#version 420 #extension GL_ARB_texture_gather : enable // shader 4dc5fdeced670c5e // horizontal blur 2880 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 / 1.38461538 * uf_fragCoordScale.x; uniform float o_weight[] = float[]( 0.29411765, 0.35294118 ); uniform float o_offset[] = float[]( 0.00000000, 1.33333333 ); uniform float weight[] = float[]( 0.08123271, 0.15437530, 0.12585196, 0.08706739, 0.05105315, 0.02532582, 0.01060251, 0.00373415, 0.00110209, 0.00027128 ); uniform float offset[] = float[]( 0.00000000, 1.48453608, 3.46391753, 5.44329897, 7.42268041, 9.40206186, 11.38144330, 13.36082474, 15.34020619, 17.31958763 ); void main() { vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x); vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0]; for (int i=1; i<10; i++) { R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i]; R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i]; } 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 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f ); } //py blurninja.py --expand 30 --reduce 30 37 --linear //game original py blurninja.py --expand 2 --reduce 2 5 --linear