...copy-paste error

fuzzy head
ps: 1.33333333 is actually the original offset is this shader, divide by it then left with whatever you need
maybe could also change vertex shader tho
This commit is contained in:
NAVras-Z 2017-10-13 13:24:25 +08:00
parent 5fb6f76021
commit 94870ed334
38 changed files with 38 additions and 38 deletions

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float h = data / 1.38461538 * uf_fragCoordScale.y; float h = data / 1.33333333 * uf_fragCoordScale.y;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float w = data / 1.38461538 * uf_fragCoordScale.x; float w = data / 1.33333333 * uf_fragCoordScale.x;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float h = data / 1.38461538 * uf_fragCoordScale.y; float h = data / 1.33333333 * uf_fragCoordScale.y;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float w = data / 1.38461538 * uf_fragCoordScale.x; float w = data / 1.33333333 * uf_fragCoordScale.x;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float h = data / 1.38461538 * uf_fragCoordScale.y; float h = data / 1.33333333 * uf_fragCoordScale.y;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float w = data / 1.38461538 * uf_fragCoordScale.x; float w = data / 1.33333333 * uf_fragCoordScale.x;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float h = data / 1.38461538 * uf_fragCoordScale.y; float h = data / 1.33333333 * uf_fragCoordScale.y;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float w = data / 1.38461538 * uf_fragCoordScale.x; float w = data / 1.33333333 * uf_fragCoordScale.x;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float h = data / 1.38461538 * uf_fragCoordScale.y; float h = data / 1.33333333 * uf_fragCoordScale.y;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float w = data / 1.38461538 * uf_fragCoordScale.x; float w = data / 1.33333333 * uf_fragCoordScale.x;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float h = data / 1.38461538 * uf_fragCoordScale.y; float h = data / 1.33333333 * uf_fragCoordScale.y;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float w = data / 1.38461538 * uf_fragCoordScale.x; float w = data / 1.33333333 * uf_fragCoordScale.x;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float h = data / 1.38461538 * uf_fragCoordScale.y; float h = data / 1.33333333 * uf_fragCoordScale.y;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float w = data / 1.38461538 * uf_fragCoordScale.x; float w = data / 1.33333333 * uf_fragCoordScale.x;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float h = data / 1.38461538 * uf_fragCoordScale.y; float h = data / 1.33333333 * uf_fragCoordScale.y;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float w = data / 1.38461538 * uf_fragCoordScale.x; float w = data / 1.33333333 * uf_fragCoordScale.x;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float h = data / 1.38461538 * uf_fragCoordScale.y; float h = data / 1.33333333 * uf_fragCoordScale.y;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float w = data / 1.38461538 * uf_fragCoordScale.x; float w = data / 1.33333333 * uf_fragCoordScale.x;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float h = data / 1.38461538 * uf_fragCoordScale.y; float h = data / 1.33333333 * uf_fragCoordScale.y;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float w = data / 1.38461538 * uf_fragCoordScale.x; float w = data / 1.33333333 * uf_fragCoordScale.x;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float h = data / 1.38461538 * uf_fragCoordScale.y; float h = data / 1.33333333 * uf_fragCoordScale.y;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float w = data / 1.38461538 * uf_fragCoordScale.x; float w = data / 1.33333333 * uf_fragCoordScale.x;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float h = data / 1.38461538 * uf_fragCoordScale.y; float h = data / 1.33333333 * uf_fragCoordScale.y;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float w = data / 1.38461538 * uf_fragCoordScale.x; float w = data / 1.33333333 * uf_fragCoordScale.x;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float h = data / 1.38461538 * uf_fragCoordScale.y; float h = data / 1.33333333 * uf_fragCoordScale.y;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float w = data / 1.38461538 * uf_fragCoordScale.x; float w = data / 1.33333333 * uf_fragCoordScale.x;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float h = data / 1.38461538 * uf_fragCoordScale.y; float h = data / 1.33333333 * uf_fragCoordScale.y;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float w = data / 1.38461538 * uf_fragCoordScale.x; float w = data / 1.33333333 * uf_fragCoordScale.x;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float h = data / 1.38461538 * uf_fragCoordScale.y; float h = data / 1.33333333 * uf_fragCoordScale.y;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float w = data / 1.38461538 * uf_fragCoordScale.x; float w = data / 1.33333333 * uf_fragCoordScale.x;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float h = data / 1.38461538 * uf_fragCoordScale.y; float h = data / 1.33333333 * uf_fragCoordScale.y;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float w = data / 1.38461538 * uf_fragCoordScale.x; float w = data / 1.33333333 * uf_fragCoordScale.x;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float h = data / 1.38461538 * uf_fragCoordScale.y; float h = data / 1.33333333 * uf_fragCoordScale.y;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float w = data / 1.38461538 * uf_fragCoordScale.x; float w = data / 1.33333333 * uf_fragCoordScale.x;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float h = data / 1.38461538 * uf_fragCoordScale.y; float h = data / 1.33333333 * uf_fragCoordScale.y;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float w = data / 1.38461538 * uf_fragCoordScale.x; float w = data / 1.33333333 * uf_fragCoordScale.x;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float h = data / 1.38461538 * uf_fragCoordScale.y; float h = data / 1.33333333 * uf_fragCoordScale.y;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );

View File

@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
float data = passParameterSem0.z - passParameterSem0.w; float data = passParameterSem0.z - passParameterSem0.w;
float w = data / 1.38461538 * uf_fragCoordScale.x; float w = data / 1.33333333 * uf_fragCoordScale.x;
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );