#version 420 #extension GL_ARB_texture_gather : enable const float factor = 2.0; //higher is less blur // shader 4dc5fdeced670c5e // horizontal blur 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; int clampFI32(int v) { if( v == 0x7FFFFFFF ) return floatBitsToInt(1.0); else if( v == 0xFFFFFFFF ) return floatBitsToInt(0.0); return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); } float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 ); uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 ); ivec2 ires = textureSize(textureUnitPS0,0); vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale; vec2 scale = ores * factor; void main() { vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; for (int i=1; i<4; i++) { R1f += texture( textureUnitPS0, R0f+(vec2(offset[i], 0.0) / scale) ) * weight[i]; R1f += texture( textureUnitPS0, R0f-(vec2(offset[i], 0.0) / scale) ) * weight[i]; } passPixelColor0 = R1f; }