From df950f92d589586f4031eaa5211654e0d78a0a4a Mon Sep 17 00:00:00 2001 From: NAVras-Z Date: Sun, 8 Oct 2017 12:24:22 +0800 Subject: [PATCH] workaround upscaled blur pixelation (#97) the old way used in menu blur is kinda hacky (cuz i found the games's original blur is linear sampled 5x5, not jump lines), and seems to have some negative effect when used on bloom (pixelation) so back to increasing taps, however as the image size goes up, it becomes quite harder/impossible to get the same blurry result for some reason. 5x5 menu blur ends up in 100 taps in 10k to get the similar blur, and 9x9 used in bloom is even blurrier... so i give up trying to get the same blur by increasing a lot taps, but just scale linearly to fix pixelation first and wait for a better solution. also the texturesize() returns weird value when mipmap is present, so changed to calculate the image size from the data passed from vertex shader (as we already figured out what blur is used so offset is known). --- .../12d8627fe9906695_0000000000000079_ps.txt | 45 ++++++++++------- .../6279271034da8f93_0000000000000079_ps.txt | 48 ++++++++++++------- .../12d8627fe9906695_0000000000000079_ps.txt | 45 ++++++++++------- .../6279271034da8f93_0000000000000079_ps.txt | 48 ++++++++++++------- .../12d8627fe9906695_0000000000000079_ps.txt | 45 ++++++++++------- .../6279271034da8f93_0000000000000079_ps.txt | 48 ++++++++++++------- .../12d8627fe9906695_0000000000000079_ps.txt | 45 ++++++++++------- .../6279271034da8f93_0000000000000079_ps.txt | 48 ++++++++++++------- .../12d8627fe9906695_0000000000000079_ps.txt | 45 ++++++++++------- .../6279271034da8f93_0000000000000079_ps.txt | 48 ++++++++++++------- .../12d8627fe9906695_0000000000000079_ps.txt | 5 -- .../6279271034da8f93_0000000000000079_ps.txt | 4 +- .../12d8627fe9906695_0000000000000079_ps.txt | 45 ++++++++++------- .../6279271034da8f93_0000000000000079_ps.txt | 48 ++++++++++++------- .../12d8627fe9906695_0000000000000079_ps.txt | 45 ++++++++++------- .../6279271034da8f93_0000000000000079_ps.txt | 48 ++++++++++++------- .../12d8627fe9906695_0000000000000079_ps.txt | 45 ++++++++++------- .../6279271034da8f93_0000000000000079_ps.txt | 48 ++++++++++++------- .../12d8627fe9906695_0000000000000079_ps.txt | 36 +++++++------- .../6279271034da8f93_0000000000000079_ps.txt | 39 ++++++++------- 20 files changed, 496 insertions(+), 332 deletions(-) diff --git a/Enthusiast/BreathOfTheWild_2880p/12d8627fe9906695_0000000000000079_ps.txt b/Enthusiast/BreathOfTheWild_2880p/12d8627fe9906695_0000000000000079_ps.txt index ee3c4370..2659e331 100644 --- a/Enthusiast/BreathOfTheWild_2880p/12d8627fe9906695_0000000000000079_ps.txt +++ b/Enthusiast/BreathOfTheWild_2880p/12d8627fe9906695_0000000000000079_ps.txt @@ -1,27 +1,36 @@ #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; +// shader 12d8627fe9906695 // vertical bloom 2880 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; -uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); -uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); +float data = passParameterSem0.z - passParameterSem0.w; +float h = data / 1.38461538 * uf_fragCoordScale.y; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.11011604, 0.20071416, 0.13842356, 0.07060718, 0.02643049, 0.00717399, 0.00138786, 0.00018683, 0.00001693, 0.00000098 ); +uniform float offset[] = float[]( 0.00000000, 1.47169811, 3.43396226, 5.39622642, 7.35849057, 9.32075472, 11.28301887, 13.24528302, 15.20754717, 17.16981132 ); -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]; +vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<10; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i]; } - passPixelColor0 = R1f; -} \ No newline at end of file + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} diff --git a/Enthusiast/BreathOfTheWild_2880p/6279271034da8f93_0000000000000079_ps.txt b/Enthusiast/BreathOfTheWild_2880p/6279271034da8f93_0000000000000079_ps.txt index bd2a9eba..47e31a3f 100644 --- a/Enthusiast/BreathOfTheWild_2880p/6279271034da8f93_0000000000000079_ps.txt +++ b/Enthusiast/BreathOfTheWild_2880p/6279271034da8f93_0000000000000079_ps.txt @@ -1,27 +1,39 @@ #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; +// shader 6279271034da8f93 // horizontal bloom 5120 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; -uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); -uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); +float data = passParameterSem0.z - passParameterSem0.w; +float w = data / 1.38461538 * uf_fragCoordScale.x; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.11011604, 0.20071416, 0.13842356, 0.07060718, 0.02643049, 0.00717399, 0.00138786, 0.00018683, 0.00001693, 0.00000098 ); +uniform float offset[] = float[]( 0.00000000, 1.47169811, 3.43396226, 5.39622642, 7.35849057, 