diff --git a/Enhancement/XenobladeX_219_GUI/610a9c4cb60b0bdf_0000000000000000_vs.txt b/Enhancement/XenobladeX_219_GUI/610a9c4cb60b0bdf_0000000000000000_vs.txt new file mode 100644 index 00000000..908567d5 --- /dev/null +++ b/Enhancement/XenobladeX_219_GUI/610a9c4cb60b0bdf_0000000000000000_vs.txt @@ -0,0 +1,277 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader 610a9c4cb60b0bdf +//flashlight +uniform ivec4 uf_remappedVS[13]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem3; +layout(location = 4) in uvec4 attrDataSem5; +layout(location = 5) in uvec4 attrDataSem6; +layout(location = 6) in uvec4 attrDataSem7; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem0; +layout(location = 1) out vec4 passParameterSem2; +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; } +void main() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R5i = ivec4(0); +ivec4 R6i = ivec4(0); +ivec4 R7i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R124i = ivec4(0); +ivec4 R125i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +uvec4 attrDecoder; +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID); +attrDecoder.xy = attrDataSem0.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0)); +attrDecoder = attrDataSem1; +attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); +R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder = attrDataSem5; +attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); +R5i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder.xyz = attrDataSem6.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R6i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0)); +attrDecoder.xyz = attrDataSem3.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R4i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0)); +attrDecoder = attrDataSem7; +attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); +R7i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem2.xyzw)/255.0); +R3i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +// 0 +R123i.x = floatBitsToInt((intBitsToFloat(R5i.z) * intBitsToFloat(0x3e22f983) + 0.5)); +PV0i.x = R123i.x; +PV0i.y = floatBitsToInt(intBitsToFloat(R2i.w) + -(0.5)); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(R6i.x))); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R6i.y))); +PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(R6i.z))); +// 1 +R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.x = R123i.x; +PV1i.y = floatBitsToInt(-(intBitsToFloat(R4i.x)) + intBitsToFloat(PV0i.z)); +PV1i.z = floatBitsToInt(fract(intBitsToFloat(PV0i.x))); +PV1i.w = floatBitsToInt(-(intBitsToFloat(R4i.y)) + intBitsToFloat(PV0i.w)); +PS1i = floatBitsToInt(-(intBitsToFloat(R4i.z)) + intBitsToFloat(PS0i)); +// 2 +R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(PV1i.x)) + intBitsToFloat(R4i.y))); +R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.x)) + intBitsToFloat(R4i.x))); +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PS1i),intBitsToFloat(PV1i.x)) + intBitsToFloat(R4i.z))); +PV0i.z = R123i.z; +R123i.w = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0x40c90fdb) + -(intBitsToFloat(0x40490fdb)))); +PV0i.w = R123i.w; +PS0i = 0; +// 3 +PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(R6i.x))); +R126i.y = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x3e22f983)); +PV1i.y = R126i.y; +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(R6i.y))); +R125i.w = floatBitsToInt(intBitsToFloat(PS0i) + intBitsToFloat(PV0i.z)); +R126i.z = 0; +PS1i = R126i.z; +// 4 +R126i.x = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R127i.y)); +R125i.y = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R127i.x)); +R127i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].x) * 1.0); +R127i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].y) * 1.0); +PS0i = floatBitsToInt(sin((intBitsToFloat(PV1i.y))/0.1591549367)); +// 5 +backupReg0i = R126i.y; +R127i.x = PS0i; +R126i.y = floatBitsToInt(-(intBitsToFloat(PS0i))); +R125i.z = R125i.w; +R126i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * 1.0); +PS1i = floatBitsToInt(cos((intBitsToFloat(backupReg0i))/0.1591549367)); +// 6 +backupReg0i = R127i.z; +backupReg1i = R127i.w; +PV0i.x = PS1i; +R127i.y = PS1i; +R127i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].w) * 1.0); +R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(uf_remappedVS[1].x)) + intBitsToFloat(backupReg0i))); +R124i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(uf_remappedVS[1].y)) + intBitsToFloat(backupReg1i))); +PS0i = R124i.z; +// 7 +backupReg0i = R126i.w; +R125i.