mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-23 16:31:50 +01:00
4398ebcebe
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.
47 lines
1.9 KiB
Plaintext
47 lines
1.9 KiB
Plaintext
#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;
|
|
} |