9.32075472, 11.28301887, 13.24528302, 15.20754717, 17.16981132 ); -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]; +vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<10; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i]; } - passPixelColor0 = R1f; -} \ No newline at end of file + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} + +//py blurninja.py --expand 8 --reduce 8 37 --linear +//game original --expand 2 --reduce 2 9 --linear diff --git a/Enthusiast/BreathOfTheWild_4320p/12d8627fe9906695_0000000000000079_ps.txt b/Enthusiast/BreathOfTheWild_4320p/12d8627fe9906695_0000000000000079_ps.txt index ee3c4370..b8791186 100644 --- a/Enthusiast/BreathOfTheWild_4320p/12d8627fe9906695_0000000000000079_ps.txt +++ b/Enthusiast/BreathOfTheWild_4320p/12d8627fe9906695_0000000000000079_ps.txt @@ -1,27 +1,36 @@ #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; +// shader 12d8627fe9906695 // vertical bloom 4320 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; -uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); -uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); +float data = passParameterSem0.z - passParameterSem0.w; +float h = data / 1.38461538 * uf_fragCoordScale.y; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.08679764, 0.16377778, 0.12975631, 0.08523885, 0.04634210, 0.02079453, 0.00767262, 0.00231673, 0.00056902, 0.00011284, 0.00001790, 0.00000225, 0.00000022, 0.00000002 ); +uniform float offset[] = float[]( 0.00000000, 1.48235294, 3.45882353, 5.43529412, 7.41176471, 9.38823529, 11.36470588, 13.34117647, 15.31764706, 17.29411765, 19.27058824, 21.24705882, 23.22352941, 25.20000000 ); -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]; +vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<14; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i]; } - passPixelColor0 = R1f; -} \ No newline at end of file + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} diff --git a/Enthusiast/BreathOfTheWild_4320p/6279271034da8f93_0000000000000079_ps.txt b/Enthusiast/BreathOfTheWild_4320p/6279271034da8f93_0000000000000079_ps.txt index bd2a9eba..0e684559 100644 --- a/Enthusiast/BreathOfTheWild_4320p/6279271034da8f93_0000000000000079_ps.txt +++ b/Enthusiast/BreathOfTheWild_4320p/6279271034da8f93_0000000000000079_ps.txt @@ -1,27 +1,39 @@ #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; +// shader 6279271034da8f93 // horizontal bloom 7680 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; -uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); -uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); +float data = passParameterSem0.z - passParameterSem0.w; +float w = data / 1.38461538 * uf_fragCoordScale.x; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.08679764, 0.16377778, 0.12975631, 0.08523885, 0.04634210, 0.02079453, 0.00767262, 0.00231673, 0.00056902, 0.00011284, 0.00001790, 0.00000225, 0.00000022, 0.00000002 ); +uniform float offset[] = float[]( 0.00000000, 1.48235294, 3.45882353, 5.43529412, 7.41176471, 9.38823529, 11.36470588, 13.34117647, 15.31764706, 17.29411765, 19.27058824, 21.24705882, 23.22352941, 25.20000000 ); -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]; +vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<14; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i]; } - passPixelColor0 = R1f; -} \ No newline at end of file + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} + +//py blurninja.py --expand 14 --reduce 14 57 --linear +//game original --expand 2 --reduce 2 9 --linear diff --git a/Enthusiast/BreathOfTheWild_5760p/12d8627fe9906695_0000000000000079_ps.txt b/Enthusiast/BreathOfTheWild_5760p/12d8627fe9906695_0000000000000079_ps.txt index ee3c4370..5db57049 100644 --- a/Enthusiast/BreathOfTheWild_5760p/12d8627fe9906695_0000000000000079_ps.txt +++ b/Enthusiast/BreathOfTheWild_5760p/12d8627fe9906695_0000000000000079_ps.txt @@ -1,27 +1,36 @@ #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; +// shader 12d8627fe9906695 // vertical bloom 5760 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; -uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); -uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); +float data = passParameterSem0.z - passParameterSem0.w; +float h = data / 1.38461538 * uf_fragCoordScale.y; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.05842515, 0.11378184, 0.10229613, 0.08445599, 0.06401931, 0.04454418, 0.02843975, 0.01665463, 0.00894132, 0.00439816, 0.00198084, 0.00081621, 0.00030743, 0.00010575, 0.00003318, 0.00000949, 0.00000247, 0.00000058, 0.00000013, 0.00000002 ); +uniform float offset[] = float[]( 0.00000000, 1.49197861, 3.48128342, 5.47058824, 7.45989305, 9.44919786, 11.43850267, 13.42780749, 15.41711230, 17.40641711, 19.39572193, 21.38502674, 23.37433155, 25.36363636, 