diff --git a/Source/BreathOfTheWild/cb0e6e8cbec4502a_0000000000000079_ps.txt b/Source/BreathOfTheWild/cb0e6e8cbec4502a_0000000000000079_ps.txt new file mode 100644 index 00000000..d8f39fcc --- /dev/null +++ b/Source/BreathOfTheWild/cb0e6e8cbec4502a_0000000000000079_ps.txt @@ -0,0 +1,33 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_arrays_of_arrays : enable +// shader cb0e6e8cbec4502a +// DoF blur effect - Battle, Camera, Scope +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem3; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +const float resScale = ; +const int radius = int(2*resScale); + +void main() { + vec2 center = (passParameterSem3.xy + passParameterSem3.zw) / 2; + vec2 step = passParameterSem3.xw - passParameterSem3.zy; + vec4 result = vec4(0.0); + float count = 0.0; + for (int x = -radius; x <= radius; x++) { + for (int y = -radius; y <= radius; y++) { + if (length(vec2(x, y)) <= radius) { + result += texture(textureUnitPS0, center + vec2(x, y)*step); + count += 1.0; + } + } + } + passPixelColor0 = result / count; +} \ No newline at end of file