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[BotW] Make circular blur more optimized (used in battle, camera and scope)
PR made by NAVras-Z!
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@ -1,29 +1,29 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_arrays_of_arrays : enable
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// shader cb0e6e8cbec4502a
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// Used for: Horizontal+Vertical Battle, Camera and Scope Depth of Field Blur
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#extension GL_ARB_separate_shader_objects : enable
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
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// shader cb0e6e8cbec4502a
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// Used for: 1 pass Battle, Camera and Scope Depth of Field Blur
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem3;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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const float resScale = $height/720;
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const int radius = int(2*resScale);
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int radius = int( roundEven(2.0/uf_fragCoordScale.y) );
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vec2 resolution = vec2( textureSize(textureUnitPS0,0) );
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void main() {
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vec2 center = (passParameterSem3.xy + passParameterSem3.zw) / 2;
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vec2 step = passParameterSem3.xw - passParameterSem3.zy;
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vec4 result = vec4(0.0);
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vec2 center = ( passParameterSem3.xy + passParameterSem3.zw ) / 2.0 ;
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vec3 result = vec3(0.0);
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float count = 0.0;
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for (int x = -radius; x <= radius; x++) {
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for (int y = -radius; y <= radius; y++) {
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if (length(vec2(x, y)) <= radius) {
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result += texture(textureUnitPS0, center + vec2(x, y)*step);
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for ( int x = 1-radius; x <= radius-1; x+=2 ) {
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for ( int y = 1-radius; y <= radius-1; y+=2 ) {
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if ( length(vec2(x, y)) <= radius ) {
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result += texture( textureUnitPS0, center + vec2(x, y)/resolution ).xyz ;
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count += 1.0;
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}
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}
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}
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passPixelColor0 = result / count;
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passPixelColor0 = vec4( result / count, 0.0 );
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}
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