diff --git a/Enthusiast/SuperMario3DWorld_2880p/0457fe3efc9a772f_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_2880p/0457fe3efc9a772f_0000000000000079_ps.txt new file mode 100644 index 00000000..fa5d4c1e --- /dev/null +++ b/Enthusiast/SuperMario3DWorld_2880p/0457fe3efc9a772f_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0457fe3efc9a772f +// Used for: Horizontal Blur (Captain Toad Treasure Tracker) +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; +} \ No newline at end of file diff --git a/Enthusiast/SuperMario3DWorld_2880p/9fad3b3505a6d831_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_2880p/9fad3b3505a6d831_0000000000000079_ps.txt new file mode 100644 index 00000000..106a8a74 --- /dev/null +++ b/Enthusiast/SuperMario3DWorld_2880p/9fad3b3505a6d831_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 9fad3b3505a6d831 +// Used for: Vertical Blur (Captain Toad Treasure Tracker) +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; +} \ No newline at end of file diff --git a/Enthusiast/SuperMario3DWorld_4320p/0457fe3efc9a772f_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_4320p/0457fe3efc9a772f_0000000000000079_ps.txt new file mode 100644 index 00000000..fa5d4c1e --- /dev/null +++ b/Enthusiast/SuperMario3DWorld_4320p/0457fe3efc9a772f_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0457fe3efc9a772f +// Used for: Horizontal Blur (Captain Toad Treasure Tracker) +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; +} \ No newline at end of file diff --git a/Enthusiast/SuperMario3DWorld_4320p/9fad3b3505a6d831_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_4320p/9fad3b3505a6d831_0000000000000079_ps.txt new file mode 100644 index 00000000..106a8a74 --- /dev/null +++ b/Enthusiast/SuperMario3DWorld_4320p/9fad3b3505a6d831_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 9fad3b3505a6d831 +// Used for: Vertical Blur (Captain Toad Treasure Tracker) +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; +} \ No newline at end of file diff --git a/Enthusiast/SuperMario3DWorld_5760p/0457fe3efc9a772f_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_5760p/0457fe3efc9a772f_0000000000000079_ps.txt new file mode 100644 index 00000000..fa5d4c1e --- /dev/null +++ b/Enthusiast/SuperMario3DWorld_5760p/0457fe3efc9a772f_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0457fe3efc9a772f +// Used for: Horizontal Blur (Captain Toad Treasure Tracker) +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; +} \ No newline at end of file diff --git a/Enthusiast/SuperMario3DWorld_5760p/9fad3b3505a6d831_0000000000000079_ps.txt b/Enthusiast/SuperMario3DWorld_5760p/9fad3b3505a6d831_0000000000000079_ps.txt new file mode 100644 index 00000000..106a8a74 --- /dev/null +++ b/Enthusiast/SuperMario3DWorld_5760p/9fad3b3505a6d831_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 9fad3b3505a6d831 +// Used for: Vertical Blur (Captain Toad Treasure Tracker) +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; +} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1080p/0457fe3efc9a772f_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1080p/0457fe3efc9a772f_0000000000000079_ps.txt new file mode 100644 index 00000000..fa5d4c1e --- /dev/null +++ b/Quality/SuperMario3DWorld_1080p/0457fe3efc9a772f_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0457fe3efc9a772f +// Used for: Horizontal Blur (Captain Toad Treasure Tracker) +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; +} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1080p/9fad3b3505a6d831_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1080p/9fad3b3505a6d831_0000000000000079_ps.txt new file mode 100644 index 00000000..106a8a74 --- /dev/null +++ b/Quality/SuperMario3DWorld_1080p/9fad3b3505a6d831_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 9fad3b3505a6d831 +// Used for: Vertical Blur (Captain Toad Treasure Tracker) +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; +} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1080pUW/0457fe3efc9a772f_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1080pUW/0457fe3efc9a772f_0000000000000079_ps.txt new file mode 100644 index 00000000..fa5d4c1e --- /dev/null +++ b/Quality/SuperMario3DWorld_1080pUW/0457fe3efc9a772f_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0457fe3efc9a772f +// Used for: Horizontal Blur (Captain Toad Treasure Tracker) +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; +} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1080pUW/9fad3b3505a6d831_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1080pUW/9fad3b3505a6d831_0000000000000079_ps.txt new file mode 100644 index 00000000..106a8a74 --- /dev/null +++ b/Quality/SuperMario3DWorld_1080pUW/9fad3b3505a6d831_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 9fad3b3505a6d831 +// Used for: Vertical Blur (Captain Toad Treasure Tracker) +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; +} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1440p/0457fe3efc9a772f_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1440p/0457fe3efc9a772f_0000000000000079_ps.txt new file mode 100644 index 00000000..fa5d4c1e --- /dev/null +++ b/Quality/SuperMario3DWorld_1440p/0457fe3efc9a772f_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0457fe3efc9a772f +// Used for: Horizontal Blur (Captain Toad Treasure Tracker) +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; +} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1440p/9fad3b3505a6d831_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1440p/9fad3b3505a6d831_0000000000000079_ps.txt new file mode 100644 index 00000000..106a8a74 --- /dev/null +++ b/Quality/SuperMario3DWorld_1440p/9fad3b3505a6d831_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 9fad3b3505a6d831 +// Used for: Vertical Blur (Captain Toad Treasure Tracker) +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; +} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1800p/0457fe3efc9a772f_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1800p/0457fe3efc9a772f_0000000000000079_ps.txt new file mode 100644 index 00000000..fa5d4c1e --- /dev/null +++ b/Quality/SuperMario3DWorld_1800p/0457fe3efc9a772f_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0457fe3efc9a772f +// Used for: Horizontal Blur (Captain Toad Treasure Tracker) +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; +} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_1800p/9fad3b3505a6d831_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_1800p/9fad3b3505a6d831_0000000000000079_ps.txt new file mode 100644 index 00000000..106a8a74 --- /dev/null +++ b/Quality/SuperMario3DWorld_1800p/9fad3b3505a6d831_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 9fad3b3505a6d831 +// Used for: Vertical Blur (Captain Toad Treasure Tracker) +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; +} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_2160p/0457fe3efc9a772f_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_2160p/0457fe3efc9a772f_0000000000000079_ps.txt new file mode 100644 index 00000000..fa5d4c1e --- /dev/null +++ b/Quality/SuperMario3DWorld_2160p/0457fe3efc9a772f_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0457fe3efc9a772f +// Used for: Horizontal Blur (Captain Toad Treasure Tracker) +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; +} \ No newline at end of file diff --git a/Quality/SuperMario3DWorld_2160p/9fad3b3505a6d831_0000000000000079_ps.txt b/Quality/SuperMario3DWorld_2160p/9fad3b3505a6d831_0000000000000079_ps.txt new file mode 100644 index 00000000..106a8a74 --- /dev/null +++ b/Quality/SuperMario3DWorld_2160p/9fad3b3505a6d831_0000000000000079_ps.txt @@ -0,0 +1,27 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 9fad3b3505a6d831 +// Used for: Vertical Blur (Captain Toad Treasure Tracker) +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; +} \ No newline at end of file