cemu_graphic_packs/Enhancements/BreathOfTheWild_!NoDoF/cb0e6e8cbec4502a_0000000000000079_ps.txt
Michele 4398ebcebe Add credits and normalize resolution presets
I searched through quite a bit of commits to properly credit some packs. Some of the credits are based off memory. Please let me know if I incorrectly credited or forgot to credit somebody.
2020-01-10 17:06:51 -08:00

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#version 420
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader cb0e6e8cbec4502a
// DoF blur effect - Battle, Camera, Scope
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem3;
layout(location = 0) out vec4 passPixelColor0;
#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
{
uniform vec4 uf_fragCoordScale;
};
#else
uniform vec2 uf_fragCoordScale;
#endif
const int radius = int(0);
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;
}