Mario Kart 8 (improved) and Splatoon General Blur Fix

- Mario Kart 8 now has the general blur fix, added to Quality&Enthusiast. Showcase
 + Fixed previous low radius
 + Added support for all resolutions by using general blur fix
 + Details: Used Horizontal&Vertical blur, 2 shaders added

- Splatoon now has the general blur fix, added to Quality&Enthusiast. Showcase
 + Details: Used Horizontal&Vertical blur, 2 shaders added
This commit is contained in:
Crementif 2017-10-01 14:44:14 +02:00
parent 39757a4b2b
commit 74a298d9b3
34 changed files with 955 additions and 118 deletions

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#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;
}

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#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;
}

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#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;
}

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#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;
}

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#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;
}

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#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;
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 45d85f1d25e7d0de
// 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;
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 4dc5fdeced670c5e
// 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;
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 45d85f1d25e7d0de
// 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;
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 4dc5fdeced670c5e
// 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;
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 45d85f1d25e7d0de
// 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;
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 4dc5fdeced670c5e
// 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;
}

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#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;
}

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#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;
}

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#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;
}

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#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;
}

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#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;
}

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#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;
}

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#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;
}

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#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;
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 4727ccdea05045d0 //horizontal blur
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5357000 res 64x64x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
// 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;
int clampFI32(int v)
{
if (v == 0x7FFFFFFF)
return floatBitsToInt(1.0);
else if (v == 0xFFFFFFFF)
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b) { if (a == 0.0 || b == 0.0) return 0.0; return a*b; }
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()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R123f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem0;
R0f.z = (R0f.z - 0.0010416666666667 * 2.5);
R0f.y = (R0f.y + 0.0010416666666667 * 2.5);
R1f.xyzw = (texture(textureUnitPS0, R0f.wx).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R0f.yx).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.zx).xyzw);
// 0
PV0f.x = R1f.w * intBitsToFloat(0x3e969697);
PV0f.y = R1f.z * intBitsToFloat(0x3e969697);
PV0f.z = R1f.y * intBitsToFloat(0x3e969697);
PV0f.w = R1f.x * intBitsToFloat(0x3e969697);
// 1
R123f.x = (R2f.w * intBitsToFloat(0x3eb4b4b5) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R2f.z * intBitsToFloat(0x3eb4b4b5) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R2f.y * intBitsToFloat(0x3eb4b4b5) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R2f.x * intBitsToFloat(0x3eb4b4b5) + PV0f.w);
PV1f.w = R123f.w;
// 2
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
backupReg3f = R0f.w;
R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w);
R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z);
R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y);
R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}
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;
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 6dc0532bfaf19019 //vertical blur
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5352800 res 64x64x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
// 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;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R123f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem0;
R0f.z = (R0f.z - 0.0018518518518519 * 2.5);
R0f.y = (R0f.y + 0.0018518518518519 * 2.5);
R1f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.xz).xyzw);
// 0
PV0f.x = R1f.w * intBitsToFloat(0x3e969697);
PV0f.y = R1f.z * intBitsToFloat(0x3e969697);
PV0f.z = R1f.y * intBitsToFloat(0x3e969697);
PV0f.w = R1f.x * intBitsToFloat(0x3e969697);
// 1
R123f.x = (R2f.w * intBitsToFloat(0x3eb4b4b5) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R2f.z * intBitsToFloat(0x3eb4b4b5) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R2f.y * intBitsToFloat(0x3eb4b4b5) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R2f.x * intBitsToFloat(0x3eb4b4b5) + PV0f.w);
PV1f.w = R123f.w;
// 2
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
backupReg3f = R0f.w;
R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w);
R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z);
R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y);
R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}
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;
}

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#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;
}

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#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;
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 45d85f1d25e7d0de
// 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;
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 4dc5fdeced670c5e
// 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;
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 45d85f1d25e7d0de
// 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;
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 4dc5fdeced670c5e
// 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;
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 45d85f1d25e7d0de
// 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;
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 4dc5fdeced670c5e
// 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;
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 45d85f1d25e7d0de
// 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;
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 4dc5fdeced670c5e
// 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;
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 45d85f1d25e7d0de
// 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;
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 4dc5fdeced670c5e
// 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;
}