diff --git a/Resolutions/BreathOfTheWild_Resolution/cb0e6e8cbec4502a_0000000000000079_ps.txt b/Resolutions/BreathOfTheWild_Resolution/cb0e6e8cbec4502a_0000000000000079_ps.txt index b8de56d6..7427e50e 100644 --- a/Resolutions/BreathOfTheWild_Resolution/cb0e6e8cbec4502a_0000000000000079_ps.txt +++ b/Resolutions/BreathOfTheWild_Resolution/cb0e6e8cbec4502a_0000000000000079_ps.txt @@ -1,29 +1,29 @@ #version 420 #extension GL_ARB_texture_gather : enable -#extension GL_ARB_arrays_of_arrays : enable -// shader cb0e6e8cbec4502a -// Used for: Horizontal+Vertical Battle, Camera and Scope Depth of Field Blur +#extension GL_ARB_separate_shader_objects : enable -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 +// shader cb0e6e8cbec4502a +// Used for: 1 pass Battle, Camera and Scope Depth of Field Blur + +layout(binding = 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem3; layout(location = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; -const float resScale = $height/720; -const int radius = int(2*resScale); +int radius = int( roundEven(2.0/uf_fragCoordScale.y) ); +vec2 resolution = vec2( textureSize(textureUnitPS0,0) ); void main() { - vec2 center = (passParameterSem3.xy + passParameterSem3.zw) / 2; - vec2 step = passParameterSem3.xw - passParameterSem3.zy; - vec4 result = vec4(0.0); + vec2 center = ( passParameterSem3.xy + passParameterSem3.zw ) / 2.0 ; + vec3 result = vec3(0.0); float count = 0.0; - for (int x = -radius; x <= radius; x++) { - for (int y = -radius; y <= radius; y++) { - if (length(vec2(x, y)) <= radius) { - result += texture(textureUnitPS0, center + vec2(x, y)*step); + for ( int x = 1-radius; x <= radius-1; x+=2 ) { + for ( int y = 1-radius; y <= radius-1; y+=2 ) { + if ( length(vec2(x, y)) <= radius ) { + result += texture( textureUnitPS0, center + vec2(x, y)/resolution ).xyz ; count += 1.0; } } } - passPixelColor0 = result / count; + passPixelColor0 = vec4( result / count, 0.0 ); } \ No newline at end of file