#version 420 #extension GL_ARB_texture_gather : enable // shader 12d8627fe9906695 // vertical bloom 720 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; float data = passParameterSem0.z - passParameterSem0.w; float h = data / 1.38461538 * uf_fragCoordScale.y; uniform float o_weight[] = float[]( 0.22702703, 0.31621622, 0.07027027 ); uniform float o_offset[] = float[]( 0.00000000, 1.38461538, 3.23076923 ); void main() { vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; for (int i=1; i<3; 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 = R2f; }