cemu_graphic_packs/Quality/Splatoon_1080pUW/9fad3b3505a6d831_0000000000000079_ps.txt

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 9fad3b3505a6d831
// Used for: Horizontal Bloom 1080
// 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[]( 0.15498264, 0.25904242, 0.12571176, 0.03308204, 0.00441094, 0.00026152 );
uniform float offset[] = float[]( 0.00000000, 1.44444444, 3.37037037, 5.29629630, 7.22222222, 9.14814815 );
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
for (int i=1; i<6; 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 3 --reduce 3 --linear 21
// game original py blurninja.py --expand 0 --reduce 0 13 --linear