mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-25 09:21:49 +01:00
a7da90fb8b
Renamed shaders, but it does fix the bloom.
27 lines
1.1 KiB
Plaintext
27 lines
1.1 KiB
Plaintext
#version 420
|
|
#extension GL_ARB_texture_gather : enable
|
|
// shader 9fad3b3505a6d831
|
|
// Used for: Vertical Blur
|
|
const float blurFactor = 1.0; //Higher is less blur
|
|
|
|
// 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 float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
|
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
|
|
|
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
|
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
|
vec2 scale = outputRes * blurFactor;
|
|
void main()
|
|
{
|
|
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
|
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
|
for (int i = 1; i<4; i++) {
|
|
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
|
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
|
}
|
|
passPixelColor0 = R1f;
|
|
} |