27.35294118, 29.34224599, 31.33155080, 33.32085561, 35.31016043, 37.29946524 ); -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]; +vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<20; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i]; } - passPixelColor0 = R1f; -} \ No newline at end of file + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} diff --git a/Enthusiast/BreathOfTheWild_5760p/6279271034da8f93_0000000000000079_ps.txt b/Enthusiast/BreathOfTheWild_5760p/6279271034da8f93_0000000000000079_ps.txt index bd2a9eba..e61de54b 100644 --- a/Enthusiast/BreathOfTheWild_5760p/6279271034da8f93_0000000000000079_ps.txt +++ b/Enthusiast/BreathOfTheWild_5760p/6279271034da8f93_0000000000000079_ps.txt @@ -1,27 +1,39 @@ #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; +// shader 6279271034da8f93 // horizontal bloom 10240 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; -uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); -uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); +float data = passParameterSem0.z - passParameterSem0.w; +float w = data / 1.38461538 * uf_fragCoordScale.x; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.05842515, 0.11378184, 0.10229613, 0.08445599, 0.06401931, 0.04454418, 0.02843975, 0.01665463, 0.00894132, 0.00439816, 0.00198084, 0.00081621, 0.00030743, 0.00010575, 0.00003318, 0.00000949, 0.00000247, 0.00000058, 0.00000013, 0.00000002 ); +uniform float offset[] = float[]( 0.00000000, 1.49197861, 3.48128342, 5.47058824, 7.45989305, 9.44919786, 11.43850267, 13.42780749, 15.41711230, 17.40641711, 19.39572193, 21.38502674, 23.37433155, 25.36363636, 27.35294118, 29.34224599, 31.33155080, 33.32085561, 35.31016043, 37.29946524 ); -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]; +vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<20; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i]; } - passPixelColor0 = R1f; -} \ No newline at end of file + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} + +//py blurninja.py --expand 29 --reduce 29 129 --linear +//game original --expand 2 --reduce 2 9 --linear diff --git a/Quality/BreathOfTheWild_1080p/12d8627fe9906695_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1080p/12d8627fe9906695_0000000000000079_ps.txt index ee3c4370..a9e4bfeb 100644 --- a/Quality/BreathOfTheWild_1080p/12d8627fe9906695_0000000000000079_ps.txt +++ b/Quality/BreathOfTheWild_1080p/12d8627fe9906695_0000000000000079_ps.txt @@ -1,27 +1,36 @@ #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; +// shader 12d8627fe9906695 // vertical bloom 1080 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; -uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); -uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); +float data = passParameterSem0.z - passParameterSem0.w; +float h = data / 1.38461538 * uf_fragCoordScale.y; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +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]; +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]*h) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i]; } - passPixelColor0 = R1f; -} \ No newline at end of file + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} diff --git a/Quality/BreathOfTheWild_1080p/6279271034da8f93_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1080p/6279271034da8f93_0000000000000079_ps.txt index bd2a9eba..c9d0fa93 100644 --- a/Quality/BreathOfTheWild_1080p/6279271034da8f93_0000000000000079_ps.txt +++ b/Quality/BreathOfTheWild_1080p/6279271034da8f93_0000000000000079_ps.txt @@ -1,27 +1,39 @@ #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; +// shader 6279271034da8f93 // horizontal bloom 1920 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; -uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); -uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); +float data = passParameterSem0.z - passParameterSem0.w; +float w = data / 1.38461538 * uf_fragCoordScale.x; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +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]; +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]*w, 0.0) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i]; } - passPixelColor0 = R1f; -} \ No newline at end of file + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} + +//py blurninja.py --expand 3 --reduce 3 13 --linear +//game original --expand 2 --reduce 2 9 --linear \ No newline at end of file diff --git a/Quality/BreathOfTheWild_1080pUW/12d8627fe9906695_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1080pUW/12d8627fe9906695_0000000000000079_ps.txt index ee3c4370..a9e4bfeb 100644 --- a/Quality/BreathOfTheWild_1080pUW/12d8627fe9906695_0000000000000079_ps.txt +++ b/Quality/BreathOfTheWild_1080pUW/12d8627fe9906695_0000000000000079_ps.txt @@ -1,27 +1,36 @@ #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; +// shader 12d8627fe9906695 // vertical bloom 1080 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; -uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); -uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); +float data = passParameterSem0.z - passParameterSem0.w; +float h = data / 1.38461538 * uf_fragCoordScale.y; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +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]; +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]*h) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i]; } - passPixelColor0 = R1f; -} \ No newline at end of file + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} diff --git a/Quality/BreathOfTheWild_1080pUW/6279271034da8f93_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1080pUW/6279271034da8f93_0000000000000079_ps.txt index bd2a9eba..db3df026 100644 --- a/Quality/BreathOfTheWild_1080pUW/6279271034da8f93_0000000000000079_ps.txt +++ b/Quality/BreathOfTheWild_1080pUW/6279271034da8f93_0000000000000079_ps.txt @@ -1,27 +1,39 @@ #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; +// shader 6279271034da8f93 // horizontal bloom 2560 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; -uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); -uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); +float data = passParameterSem0.z - passParameterSem0.w; +float w = data / 1.38461538 * uf_fragCoordScale.x; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767 ); +uniform float offset[] = float[]( 0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000 ); -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]; +vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<5; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i]; } - passPixelColor0 = R1f; -} \ No newline at end of file + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} + +//py blurninja.py --expand 4 --reduce 4 17 --linear +//game original --expand 2 --reduce 2 9 --linear diff --git a/Quality/BreathOfTheWild_1440p/12d8627fe9906695_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1440p/12d8627fe9906695_0000000000000079_ps.txt index 4b48c426..96a3dfeb 100644 --- a/Quality/BreathOfTheWild_1440p/12d8627fe9906695_0000000000000079_ps.txt +++ b/Quality/BreathOfTheWild_1440p/12d8627fe9906695_0000000000000079_ps.txt @@ -7,9 +7,6 @@ layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; -//ivec2 ires = textureSize(textureUnitPS0,0); -//vec2 res = vec2( float(ires.x), float(ires.y) ); - float data = passParameterSem0.z - passParameterSem0.w; float h = data / 1.38461538 * uf_fragCoordScale.y; @@ -37,5 +34,3 @@ for (int i=1; i<2; i++) { passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); } - -//py blurninja.py --expand 4 --reduce 4 17 --linear diff --git a/Quality/BreathOfTheWild_1440p/6279271034da8f93_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1440p/6279271034da8f93_0000000000000079_ps.txt index 92079e9d..db3df026 100644 --- a/Quality/BreathOfTheWild_1440p/6279271034da8f93_0000000000000079_ps.txt +++ b/Quality/BreathOfTheWild_1440p/6279271034da8f93_0000000000000079_ps.txt @@ -7,9 +7,6 @@ layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; -//ivec2 ires = textureSize(textureUnitPS0,0); -//vec2 res = vec2( float(ires.x), float(ires.y) ); - float data = passParameterSem0.z - passParameterSem0.w; float w = data / 1.38461538 * uf_fragCoordScale.x; @@ -39,3 +36,4 @@ passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); } //py blurninja.py --expand 4 --reduce 4 17 --linear +//game original --expand 2 --reduce 2 9 --linear diff --git a/Quality/BreathOfTheWild_1440pUW/12d8627fe9906695_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1440pUW/12d8627fe9906695_0000000000000079_ps.txt index ee3c4370..96a3dfeb 100644 --- a/Quality/BreathOfTheWild_1440pUW/12d8627fe9906695_0000000000000079_ps.txt +++ b/Quality/BreathOfTheWild_1440pUW/12d8627fe9906695_0000000000000079_ps.txt @@ -1,27 +1,36 @@ #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; +// shader 12d8627fe9906695 // vertical bloom 1440 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; -uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); -uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); +float data = passParameterSem0.z - passParameterSem0.w; +float h = data / 1.38461538 * uf_fragCoordScale.y; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767 ); +uniform float offset[] = float[]( 0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000 ); -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]; +vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<5; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i]; } - passPixelColor0 = R1f; -} \ No newline at end of file + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} diff --git a/Quality/BreathOfTheWild_1440pUW/6279271034da8f93_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1440pUW/6279271034da8f93_0000000000000079_ps.txt index bd2a9eba..b7c204e7 100644 --- a/Quality/BreathOfTheWild_1440pUW/6279271034da8f93_0000000000000079_ps.txt +++ b/Quality/BreathOfTheWild_1440pUW/6279271034da8f93_0000000000000079_ps.txt @@ -1,27 +1,39 @@ #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; +// shader 6279271034da8f93 // horizontal bloom 3440 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; -uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); -uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); +float data = passParameterSem0.z - passParameterSem0.w; +float w = data / 1.38461538 * uf_fragCoordScale.x; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.12858845, 0.22686677, 0.13719611, 0.05487844, 0.01422774, 0.00231288, 0.00022383 ); +uniform float offset[] = float[]( 0.00000000, 1.46153846, 3.41025641, 5.35897436, 7.30769231, 9.25641026, 11.20512821 ); -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]; +vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<7; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i]; } - passPixelColor0 = R1f; -} \ No newline at end of file + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} + +//py blurninja.py --expand 7 --reduce 7 25 --linear +//game original --expand 2 --reduce 2 9 --linear diff --git a/Quality/BreathOfTheWild_1800p/12d8627fe9906695_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1800p/12d8627fe9906695_0000000000000079_ps.txt index ee3c4370..7a33de92 100644 --- a/Quality/BreathOfTheWild_1800p/12d8627fe9906695_0000000000000079_ps.txt +++ b/Quality/BreathOfTheWild_1800p/12d8627fe9906695_0000000000000079_ps.txt @@ -1,27 +1,36 @@ #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; +// shader 12d8627fe9906695 // vertical bloom 1800 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; -uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); -uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); +float data = passParameterSem0.z - passParameterSem0.w; +float h = data / 1.38461538 * uf_fragCoordScale.y; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.13583460, 0.23632042, 0.13504024, 0.04857179, 0.01068579, 0.00136997, 0.00009448 ); +uniform float offset[] = float[]( 0.00000000, 1.45714286, 3.40000000, 5.34285714, 7.28571429, 9.22857143, 11.17142857 ); -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]; +vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<7; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i]; } - passPixelColor0 = R1f; -} \ No newline at end of file + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} diff --git a/Quality/BreathOfTheWild_1800p/6279271034da8f93_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1800p/6279271034da8f93_0000000000000079_ps.txt index bd2a9eba..44d8d503 100644 --- a/Quality/BreathOfTheWild_1800p/6279271034da8f93_0000000000000079_ps.txt +++ b/Quality/BreathOfTheWild_1800p/6279271034da8f93_0000000000000079_ps.txt @@ -1,27 +1,39 @@ #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; +// shader 6279271034da8f93 // horizontal bloom 3200 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; -uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); -uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); +float data = passParameterSem0.z - passParameterSem0.w; +float w = data / 1.38461538 * uf_fragCoordScale.x; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.13583460, 0.23632042, 0.13504024, 0.04857179, 0.01068579, 0.00136997, 0.00009448 ); +uniform float offset[] = float[]( 0.00000000, 1.45714286, 3.40000000, 5.34285714, 7.28571429, 9.22857143, 11.17142857 ); -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]; +vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<7; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i]; } - passPixelColor0 = R1f; -} \ No newline at end of file + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} + +//py blurninja.py --expand 5 --reduce 5 25 --linear +//game original --expand 2 --reduce 2 9 --linear diff --git a/Quality/BreathOfTheWild_2160pUW/12d8627fe9906695_0000000000000079_ps.txt b/Quality/BreathOfTheWild_2160pUW/12d8627fe9906695_0000000000000079_ps.txt index ee3c4370..7cc7869c 100644 --- a/Quality/BreathOfTheWild_2160pUW/12d8627fe9906695_0000000000000079_ps.txt +++ b/Quality/BreathOfTheWild_2160pUW/12d8627fe9906695_0000000000000079_ps.txt @@ -1,27 +1,36 @@ #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; +// shader 12d8627fe9906695 // vertical bloom 2160 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; -uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); -uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); +float