#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_arrays_of_arrays : enable // shader cb0e6e8cbec4502a // Used for: Horizontal+Vertical Battle, Camera and Scope Depth of Field Blur layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem3; layout(location = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; const float resScale = $height/720; const int radius = int(2*resScale); void main() { vec2 center = (passParameterSem3.xy + passParameterSem3.zw) / 2; vec2 step = passParameterSem3.xw - passParameterSem3.zy; vec4 result = vec4(0.0); float count = 0.0; for (int x = -radius; x <= radius; x++) { for (int y = -radius; y <= radius; y++) { if (length(vec2(x, y)) <= radius) { result += texture(textureUnitPS0, center + vec2(x, y)*step); count += 1.0; } } } passPixelColor0 = result / count; }