mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-24 00:41:51 +01:00
[BotW] apply SM3DW bloom fix
Renamed shaders, but it does fix the bloom.
This commit is contained in:
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386882fa8d
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a7da90fb8b
@ -0,0 +1,27 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 9fad3b3505a6d831
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// Used for: Vertical Blur
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
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uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
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vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
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for (int i = 1; i<4; i++) {
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R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
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R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
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}
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passPixelColor0 = R1f;
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}
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@ -0,0 +1,27 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 0457fe3efc9a772f
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// Used for: Horizontal Blur
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
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uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
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vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
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for (int i = 1; i<4; i++) {
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R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
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R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
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}
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passPixelColor0 = R1f;
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}
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@ -61,7 +61,6 @@ overwriteHeight = 1152
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[TextureRedefine] #q-res1
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width = 320
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height = 180
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formats = 0x001 #Scale depth masking, not bloom
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overwriteWidth = 1280
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overwriteHeight = 720
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@ -80,14 +79,12 @@ overwriteHeight = 720
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[TextureRedefine] #o-res1
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width = 160
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height = 90
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formats = 0x001 #Scale depth masking, not bloom
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overwriteWidth = 720
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overwriteHeight = 360
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[TextureRedefine] # O
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width = 80
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height = 45
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formats = 0x001 #Scale depth masking, not bloom
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overwriteWidth = 320
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overwriteHeight = 180
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@ -0,0 +1,27 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 9fad3b3505a6d831
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// Used for: Vertical Blur
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
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uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
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vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
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for (int i = 1; i<4; i++) {
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R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
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R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
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}
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passPixelColor0 = R1f;
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}
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@ -0,0 +1,27 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 0457fe3efc9a772f
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// Used for: Horizontal Blur
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
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uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
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vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
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for (int i = 1; i<4; i++) {
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R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
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R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
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}
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passPixelColor0 = R1f;
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}
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@ -61,7 +61,6 @@ overwriteHeight = 1728
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[TextureRedefine] #q-res1
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width = 320
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height = 180
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formats = 0x001 #Scale depth masking, not bloom
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overwriteWidth = 1920
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overwriteHeight = 1080
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@ -80,13 +79,11 @@ overwriteHeight = 1080
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[TextureRedefine] #o-res1
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width = 160
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height = 90
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formats = 0x001 #Scale depth masking, not bloom
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overwriteWidth = 960
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overwriteHeight = 540
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[TextureRedefine] # O
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width = 80
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formats = 0x001 #Scale depth masking, not bloom
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height = 45
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overwriteWidth = 480
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overwriteHeight = 270
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@ -0,0 +1,27 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 9fad3b3505a6d831
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// Used for: Vertical Blur
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
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uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
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vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
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for (int i = 1; i<4; i++) {
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R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
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R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
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}
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passPixelColor0 = R1f;
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}
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@ -0,0 +1,27 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 0457fe3efc9a772f
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// Used for: Horizontal Blur
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
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uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
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vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
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for (int i = 1; i<4; i++) {
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R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
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R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
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}
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passPixelColor0 = R1f;
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}
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@ -61,7 +61,6 @@ overwriteHeight = 2304
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[TextureRedefine] #q-res1
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width = 320
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height = 180
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formats = 0x001 #Scale depth masking, not bloom
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overwriteWidth = 2560
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overwriteHeight = 1440
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@ -80,14 +79,12 @@ overwriteHeight = 1440
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[TextureRedefine] #o-res1
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width = 160
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height = 90
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formats = 0x001 #Scale depth masking, not bloom
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overwriteWidth = 1281
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overwriteHeight = 721
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[TextureRedefine] # O
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width = 80
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height = 45
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formats = 0x001 #Scale depth masking, not bloom
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overwriteWidth = 640
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overwriteHeight = 360
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@ -0,0 +1,27 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 9fad3b3505a6d831
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// Used for: Vertical Blur
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
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uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
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vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
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for (int i = 1; i<4; i++) {