data = passParameterSem0.z - passParameterSem0.w; +float h = data / 1.38461538 * uf_fragCoordScale.y; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.12537086, 0.22251971, 0.13786547, 0.05769140, 0.01602539, 0.00287352, 0.00031864, 0.00002045 ); +uniform float offset[] = float[]( 0.00000000, 1.46341463, 3.41463415, 5.36585366, 7.31707317, 9.26829268, 11.21951220, 13.17073171 ); -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]; +vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<8; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i]; } - passPixelColor0 = R1f; -} \ No newline at end of file + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} diff --git a/Quality/BreathOfTheWild_2160pUW/6279271034da8f93_0000000000000079_ps.txt b/Quality/BreathOfTheWild_2160pUW/6279271034da8f93_0000000000000079_ps.txt index bd2a9eba..47e31a3f 100644 --- a/Quality/BreathOfTheWild_2160pUW/6279271034da8f93_0000000000000079_ps.txt +++ b/Quality/BreathOfTheWild_2160pUW/6279271034da8f93_0000000000000079_ps.txt @@ -1,27 +1,39 @@ #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; +// shader 6279271034da8f93 // horizontal bloom 5120 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; -uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); -uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); +float data = passParameterSem0.z - passParameterSem0.w; +float w = data / 1.38461538 * uf_fragCoordScale.x; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); + +uniform float weight[] = float[]( 0.11011604, 0.20071416, 0.13842356, 0.07060718, 0.02643049, 0.00717399, 0.00138786, 0.00018683, 0.00001693, 0.00000098 ); +uniform float offset[] = float[]( 0.00000000, 1.47169811, 3.43396226, 5.39622642, 7.35849057, 9.32075472, 11.28301887, 13.24528302, 15.20754717, 17.16981132 ); -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]; +vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); + +vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; +for (int i=1; i<10; i++) { + R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i]; + R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i]; } - passPixelColor0 = R1f; -} \ No newline at end of file + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + } + +passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); +} + +//py blurninja.py --expand 8 --reduce 8 37 --linear +//game original --expand 2 --reduce 2 9 --linear diff --git a/Quality/BreathOfTheWild_Switch/12d8627fe9906695_0000000000000079_ps.txt b/Quality/BreathOfTheWild_Switch/12d8627fe9906695_0000000000000079_ps.txt index ee3c4370..2009693d 100644 --- a/Quality/BreathOfTheWild_Switch/12d8627fe9906695_0000000000000079_ps.txt +++ b/Quality/BreathOfTheWild_Switch/12d8627fe9906695_0000000000000079_ps.txt @@ -1,27 +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; +// shader 12d8627fe9906695 // vertical bloom 1080 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; -uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); -uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); +float data = passParameterSem0.z - passParameterSem0.w; +float h = data / 1.38461538 * uf_fragCoordScale.y; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); -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]; +vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i]; } - passPixelColor0 = R1f; -} \ No newline at end of file + +passPixelColor0 = R2f; +} diff --git a/Quality/BreathOfTheWild_Switch/6279271034da8f93_0000000000000079_ps.txt b/Quality/BreathOfTheWild_Switch/6279271034da8f93_0000000000000079_ps.txt index bd2a9eba..8cd2745e 100644 --- a/Quality/BreathOfTheWild_Switch/6279271034da8f93_0000000000000079_ps.txt +++ b/Quality/BreathOfTheWild_Switch/6279271034da8f93_0000000000000079_ps.txt @@ -1,27 +1,30 @@ #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; +// shader 6279271034da8f93 // horizontal bloom 1920 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; -uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519); -uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632); +float data = passParameterSem0.z - passParameterSem0.w; +float w = data / 1.38461538 * uf_fragCoordScale.x; + +uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); +uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); -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]; +vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); + +vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; +for (int i=1; i<2; i++) { + R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; + R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; } - passPixelColor0 = R1f; -} \ No newline at end of file + +passPixelColor0 = R2f; +} + + +//game original --expand 2 --reduce 2 9 --linear \ No newline at end of file