mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-23 18:19:16 +01:00
94870ed334
fuzzy head ps: 1.33333333 is actually the original offset is this shader, divide by it then left with whatever you need maybe could also change vertex shader tho
38 lines
1.9 KiB
Plaintext
38 lines
1.9 KiB
Plaintext
#version 420
|
|
#extension GL_ARB_texture_gather : enable
|
|
// shader 4dc5fdeced670c5e // horizontal blur 4320
|
|
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 / 1.33333333 * 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[]( 0.05721114, 0.11153873, 0.10071616, 0.08380551, 0.06425089, 0.04537556, 0.02951030, 0.01766751, 0.00973277, 0.00493097, 0.00229618, 0.00098211, 0.00038554, 0.00013879, 0.00004577, 0.00001382, 0.00000381 );
|
|
uniform float offset[] = float[]( 0.00000000, 1.49230769, 3.48205128, 5.47179487, 7.46153846, 9.45128205, 11.44102564, 13.43076923, 15.42051282, 17.41025641, 19.40000000, 21.38974359, 23.37948718, 25.36923077, 27.35897436, 29.34871795, 31.33846154 );
|
|
|
|
void main()
|
|
{
|
|
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
|
|
|
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
|
for (int i=1; i<17; 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 65 --reduce 65 65 --linear
|
|
//game original py blurninja.py --expand 2 --reduce 2 5 --linear |