mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-26 19:44:14 +01:00
Proper scaling of Mario Kart 8 and Splatoon Blur Fix
Might or might not have caused an issue, but it's fixed regardless.
This commit is contained in:
parent
74a298d9b3
commit
e689e313b0
@ -14,7 +14,7 @@ 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 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -4,7 +4,6 @@
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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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@ -15,7 +14,7 @@ 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 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -14,7 +14,7 @@ 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 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -4,7 +4,6 @@
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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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@ -15,7 +14,7 @@ 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 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -14,7 +14,7 @@ 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 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -4,7 +4,6 @@
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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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@ -15,7 +14,7 @@ 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 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -4,7 +4,6 @@
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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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@ -15,7 +14,7 @@ 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 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -14,7 +14,7 @@ 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 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -4,7 +4,6 @@
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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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@ -15,7 +14,7 @@ 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 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -14,7 +14,7 @@ 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 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -4,7 +4,6 @@
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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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@ -15,7 +14,7 @@ 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 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -14,7 +14,7 @@ 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 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -14,7 +14,7 @@ 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 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -4,7 +4,6 @@
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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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@ -15,7 +14,7 @@ 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 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -14,7 +14,7 @@ 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 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -4,7 +4,6 @@
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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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@ -15,7 +14,7 @@ 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 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -14,7 +14,7 @@ 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 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -4,7 +4,6 @@
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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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@ -15,7 +14,7 @@ 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 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -14,7 +14,7 @@ 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 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -15,7 +15,7 @@ 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 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -14,7 +14,7 @@ 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 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -15,7 +15,7 @@ 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 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -14,7 +14,7 @@ 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 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -4,7 +4,6 @@
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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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@ -15,7 +14,7 @@ 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 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -4,7 +4,6 @@
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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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@ -15,7 +14,7 @@ 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 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -14,7 +14,7 @@ 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 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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@ -4,7 +4,6 @@
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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/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
@ -15,7 +14,7 @@ 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 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
|
@ -14,7 +14,7 @@ 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 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
|
@ -4,7 +4,6 @@
|
||||
// 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;
|
||||
@ -15,7 +14,7 @@ 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 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
|
@ -14,7 +14,7 @@ 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 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
|
@ -4,7 +4,6 @@
|
||||
// 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;
|
||||
@ -15,7 +14,7 @@ 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 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
|
@ -14,7 +14,7 @@ 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 outputRes = vec2(float(inputRes.x), float(inputRes.y)*uf_fragCoordScale);
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user