cemu_graphic_packs/Quality/Splatoon_1800p/0457fe3efc9a772f_0000000000000079_ps.txt

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 0457fe3efc9a772f
// Used for: Vertical Bloom 1800
// 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 w = data / 1.38461538 * uf_fragCoordScale.x;
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[]( 0.11960420, 0.21450752, 0.13860486, 0.06270220, 0.01960345, 0.00414992, 0.00057699, 0.00005037, 0.00000258 );
uniform float offset[] = float[]( 0.00000000, 1.46666667, 3.42222222, 5.37777778, 7.33333333, 9.28888889, 11.24444444, 13.20000000, 15.15555556 );
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
for (int i=1; i<9; i++) {
R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*w) ) * weight[i];
R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*w) ) * weight[i];
}
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
for (int i=1; i<4; i++) {
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*w) ) * o_weight[i];
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*w) ) * o_weight[i];
}
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
}