Update Files

This commit is contained in:
2025-01-22 16:18:30 +01:00
parent ed4603cf95
commit a36294b518
16718 changed files with 2960346 additions and 0 deletions

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#version 450
uniform sampler2D tex;
uniform vec2 dirInv;
in vec2 texCoord;
out vec4 fragColor;
void main() {
fragColor.rgb = textureLod(tex, texCoord + dirInv * 5.5, 0.0).rgb;
fragColor.rgb += textureLod(tex, texCoord + dirInv * 4.5, 0.0).rgb;
fragColor.rgb += textureLod(tex, texCoord + dirInv * 3.5, 0.0).rgb;
fragColor.rgb += textureLod(tex, texCoord + dirInv * 2.5, 0.0).rgb;
fragColor.rgb += textureLod(tex, texCoord + dirInv * 1.5, 0.0).rgb;
fragColor.rgb += textureLod(tex, texCoord, 0.0).rgb;
fragColor.rgb += textureLod(tex, texCoord - dirInv * 1.5, 0.0).rgb;
fragColor.rgb += textureLod(tex, texCoord - dirInv * 2.5, 0.0).rgb;
fragColor.rgb += textureLod(tex, texCoord - dirInv * 3.5, 0.0).rgb;
fragColor.rgb += textureLod(tex, texCoord - dirInv * 4.5, 0.0).rgb;
fragColor.rgb += textureLod(tex, texCoord - dirInv * 5.5, 0.0).rgb;
fragColor.rgb /= vec3(11.0);
}

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{
"contexts": [
{
"name": "blur_pass_x",
"depth_write": false,
"compare_mode": "always",
"cull_mode": "none",
"links": [
{
"name": "dirInv",
"link": "_vec2xInv"
}
],
"texture_params": [],
"vertex_shader": "../include/pass.vert.glsl",
"fragment_shader": "blur_pass.frag.glsl"
},
{
"name": "blur_pass_y",
"depth_write": false,
"compare_mode": "always",
"cull_mode": "none",
"links": [
{
"name": "dirInv",
"link": "_vec2yInv"
}
],
"texture_params": [],
"vertex_shader": "../include/pass.vert.glsl",
"fragment_shader": "blur_pass.frag.glsl"
},
{
"name": "blur_pass_x2",
"depth_write": false,
"compare_mode": "always",
"cull_mode": "none",
"links": [
{
"name": "dirInv",
"link": "_vec2x2Inv"
}
],
"texture_params": [],
"vertex_shader": "../include/pass.vert.glsl",
"fragment_shader": "blur_pass.frag.glsl"
},
{
"name": "blur_pass_y2",
"depth_write": false,
"compare_mode": "always",
"cull_mode": "none",
"links": [
{
"name": "dirInv",
"link": "_vec2y2Inv"
}
],
"texture_params": [],
"vertex_shader": "../include/pass.vert.glsl",
"fragment_shader": "blur_pass.frag.glsl"
}
]
}