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https://github.com/RetroDECK/ES-DE.git
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Code formatted the blur GLSL shaders.
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parent
5ac6bcb902
commit
8f6565b9f0
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@ -88,10 +88,10 @@ COMPAT_VARYING vec4 TEX0;
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void main()
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{
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vec2 texcoord = vTexCoord;
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vec2 texcoord = vTexCoord;
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vec2 PIXEL_SIZE = vec2(SourceSize.z, SourceSize.w);
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#if __VERSION__ < 130
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#if __VERSION__ < 130
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float sampleOffsets1 = 0.0;
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float sampleOffsets2 = 1.4347826;
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float sampleOffsets3 = 3.3478260;
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@ -108,28 +108,40 @@ void main()
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vec4 color = COMPAT_TEXTURE(Source, texcoord);
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color = vec4(color.rgb, 1.0) * sampleWeights1;
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color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets2 * HW * PIXEL_SIZE.x, 0.0)) * sampleWeights2;
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color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets2 * HW * PIXEL_SIZE.x, 0.0)) * sampleWeights2;
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color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets2 * HW * PIXEL_SIZE.x, 0.0)) *
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sampleWeights2;
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color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets2 * HW * PIXEL_SIZE.x, 0.0)) *
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sampleWeights2;
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color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets3 * HW * PIXEL_SIZE.x, 0.0)) * sampleWeights3;
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color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets3 * HW * PIXEL_SIZE.x, 0.0)) * sampleWeights3;
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color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets3 * HW * PIXEL_SIZE.x, 0.0)) *
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sampleWeights3;
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color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets3 * HW * PIXEL_SIZE.x, 0.0)) *
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sampleWeights3;
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color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets4 * HW * PIXEL_SIZE.x, 0.0)) * sampleWeights4;
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color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets4 * HW * PIXEL_SIZE.x, 0.0)) * sampleWeights4;
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color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets4 * HW * PIXEL_SIZE.x, 0.0)) *
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sampleWeights4;
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color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets4 * HW * PIXEL_SIZE.x, 0.0)) *
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sampleWeights4;
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color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets5 * HW * PIXEL_SIZE.x, 0.0)) * sampleWeights5;
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color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets5 * HW * PIXEL_SIZE.x, 0.0)) * sampleWeights5;
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#else
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color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets5 * HW * PIXEL_SIZE.x, 0.0)) *
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sampleWeights5;
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color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets5 * HW * PIXEL_SIZE.x, 0.0)) *
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sampleWeights5;
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#else
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float sampleOffsets[5] = { 0.0, 1.4347826, 3.3478260, 5.2608695, 7.1739130 };
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float sampleWeights[5] = { 0.16818994, 0.27276957, 0.11690125, 0.024067905, 0.0021112196 };
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float sampleOffsets[5] = {0.0, 1.4347826, 3.3478260, 5.2608695, 7.1739130};
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float sampleWeights[5] = {0.16818994, 0.27276957, 0.11690125, 0.024067905, 0.0021112196};
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vec4 color = COMPAT_TEXTURE(Source, texcoord) * sampleWeights[0];
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for (int i = 1; i < 5; i++) {
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color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets[i] * HW * PIXEL_SIZE.x, 0.0)) * sampleWeights[i];
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color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets[i] * HW * PIXEL_SIZE.x, 0.0)) * sampleWeights[i];
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color +=
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COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets[i] * HW * PIXEL_SIZE.x, 0.0)) *
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sampleWeights[i];
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color +=
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COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets[i] * HW * PIXEL_SIZE.x, 0.0)) *
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sampleWeights[i];
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}
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#endif
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#endif
