a/Enthusiast/SuperMario3DWorld_4320p/f5190dd4ae552353_0000000000000079_ps.txt +++ /dev/null @@ -1,27 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader f5190dd4ae552353 -// Used for: Vertical Blur 1 -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; -} \ No newline at end of file diff --git a/Enthusiast/SuperMario3DWorld_5760p/4102408f48cb6b94_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_5760p/4102408f48cb6b94_0000000000000079_ps.txt deleted file mode 100644 index 3a08ba7e..00000000 --- a/Enthusiast/SuperMario3DWorld_5760p/4102408f48cb6b94_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 4102408f48cb6b94 -// Used for: Vertical Blur 1 -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; - -// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear -uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); -uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); - -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; -} \ No newline at end of file diff --git a/Enthusiast/SuperMario3DWorld_5760p/46575655811a12b7_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_5760p/46575655811a12b7_0000000000000079_ps.txt deleted file mode 100644 index 535e6fc5..00000000 --- a/Enthusiast/SuperMario3DWorld_5760p/46575655811a12b7_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 46575655811a12b7 -// 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; - -// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear -uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); -uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); - -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; -} \ No newline at end of file diff --git a/Enthusiast/SuperMario3DWorld_5760p/74b3539704b05bfd_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_5760p/74b3539704b05bfd_0000000000000079_ps.txt deleted file mode 100644 index 63adcd52..00000000 --- a/Enthusiast/SuperMario3DWorld_5760p/74b3539704b05bfd_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 74b3539704b05bfd -// Used for: Horizontal Blur 1 -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; - -// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear -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; -} \ No newline at end of file diff --git a/Enthusiast/SuperMario3DWorld_5760p/f5190dd4ae552353_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_5760p/f5190dd4ae552353_0000000000000079_ps.txt deleted file mode 100644 index 341223d9..00000000 --- a/Enthusiast/SuperMario3DWorld_5760p/f5190dd4ae552353_0000000000000079_ps.txt +++ /dev/null @@ -1,27 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader f5190dd4ae552353 -// Used for: Vertical Blur 1 -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1080p/4102408f48cb6b94_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1080p/4102408f48cb6b94_0000000000000079_ps.txt deleted file mode 100644 index 3a08ba7e..00000000 --- a/Quality/SuperMario3DWorld_1080p/4102408f48cb6b94_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 4102408f48cb6b94 -// Used for: Vertical Blur 1 -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; - -// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear -uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); -uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); - -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1080p/46575655811a12b7_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1080p/46575655811a12b7_0000000000000079_ps.txt deleted file mode 100644 index 535e6fc5..00000000 --- a/Quality/SuperMario3DWorld_1080p/46575655811a12b7_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 46575655811a12b7 -// 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; - -// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear -uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); -uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); - -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1080p/74b3539704b05bfd_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1080p/74b3539704b05bfd_0000000000000079_ps.txt deleted file mode 100644 index 63adcd52..00000000 --- a/Quality/SuperMario3DWorld_1080p/74b3539704b05bfd_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 74b3539704b05bfd -// Used for: Horizontal Blur 1 -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; - -// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1080p/f5190dd4ae552353_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1080p/f5190dd4ae552353_0000000000000079_ps.txt deleted file mode 100644 index 341223d9..00000000 --- a/Quality/SuperMario3DWorld_1080p/f5190dd4ae552353_0000000000000079_ps.txt +++ /dev/null @@ -1,27 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader f5190dd4ae552353 -// Used for: Vertical Blur 1 -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1080pUW/4102408f48cb6b94_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1080pUW/4102408f48cb6b94_0000000000000079_ps.txt deleted file mode 100644 index 3a08ba7e..00000000 --- a/Quality/SuperMario3DWorld_1080pUW/4102408f48cb6b94_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 4102408f48cb6b94 -// Used for: Vertical Blur 1 -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; - -// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear -uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); -uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); - -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1080pUW/46575655811a12b7_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1080pUW/46575655811a12b7_0000000000000079_ps.txt deleted file mode 100644 index 535e6fc5..00000000 --- a/Quality/SuperMario3DWorld_1080pUW/46575655811a12b7_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 46575655811a12b7 -// 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; - -// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear -uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); -uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); - -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1080pUW/74b3539704b05bfd_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1080pUW/74b3539704b05bfd_0000000000000079_ps.txt deleted file mode 100644 index 63adcd52..00000000 --- a/Quality/SuperMario3DWorld_1080pUW/74b3539704b05bfd_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 74b3539704b05bfd -// Used for: Horizontal Blur 1 -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; - -// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1080pUW/f5190dd4ae552353_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1080pUW/f5190dd4ae552353_0000000000000079_ps.txt deleted file mode 100644 index 341223d9..00000000 --- a/Quality/SuperMario3DWorld_1080pUW/f5190dd4ae552353_0000000000000079_ps.txt +++ /dev/null @@ -1,27 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader f5190dd4ae552353 -// Used for: Vertical Blur 1 -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1440p/4102408f48cb6b94_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1440p/4102408f48cb6b94_0000000000000079_ps.txt deleted file mode 100644 index 3a08ba7e..00000000 --- a/Quality/SuperMario3DWorld_1440p/4102408f48cb6b94_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 4102408f48cb6b94 -// Used for: Vertical Blur 1 -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; - -// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear -uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); -uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); - -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1440p/46575655811a12b7_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1440p/46575655811a12b7_0000000000000079_ps.txt deleted file mode 100644 index 535e6fc5..00000000 --- a/Quality/SuperMario3DWorld_1440p/46575655811a12b7_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 46575655811a12b7 -// 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; - -// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear -uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); -uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); - -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1440p/74b3539704b05bfd_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1440p/74b3539704b05bfd_0000000000000079_ps.txt deleted file mode 100644 index 63adcd52..00000000 --- a/Quality/SuperMario3DWorld_1440p/74b3539704b05bfd_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 74b3539704b05bfd -// Used for: Horizontal Blur 1 -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; - -// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1440p/f5190dd4ae552353_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1440p/f5190dd4ae552353_0000000000000079_ps.txt deleted file mode 100644 index 341223d9..00000000 --- a/Quality/SuperMario3DWorld_1440p/f5190dd4ae552353_0000000000000079_ps.txt +++ /dev/null @@ -1,27 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader f5190dd4ae552353 -// Used for: Vertical Blur 1 -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1800p/4102408f48cb6b94_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1800p/4102408f48cb6b94_0000000000000079_ps.txt deleted file mode 100644 index 3a08ba7e..00000000 --- a/Quality/SuperMario3DWorld_1800p/4102408f48cb6b94_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 4102408f48cb6b94 -// Used for: Vertical Blur 1 -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; - -// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear -uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); -uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); - -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1800p/46575655811a12b7_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1800p/46575655811a12b7_0000000000000079_ps.txt deleted file mode 100644 index 535e6fc5..00000000 --- a/Quality/SuperMario3DWorld_1800p/46575655811a12b7_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 46575655811a12b7 -// 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; - -// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear -uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); -uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); - -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1800p/74b3539704b05bfd_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1800p/74b3539704b05bfd_0000000000000079_ps.txt deleted file mode 100644 index 63adcd52..00000000 --- a/Quality/SuperMario3DWorld_1800p/74b3539704b05bfd_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 74b3539704b05bfd -// Used for: Horizontal Blur 1 -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; - -// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1800p/f5190dd4ae552353_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1800p/f5190dd4ae552353_0000000000000079_ps.txt deleted file mode 100644 index 341223d9..00000000 --- a/Quality/SuperMario3DWorld_1800p/f5190dd4ae552353_0000000000000079_ps.txt +++ /dev/null @@ -1,27 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader f5190dd4ae552353 -// Used for: Vertical Blur 1 -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_2160p/4102408f48cb6b94_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_2160p/4102408f48cb6b94_0000000000000079_ps.txt deleted file mode 100644 index 3a08ba7e..00000000 --- a/Quality/SuperMario3DWorld_2160p/4102408f48cb6b94_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 4102408f48cb6b94 -// Used for: Vertical Blur 1 -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; - -// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear -uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); -uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); - -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_2160p/46575655811a12b7_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_2160p/46575655811a12b7_0000000000000079_ps.txt deleted file mode 100644 index 535e6fc5..00000000 --- a/Quality/SuperMario3DWorld_2160p/46575655811a12b7_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 46575655811a12b7 -// 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; - -// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear -uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767); -uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000); - -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_2160p/74b3539704b05bfd_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_2160p/74b3539704b05bfd_0000000000000079_ps.txt deleted file mode 100644 index 63adcd52..00000000 --- a/Quality/SuperMario3DWorld_2160p/74b3539704b05bfd_0000000000000079_ps.txt +++ /dev/null @@ -1,28 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 74b3539704b05bfd -// Used for: Horizontal Blur 1 -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; - -// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear -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; -} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_2160p/f5190dd4ae552353_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_2160p/f5190dd4ae552353_0000000000000079_ps.txt deleted file mode 100644 index 341223d9..00000000 --- a/Quality/SuperMario3DWorld_2160p/f5190dd4ae552353_0000000000000079_ps.txt +++ /dev/null @@ -1,27 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader f5190dd4ae552353 -// Used for: Vertical Blur 1 -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; -} \ No newline at end of file