[BotW] Make circular blur more optimized (used in battle, camera and scope)

PR made by NAVras-Z!
This commit is contained in:
NAVras-Z 2019-07-07 09:26:09 +00:00 committed by Crementif
parent 352d1d5af7
commit a60932d040

View File

@ -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 );
}