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV0i.x),intBitsToFloat(R126i.y),intBitsToFloat(R126i.z),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(R125i.y),intBitsToFloat(R125i.w),0.0))); +PV1i.x = R125i.x; +PV1i.y = R125i.x; +PV1i.z = R125i.x; +PV1i.w = R125i.x; +R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(uf_remappedVS[1].z)) + intBitsToFloat(backupReg0i))); +PS1i = R126i.w; +// 8 +backupReg0i = R127i.y; +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(backupReg0i),intBitsToFloat(R126i.z),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(R125i.y),intBitsToFloat(R125i.w),0.0))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R127i.y = tempi.x; +R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(uf_remappedVS[1].w)) + intBitsToFloat(R127i.z))); +PS0i = R125i.y; +// 9 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R125i.x),intBitsToFloat(PV0i.x),intBitsToFloat(R125i.z),-0.0),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),0.0))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(R7i.w)) + intBitsToFloat(R7i.y))); +PS1i = R127i.z; +// 10 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R125i.x),intBitsToFloat(R127i.y),intBitsToFloat(R125i.z),-0.0),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),0.0))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R127i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * 1.0); +PS0i = R127i.x; +// 11 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R125i.x),intBitsToFloat(R127i.y),intBitsToFloat(R125i.z),-0.0),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),0.0))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R125i.w = floatBitsToInt(intBitsToFloat(PV0i.x) * 1.0); +PS1i = R125i.w; +// 12 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_remappedVS[5].x)) + intBitsToFloat(R127i.w))); +PV0i.x = R123i.x; +R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_remappedVS[5].w)) + intBitsToFloat(R125i.y))); +PV0i.y = R123i.y; +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_remappedVS[5].y)) + intBitsToFloat(R124i.z))); +PV0i.z = R123i.z; +R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_remappedVS[5].z)) + intBitsToFloat(R126i.w))); +PV0i.w = R123i.w; +R124i.z = floatBitsToInt(intBitsToFloat(PV1i.x) * 1.0); +PS0i = R124i.z; +// 13 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(uf_remappedVS[6].x)) + intBitsToFloat(PV0i.x))); +PV1i.x = R123i.x; +R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(uf_remappedVS[6].z)) + intBitsToFloat(PV0i.w))); +PV1i.y = R123i.y; +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(uf_remappedVS[6].y)) + intBitsToFloat(PV0i.z))); +PV1i.z = R123i.z; +R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(uf_remappedVS[6].w)) + intBitsToFloat(PV0i.y))); +R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(R7i.z)) + intBitsToFloat(R7i.x))); +PS1i = R127i.w; +// 14 +backupReg0i = R127i.x; +backupReg1i = R124i.z; +R127i.x = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(backupReg0i)); +PV0i.x = R127i.x; +R127i.y = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R125i.w)); +PV0i.y = R127i.y; +R124i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(backupReg1i)); +PV0i.z = R124i.z; +R125i.w = ((0.0 >= intBitsToFloat(uf_remappedVS[7].w))?int(0xFFFFFFFF):int(0x0)); +R125i.y = floatBitsToInt(intBitsToFloat(R127i.z) + 0.5); +PS0i = R125i.y; +// 15 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),intBitsToFloat(R126i.w)),vec4(intBitsToFloat(uf_remappedVS[8].x),intBitsToFloat(uf_remappedVS[8].y),intBitsToFloat(uf_remappedVS[8].z),intBitsToFloat(uf_remappedVS[8].w)))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R7i.x = floatBitsToInt(intBitsToFloat(R127i.w) + 0.5); +PS1i = R7i.x; +// 16 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R124i.z),intBitsToFloat(R126i.w)),vec4(intBitsToFloat(uf_remappedVS[9].x),intBitsToFloat(uf_remappedVS[9].y),intBitsToFloat(uf_remappedVS[9].z),intBitsToFloat(uf_remappedVS[9].w)))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R2i.x = floatBitsToInt(intBitsToFloat(PV1i.x) + 0.0); +PS0i = R2i.x; +// 17 