#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) #define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) #define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #define gl_VertexID gl_VertexIndex #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) #define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif // This shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. // shader cb0e6e8cbec4502a // Used for: 1 pass Battle, Camera and Scope Depth of Field Blur TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem3; layout(location = 0) out vec4 passPixelColor0; #ifdef VULKAN layout(set = 1, binding = 1) uniform ufBlock { uniform vec4 uf_fragCoordScale; }; #else uniform vec2 uf_fragCoordScale; #endif int radius = int( roundEven(2.0/uf_fragCoordScale.y) ); vec2 resolution = vec2( textureSize(textureUnitPS0,0) ); void main() { vec2 center = ( passParameterSem3.xy + passParameterSem3.zw ) / 2.0 ; vec3 result = vec3(0.0); float count = 0.0; for ( int x = 1-radius; x <= radius-1; x+=2 ) { for ( int y = 1-radius; y <= radius-1; y+=2 ) { if ( length(vec2(x, y)) <= radius ) { result += texture( textureUnitPS0, center + vec2(x, y)/resolution ).xyz ; count += 1.0; } } } passPixelColor0 = vec4( result / count, 0.0 ); }