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path: root/src/shaders/out/gl/BlurX_PS.cpp
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-rw-r--r--src/shaders/out/gl/BlurX_PS.cpp453
1 files changed, 453 insertions, 0 deletions
diff --git a/src/shaders/out/gl/BlurX_PS.cpp b/src/shaders/out/gl/BlurX_PS.cpp
new file mode 100644
index 0000000..f42702c
--- /dev/null
+++ b/src/shaders/out/gl/BlurX_PS.cpp
@@ -0,0 +1,453 @@
+static const char* g_BlurX_PS_ENABLE_SHARPNESS_PROFILE_0_KERNEL_RADIUS_2_GL =
+"#version 150\n"
+"struct vec1 {\n"
+" float x;\n"
+"};\n"
+"struct uvec1 {\n"
+" uint x;\n"
+"};\n"
+"struct ivec1 {\n"
+" int x;\n"
+"};\n"
+"layout(std140) uniform;\n"
+"uniform GlobalConstantBuffer {\n"
+" uvec4 GlobalConstantBuffer_0;\n"
+" vec2 GlobalConstantBuffer_1;\n"
+" vec2 GlobalConstantBuffer_2;\n"
+" vec2 GlobalConstantBuffer_3;\n"
+" vec2 GlobalConstantBuffer_4;\n"
+" float GlobalConstantBuffer_5;\n"
+" float GlobalConstantBuffer_6;\n"
+" float GlobalConstantBuffer_7;\n"
+" float GlobalConstantBuffer_8;\n"
+" float GlobalConstantBuffer_9;\n"
+" float GlobalConstantBuffer_10;\n"
+" float GlobalConstantBuffer_11;\n"
+" int GlobalConstantBuffer_12;\n"
+" float GlobalConstantBuffer_13;\n"
+" float GlobalConstantBuffer_14;\n"
+" float GlobalConstantBuffer_15;\n"
+" float GlobalConstantBuffer_16;\n"
+" float GlobalConstantBuffer_17;\n"
+" float GlobalConstantBuffer_18;\n"
+" float GlobalConstantBuffer_19;\n"
+" float GlobalConstantBuffer_20;\n"
+" vec2 GlobalConstantBuffer_21;\n"
+" float GlobalConstantBuffer_22;\n"
+" float GlobalConstantBuffer_23;\n"
+" float GlobalConstantBuffer_24;\n"
+" float GlobalConstantBuffer_25;\n"
+" int GlobalConstantBuffer_26;\n"
+" vec4 GlobalConstantBuffer_27[4];\n"
+" float GlobalConstantBuffer_28;\n"
+" float GlobalConstantBuffer_29;\n"
+"};\n"
+"uniform sampler2D g_t0;\n"
+" in vec4 VtxGeoOutput1;\n"
+"vec4 Input1;\n"
+"out vec4 PixOutput0;\n"
+"#define Output0 PixOutput0\n"
+"vec4 Temp[4];\n"
+"ivec4 Temp_int[4];\n"
+"uvec4 Temp_uint[4];\n"
+"void main()\n"
+"{\n"
+" Input1 = VtxGeoOutput1;\n"
+" Temp[0].xz = vec4(GlobalConstantBuffer_2.xxxy.zzzz).xz;\n"
+" Temp[0].yw = vec4(vec4(0.000000, 0.000000, 0.000000, 2.000000)).yw;\n"
+" Temp[1].xy = vec4(Temp[0].xyxx + Input1.xyxx).xy;\n"
+" Temp[1].xy = (texture(g_t0, Temp[1].xy)).xy;\n"
+" Temp[1].zw = (texture(g_t0, Input1.xy).zwxy).zw;\n"
+" Temp[2].x = -Temp[1].w + Temp[1].y;\n"
+" Temp[1].y = Temp[1].y + -Temp[2].x;\n"
+" Temp[2].y = -Temp[1].w * GlobalConstantBuffer_16;\n"
+" Temp[1].y = Temp[1].y * GlobalConstantBuffer_16 + Temp[2].y;\n"
+" Temp[1].y = -Temp[1].y * Temp[1].y + -0.222222;\n"
+" Temp[1].y = vec4(exp2(Temp[1].y)).y;\n"
+" Temp[1].x = Temp[1].y * Temp[1].x + Temp[1].z;\n"
+" Temp[1].y = Temp[1].y + 1.000000;\n"
+" Temp[3] = vec4(Temp[0].zwzw * vec4(2.000000, 0.000000, -2.000000, -0.000000) + Input1.xyxy);\n"
+" Temp[0].xy = vec4(-Temp[0].xyxx + Input1.xyxx).xy;\n"