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R124i.z),intBitsToFloat(R126i.w)),vec4(intBitsToFloat(uf_remappedVS[10].x),intBitsToFloat(uf_remappedVS[10].y),intBitsToFloat(uf_remappedVS[10].z),intBitsToFloat(uf_remappedVS[10].w)))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R127i.z = tempi.x; +R2i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + 0.0); +PS1i = R2i.y; +// 18 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R124i.z),intBitsToFloat(R126i.w)),vec4(intBitsToFloat(uf_remappedVS[11].x),intBitsToFloat(uf_remappedVS[11].y),intBitsToFloat(uf_remappedVS[11].z),intBitsToFloat(uf_remappedVS[11].w)))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R2i.w = tempi.x; +R1i.x = ((R125i.w == 0)?(R2i.x):(0x3f800000)); +PS0i = R1i.x; +// 19 +PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(uf_remappedVS[12].w))); +R1i.y = ((R125i.w == 0)?(R2i.y):(0x3f800000)); +R1i.z = ((R125i.w == 0)?(R127i.z):(0x3f800000)); +R1i.w = ((R125i.w == 0)?(PV0i.x):(0x3f800000)); +R7i.y = floatBitsToInt(-(intBitsToFloat(R125i.y)) + 1.0); +PS1i = R7i.y; +// 20 +backupReg0i = R3i.w; +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R124i.z),intBitsToFloat(PV1i.x)),vec4(intBitsToFloat(uf_remappedVS[12].x),intBitsToFloat(uf_remappedVS[12].y),intBitsToFloat(uf_remappedVS[12].z),1.0))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R3i.w = backupReg0i; +R3i.w = floatBitsToInt(intBitsToFloat(R3i.w) * 2.0); +PS0i = R3i.w; +// 21 +R2i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x))); +// export +float origRatio = 1.777f; +float newRatio = 2.370f; +// *(origRatio / newRatio) + +gl_Position = vec4(intBitsToFloat(R1i.x)*(origRatio / newRatio), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); +// export +passParameterSem0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); +// export +// skipped export to semanticId 255 +// export +passParameterSem2 = vec4(intBitsToFloat(R7i.x), intBitsToFloat(R7i.y), intBitsToFloat(R7i.z), intBitsToFloat(R7i.z)); +// 0 +} diff --git a/Source/XenobladeX/8c1e55fd967b0496_0000000000000079_ps.txt b/Source/XenobladeX/8c1e55fd967b0496_0000000000000079_ps.txt index e1fce8d9..ceaa92e9 100644 --- a/Source/XenobladeX/8c1e55fd967b0496_0000000000000079_ps.txt +++ b/Source/XenobladeX/8c1e55fd967b0496_0000000000000079_ps.txt @@ -12,6 +12,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0); // 1/4 -> 1/16 bloom pyramid . Pixelated unless scaled but still needs blur for light bleed.. // To-do. Check if screen res is * samples stable const float resScale = ; +const int sampleScale = ; const float lightBloom = 0.95; highp float lineRand(vec2 co) { @@ -31,7 +32,7 @@ uniform vec2 uf_fragCoordScale; // FabriceNeyret2, single pass gaussian by intermediate MIPmap level. https://www.shadertoy.com/view/ltScRG // I hereby pledge my loyalty to the FabriceNeyret2 fanclub, this is bloody beautiful! -const int samples = 16, //check if must scale to pascal levels +const int samples = 8 * sampleScale, //8 or 4 balances xy position LOD = 2, // gaussian done on MIPmap at scale LOD sLOD = 1 << LOD; // tile size = 2^LOD const float sigma = float(samples) * .25; diff --git a/Source/XenobladeX/d8e69e8df8c227f5_00000000000003c9_ps.txt b/Source/XenobladeX/d8e69e8df8c227f5_00000000000003c9_ps.txt index f5b796f7..ab75d9ff 100644 --- a/Source/XenobladeX/d8e69e8df8c227f5_00000000000003c9_ps.txt +++ b/Source/XenobladeX/d8e69e8df8c227f5_00000000000003c9_ps.txt @@ -12,7 +12,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0); // shader d8e69e8df8c227f5 // Bloom/blur 1st step, 1280->640->1280 -// To do, go back and remove all test blurs.. + uniform ivec4 uf_remappedPS[3]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 @@ -21,7 +21,7 @@ layout(location = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; const float resScale = ; const int sampleScale = ; -//const float resScale = 3.5; //3.5 looks nicer + highp float lineRand(vec2 co) { @@ -37,7 +37,7 @@ highp float lineRand(vec2 co) // FabriceNeyret2, single pass gaussian by intermediate MIPmap level. https://www.shadertoy.com/view/ltScRG // I hereby pledge my loyalty to the FabriceNeyret2 fanclub, this is bloody beautiful! -const int samples = 12 * sampleScale, //check if must scale to pascal levels +const int samples = 8 * sampleScale, //8 or 4 balances xy position LOD = 2, // gaussian done on MIPmap at scale LOD sLOD = 1 << LOD; // tile size = 2^LOD const float sigma = float(samples) * .25;