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R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
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R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
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}
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passPixelColor0 = R1f;
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}
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@ -0,0 +1,27 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 0457fe3efc9a772f
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// Used for: Horizontal Blur
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
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uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
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vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
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for (int i = 1; i<4; i++) {
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R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
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R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
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}
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passPixelColor0 = R1f;
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}
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@ -67,7 +67,6 @@ overwriteHeight = 541
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[TextureRedefine] #q-res1
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width = 320
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height = 180
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formats = 0x001 #Scale depth masking, not bloom
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overwriteWidth = 480
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overwriteHeight = 270
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@ -86,13 +85,11 @@ overwriteHeight = 270
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[TextureRedefine] #o-res1
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width = 160
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height = 90
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formats = 0x001 #Scale depth masking, not bloom
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overwriteWidth = 240
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overwriteHeight = 135
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[TextureRedefine] # O
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width = 80
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formats = 0x001 #Scale depth masking, not bloom
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height = 45
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overwriteWidth = 120
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overwriteHeight = 68
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@ -0,0 +1,27 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 9fad3b3505a6d831
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// Used for: Vertical Blur
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
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uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
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vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
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for (int i = 1; i<4; i++) {
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R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
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R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
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}
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passPixelColor0 = R1f;
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}
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@ -0,0 +1,27 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 0457fe3efc9a772f
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// Used for: Horizontal Blur
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
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uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
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vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
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for (int i = 1; i<4; i++) {
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R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
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R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
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}
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passPixelColor0 = R1f;
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}
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@ -67,7 +67,6 @@ overwriteHeight = 541
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[TextureRedefine] #q-res1
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width = 320
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height = 180
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formats = 0x001 #Scale depth masking, not bloom
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overwriteWidth = 640
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overwriteHeight = 270
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@ -86,13 +85,11 @@ overwriteHeight = 270
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[TextureRedefine] #o-res1
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width = 160
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height = 90
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formats = 0x001 #Scale depth masking, not bloom
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overwriteWidth = 320
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overwriteHeight = 135
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[TextureRedefine] # O
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width = 80
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formats = 0x001 #Scale depth masking, not bloom
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height = 45
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overwriteWidth = 160
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overwriteHeight = 68
|
||||
|
@ -0,0 +1,27 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 9fad3b3505a6d831
|
||||
// Used for: Vertical Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,27 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 0457fe3efc9a772f
|
||||
// Used for: Horizontal Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -67,7 +67,6 @@ overwriteHeight = 721
|
||||
[TextureRedefine] #q-res1, main bloom, AO
|
||||
width = 320
|
||||
height = 180
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
overwriteWidth = 640
|
||||
overwriteHeight = 360
|
||||
|
||||
@ -86,14 +85,12 @@ overwriteHeight = 360
|
||||
[TextureRedefine] #o-res1
|
||||
width = 160
|
||||
height = 90
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
overwriteWidth = 320
|
||||
overwriteHeight = 180
|
||||
|
||||
[TextureRedefine] # O
|
||||
width = 80
|
||||
height = 45
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
overwriteWidth = 160
|
||||
overwriteHeight = 90
|
||||
|
||||
|
@ -0,0 +1,27 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 9fad3b3505a6d831
|
||||
// Used for: Vertical Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,27 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 0457fe3efc9a772f
|
||||
// Used for: Horizontal Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -67,7 +67,6 @@ overwriteHeight = 721
|
||||
[TextureRedefine] #q-res1, main bloom, AO
|
||||
width = 320
|
||||
height = 180
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
overwriteWidth = 860
|
||||
overwriteHeight = 360
|
||||
|
||||
@ -86,14 +85,12 @@ overwriteHeight = 360
|
||||
[TextureRedefine] #o-res1
|
||||
width = 160
|
||||
height = 90
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
overwriteWidth = 430
|
||||
overwriteHeight = 180
|
||||
|
||||
[TextureRedefine] # O
|
||||
width = 80
|
||||
height = 45
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
overwriteWidth = 215
|
||||
overwriteHeight = 90
|
||||
|
||||
|
@ -0,0 +1,27 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 9fad3b3505a6d831
|
||||
// Used for: Vertical Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,27 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 0457fe3efc9a772f
|
||||
// Used for: Horizontal Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -67,7 +67,6 @@ overwriteHeight = 901
|
||||
[TextureRedefine] #q-res1 Main bloom pass, AO
|
||||
width = 320
|
||||
height = 180
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
overwriteWidth = 800
|
||||
overwriteHeight = 450
|
||||
|
||||
|
@ -0,0 +1,27 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 9fad3b3505a6d831
|
||||
// Used for: Vertical Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,27 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 0457fe3efc9a772f
|
||||
// Used for: Horizontal Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -67,7 +67,6 @@ overwriteHeight = 1082
|
||||
[TextureRedefine] #q-res1 Main bloom pass, AO
|
||||
width = 320
|
||||
height = 180
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
overwriteWidth = 960
|
||||
overwriteHeight = 540
|
||||
|
||||
@ -86,14 +85,12 @@ overwriteHeight = 540
|
||||
[TextureRedefine] #o-res1
|
||||
width = 160
|
||||
height = 90
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
overwriteWidth = 480
|
||||
overwriteHeight = 270
|
||||
|
||||
[TextureRedefine] # O
|
||||
width = 80
|
||||
height = 45
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
overwriteWidth = 240
|
||||
overwriteHeight = 135
|
||||
|
||||
|
@ -0,0 +1,27 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 9fad3b3505a6d831
|
||||
// Used for: Vertical Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,27 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 0457fe3efc9a772f
|
||||
// Used for: Horizontal Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -67,7 +67,6 @@ overwriteHeight = 1082
|
||||
[TextureRedefine] #q-res1
|
||||
width = 320
|
||||
height = 180
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
overwriteWidth = 1280
|
||||
overwriteHeight = 540
|
||||
|
||||
@ -86,13 +85,11 @@ overwriteHeight = 540
|
||||
[TextureRedefine] #o-res1
|
||||
width = 160
|
||||
height = 90
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
overwriteWidth = 640
|
||||
overwriteHeight = 270
|
||||
|
||||
[TextureRedefine] # O
|
||||
width = 80
|
||||
formats = 0x001 #Scale depth masking, not bloom
|
||||
height = 45
|
||||
overwriteWidth = 320
|
||||
overwriteHeight = 136
|
||||
|
@ -0,0 +1,27 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 9fad3b3505a6d831
|
||||
// Used for: Vertical Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,27 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 0457fe3efc9a772f
|
||||
// Used for: Horizontal Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
Loading…
Reference in New Issue
Block a user