#version 420 #extension GL_ARB_texture_gather : enable // shader 12d8627fe9906695 // vertical bloom 4320 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 ); uniform float weight[] = float[]( 0.08679764, 0.16377778, 0.12975631, 0.08523885, 0.04634210, 0.02079453, 0.00767262, 0.00231673, 0.00056902, 0.00011284, 0.00001790, 0.00000225, 0.00000022, 0.00000002 ); uniform float offset[] = float[]( 0.00000000, 1.48235294, 3.45882353, 5.43529412, 7.41176471, 9.38823529, 11.36470588, 13.34117647, 15.31764706, 17.29411765, 19.27058824, 21.24705882, 23.22352941, 25.20000000 ); void main() { vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w); vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; for (int i=1; i<14; i++) { R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i]; R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i]; } 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 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); }