mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-25 01:11:49 +01:00
38 lines
1.7 KiB
Plaintext
38 lines
1.7 KiB
Plaintext
#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 |