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FragColor = vec4(color);
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}
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@ -88,10 +88,10 @@ COMPAT_VARYING vec4 TEX0;
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void main()
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{
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vec2 texcoord = vTexCoord;
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vec2 texcoord = vTexCoord;
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vec2 PIXEL_SIZE = vec2(SourceSize.z, SourceSize.w);
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#if __VERSION__ < 130
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#if __VERSION__ < 130
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float sampleOffsets1 = 0.0;
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float sampleOffsets2 = 1.4347826;
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float sampleOffsets3 = 3.3478260;
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@ -108,28 +108,40 @@ void main()
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vec4 color = COMPAT_TEXTURE(Source, texcoord);
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color = vec4(color.rgb, 1.0) * sampleWeights1;
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color += COMPAT_TEXTURE(Source, texcoord + vec2(0.0, sampleOffsets2 * VW * PIXEL_SIZE.y)) * sampleWeights2;
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color += COMPAT_TEXTURE(Source, texcoord - vec2(0.0, sampleOffsets2 * VW * PIXEL_SIZE.y)) * sampleWeights2;
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color += COMPAT_TEXTURE(Source, texcoord + vec2(0.0, sampleOffsets2 * VW * PIXEL_SIZE.y)) *
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sampleWeights2;
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color += COMPAT_TEXTURE(Source, texcoord - vec2(0.0, sampleOffsets2 * VW * PIXEL_SIZE.y)) *
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sampleWeights2;
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color += COMPAT_TEXTURE(Source, texcoord + vec2(0.0, sampleOffsets3 * VW * PIXEL_SIZE.y)) * sampleWeights3;
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color += COMPAT_TEXTURE(Source, texcoord - vec2(0.0, sampleOffsets3 * VW * PIXEL_SIZE.y)) * sampleWeights3;
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color += COMPAT_TEXTURE(Source, texcoord + vec2(0.0, sampleOffsets3 * VW * PIXEL_SIZE.y)) *
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sampleWeights3;
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color += COMPAT_TEXTURE(Source, texcoord - vec2(0.0, sampleOffsets3 * VW * PIXEL_SIZE.y)) *
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sampleWeights3;
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color += COMPAT_TEXTURE(Source, texcoord + vec2(0.0, sampleOffsets4 * VW * PIXEL_SIZE.y)) * sampleWeights4;
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color += COMPAT_TEXTURE(Source, texcoord - vec2(0.0, sampleOffsets4 * VW * PIXEL_SIZE.y)) * sampleWeights4;
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color += COMPAT_TEXTURE(Source, texcoord + vec2(0.0, sampleOffsets4 * VW * PIXEL_SIZE.y)) *
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sampleWeights4;
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color += COMPAT_TEXTURE(Source, texcoord - vec2(0.0, sampleOffsets4 * VW * PIXEL_SIZE.y)) *
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sampleWeights4;
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color += COMPAT_TEXTURE(Source, texcoord + vec2(0.0, sampleOffsets5 * VW * PIXEL_SIZE.y)) * sampleWeights5;
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color += COMPAT_TEXTURE(Source, texcoord - vec2(0.0, sampleOffsets5 * VW * PIXEL_SIZE.y)) * sampleWeights5;
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#else
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color += COMPAT_TEXTURE(Source, texcoord + vec2(0.0, sampleOffsets5 * VW * PIXEL_SIZE.y)) *
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sampleWeights5;
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color += COMPAT_TEXTURE(Source, texcoord - vec2(0.0, sampleOffsets5 * VW * PIXEL_SIZE.y)) *
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sampleWeights5;
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#else
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float sampleOffsets[5] = { 0.0, 1.4347826, 3.3478260, 5.2608695, 7.1739130 };
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float sampleWeights[5] = { 0.16818994, 0.27276957, 0.11690125, 0.024067905, 0.0021112196 };
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float sampleOffsets[5] = {0.0, 1.4347826, 3.3478260, 5.2608695, 7.1739130};
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float sampleWeights[5] = {0.16818994, 0.27276957, 0.11690125, 0.024067905, 0.0021112196};
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vec4 color = COMPAT_TEXTURE(Source, texcoord) * sampleWeights[0];
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for (int i = 1; i < 5; i++) {
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color += COMPAT_TEXTURE(Source, texcoord + vec2(0.0, sampleOffsets[i] * VW * PIXEL_SIZE.y)) * sampleWeights[i];
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color += COMPAT_TEXTURE(Source, texcoord - vec2(0.0, sampleOffsets[i] * VW * PIXEL_SIZE.y)) * sampleWeights[i];
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color +=
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COMPAT_TEXTURE(Source, texcoord + vec2(0.0, sampleOffsets[i] * VW * PIXEL_SIZE.y)) *
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sampleWeights[i];
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color +=
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COMPAT_TEXTURE(Source, texcoord - vec2(0.0, sampleOffsets[i] * VW * PIXEL_SIZE.y)) *
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sampleWeights[i];
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}
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#endif
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#endif
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FragColor = vec4(color);
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}
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