#version 420 #extension GL_ARB_texture_gather : 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. // shader cb0e6e8cbec4502a // DoF blur effect - Battle, Camera, Scope 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 const float resScale = 0; 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; }