+" Temp[0].xy = (texture(g_t0, Temp[0].xy)).xy;\n"
+" Temp[0].zw = (texture(g_t0, Temp[3].xy).zwxy).zw;\n"
+" Temp[2].zw = (texture(g_t0, Temp[3].zw).zwxy).zw;\n"
+" Temp[0].w = -Temp[2].x * 2.000000 + Temp[0].w;\n"
+" Temp[0].w = Temp[0].w * GlobalConstantBuffer_16 + Temp[2].y;\n"
+" Temp[0].w = -Temp[0].w * Temp[0].w + -0.888889;\n"
+" Temp[0].w = vec4(exp2(Temp[0].w)).w;\n"
+" Temp[0].z = Temp[0].w * Temp[0].z + Temp[1].x;\n"
+" Temp[0].w = Temp[0].w + Temp[1].y;\n"
+" Temp[1].x = -Temp[1].w + Temp[0].y;\n"
+" Output0.y = vec4(Temp[1].w).y;\n"
+" Temp[0].y = Temp[0].y + -Temp[1].x;\n"
+" Temp[1].x = -Temp[1].x * 2.000000 + Temp[2].w;\n"
+" Temp[1].x = Temp[1].x * GlobalConstantBuffer_16 + Temp[2].y;\n"
+" Temp[0].y = Temp[0].y * GlobalConstantBuffer_16 + Temp[2].y;\n"
+" Temp[0].y = -Temp[0].y * Temp[0].y + -0.222222;\n"
+" Temp[0].y = vec4(exp2(Temp[0].y)).y;\n"
+" Temp[1].x = -Temp[1].x * Temp[1].x + -0.888889;\n"
+" Temp[1].x = vec4(exp2(Temp[1].x)).x;\n"
+" Temp[0].x = Temp[0].y * Temp[0].x + Temp[0].z;\n"
+" Temp[0].y = Temp[0].y + Temp[0].w;\n"
+" Temp[0].y = Temp[1].x + Temp[0].y;\n"
+" Temp[0].x = Temp[1].x * Temp[2].z + Temp[0].x;\n"
+" Output0.x = Temp[0].x / Temp[0].y;\n"
+" return;\n"
+"}\n"
+;
+static const char* g_BlurX_PS_ENABLE_SHARPNESS_PROFILE_0_KERNEL_RADIUS_4_GL =
+"#version 150\n"
+"struct vec1 {\n"
+" float x;\n"
+"};\n"
+"struct uvec1 {\n"
+" uint x;\n"
+"};\n"
+"struct ivec1 {\n"
+" int x;\n"
+"};\n"
+"layout(std140) uniform;\n"
+"uniform GlobalConstantBuffer {\n"
+" uvec4 GlobalConstantBuffer_0;\n"
+" vec2 GlobalConstantBuffer_1;\n"
+" vec2 GlobalConstantBuffer_2;\n"
+" vec2 GlobalConstantBuffer_3;\n"
+" vec2 GlobalConstantBuffer_4;\n"
+" float GlobalConstantBuffer_5;\n"
+" float GlobalConstantBuffer_6;\n"
+" float GlobalConstantBuffer_7;\n"
+" float GlobalConstantBuffer_8;\n"
+" float GlobalConstantBuffer_9;\n"
+" float GlobalConstantBuffer_10;\n"
+" float GlobalConstantBuffer_11;\n"
+" int GlobalConstantBuffer_12;\n"
+" float GlobalConstantBuffer_13;\n"
+" float GlobalConstantBuffer_14;\n"
+" float GlobalConstantBuffer_15;\n"
+" float GlobalConstantBuffer_16;\n"
+" float GlobalConstantBuffer_17;\n"
+" float GlobalConstantBuffer_18;\n"
+" float GlobalConstantBuffer_19;\n"
+" float GlobalConstantBuffer_20;\n"
+" vec2 GlobalConstantBuffer_21;\n"
+" float GlobalConstantBuffer_22;\n"
+" float GlobalConstantBuffer_23;\n"
+" float GlobalConstantBuffer_24;\n"
+" float GlobalConstantBuffer_25;\n"
+" int GlobalConstantBuffer_26;\n"
+" vec4 GlobalConstantBuffer_27[4];\n"
+" float GlobalConstantBuffer_28;\n"
+" float GlobalConstantBuffer_29;\n"
+"};\n"
+"uniform sampler2D g_t0;\n"
+"uniform sampler2D g_t1;\n"
+" in vec4 VtxGeoOutput1;\n"
+"vec4 Input1;\n"
+"out vec4 PixOutput0;\n"
+"#define Output0 PixOutput0\n"
+"vec4 Temp[5];\n"
+"ivec4 Temp_int[5];\n"
+"uvec4 Temp_uint[5];\n"
+"void main()\n"
+"{\n"
+" Input1 = VtxGeoOutput1;\n"
+" Temp[0].x = vec4(GlobalConstantBuffer_2.xxxy.z).x;\n"
