#version 420 #extension GL_ARB_texture_gather : enable // shader 4dc5fdeced670c5e // horizontal blur 720 layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 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 = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; float data = passParameterSem0.z - passParameterSem0.w; float w = data / 1.33333333 * uf_fragCoordScale.x; uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); void main() { vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; for (int i=1; i<2; i++) { R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i]; } passPixelColor0 = R2f; } //game original py blurninja.py --expand 2 --reduce 2 5 --linear