#version 420 #extension GL_ARB_texture_gather : enable // shader 9fad3b3505a6d831 // Used for: Horizontal Bloom 1440 // Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ layout(binding = 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem0; 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[]( 0.22558594, 0.31420898, 0.06982422, 0.00317383 ); uniform float o_offset[] = float[]( 0.00000000, 1.38461538, 3.23076923, 5.07692308 ); uniform float weight[] = float[]( 0.13206230, 0.23145657, 0.13626880, 0.05184139, 0.01244193, 0.00181033, 0.00014982 ); uniform float offset[] = float[]( 0.00000000, 1.45945946, 3.40540541, 5.35135135, 7.29729730, 9.24324324, 11.18918919 ); void main() { vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; for (int i=1; i<7; i++) { R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*h, 0.0) ) * weight[i]; R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*h, 0.0) ) * weight[i]; } vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0]; for (int i=1; i<4; i++) { R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*h, 0.0) ) * o_weight[i]; R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*h, 0.0) ) * o_weight[i]; } passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); } //py blurninja.py --expand 6 --reduce 6 25 --linear // game original py blurninja.py --expand 0 --reduce 0 13 --linear