+" Temp[0].y = vec4(3.500000).y;\n"
+" Temp[0] = vec4(Temp[0].xyxy * vec4(3.500000, 0.000000, -3.500000, -0.000000) + Input1.xyxy);\n"
+" Temp[0].xy = (texture(g_t1, Temp[0].xy)).xy;\n"
+" Temp[0].zw = (texture(g_t1, Temp[0].zw).zwxy).zw;\n"
+" Temp[1].xz = vec4(GlobalConstantBuffer_2.xxxy.zzzz).xz;\n"
+" Temp[1].yw = vec4(vec4(0.000000, 0.000000, 0.000000, 2.000000)).yw;\n"
+" Temp[2].xy = vec4(Temp[1].xyxx + Input1.xyxx).xy;\n"
+" Temp[2].xy = (texture(g_t0, Temp[2].xy)).xy;\n"
+" Temp[2].zw = (texture(g_t0, Input1.xy).zwxy).zw;\n"
+" Temp[3].x = -Temp[2].w + Temp[2].y;\n"
+" Temp[2].y = Temp[2].y + -Temp[3].x;\n"
+" Temp[3].y = -Temp[2].w * GlobalConstantBuffer_16;\n"
+" Temp[2].y = Temp[2].y * GlobalConstantBuffer_16 + Temp[3].y;\n"
+" Temp[2].y = -Temp[2].y * Temp[2].y + -0.080000;\n"
+" Temp[2].y = vec4(exp2(Temp[2].y)).y;\n"
+" Temp[2].x = Temp[2].y * Temp[2].x + Temp[2].z;\n"
+" Temp[2].y = Temp[2].y + 1.000000;\n"
+" Temp[4] = vec4(Temp[1].zwzw * vec4(2.000000, 0.000000, -2.000000, -0.000000) + Input1.xyxy);\n"
+" Temp[1].xy = vec4(-Temp[1].xyxx + Input1.xyxx).xy;\n"
+" Temp[1].xy = (texture(g_t0, Temp[1].xy)).xy;\n"
+" Temp[1].zw = (texture(g_t0, Temp[4].xy).zwxy).zw;\n"
+" Temp[3].zw = (texture(g_t0, Temp[4].zw).zwxy).zw;\n"
+" Temp[1].w = -Temp[3].x * 2.000000 + Temp[1].w;\n"
+" Temp[0].y = -Temp[3].x * 3.000000 + Temp[0].y;\n"
+" Temp[0].y = Temp[0].y * GlobalConstantBuffer_16 + Temp[3].y;\n"
+" Temp[0].y = -Temp[0].y * Temp[0].y + -0.720000;\n"
+" Temp[0].y = vec4(exp2(Temp[0].y)).y;\n"
+" Temp[1].w = Temp[1].w * GlobalConstantBuffer_16 + Temp[3].y;\n"
+" Temp[1].w = -Temp[1].w * Temp[1].w + -0.320000;\n"
+" Temp[1].w = vec4(exp2(Temp[1].w)).w;\n"
+" Temp[1].z = Temp[1].w * Temp[1].z + Temp[2].x;\n"
+" Temp[1].w = Temp[1].w + Temp[2].y;\n"
+" Temp[1].w = Temp[0].y + Temp[1].w;\n"
+" Temp[0].x = Temp[0].y * Temp[0].x + Temp[1].z;\n"
+" Temp[0].y = -Temp[2].w + Temp[1].y;\n"
+" Output0.y = vec4(Temp[2].w).y;\n"
+" Temp[1].y = -Temp[0].y + Temp[1].y;\n"
+" Temp[1].y = Temp[1].y * GlobalConstantBuffer_16 + Temp[3].y;\n"
+" Temp[1].y = -Temp[1].y * Temp[1].y + -0.080000;\n"
+" Temp[1].y = vec4(exp2(Temp[1].y)).y;\n"
+" Temp[0].x = Temp[1].y * Temp[1].x + Temp[0].x;\n"
+" Temp[1].x = Temp[1].y + Temp[1].w;\n"
+" Temp[1].y = -Temp[0].y * 2.000000 + Temp[3].w;\n"
+" Temp[0].y = -Temp[0].y * 3.000000 + Temp[0].w;\n"
+" Temp[0].y = Temp[0].y * GlobalConstantBuffer_16 + Temp[3].y;\n"
+" Temp[0].w = Temp[1].y * GlobalConstantBuffer_16 + Temp[3].y;\n"
+" Temp[0].w = -Temp[0].w * Temp[0].w + -0.320000;\n"
+" Temp[0].w = vec4(exp2(Temp[0].w)).w;\n"
+" Temp[0].y = -Temp[0].y * Temp[0].y + -0.720000;\n"
+" Temp[0].y = vec4(exp2(Temp[0].y)).y;\n"
+" Temp[0].x = Temp[0].w * Temp[3].z + Temp[0].x;\n"
+" Temp[0].w = Temp[0].w + Temp[1].x;\n"
+" Temp[0].w = Temp[0].y + Temp[0].w;\n"
+" Temp[0].x = Temp[0].y * Temp[0].z + Temp[0].x;\n"
+" Output0.x = Temp[0].x / Temp[0].w;\n"
+" return;\n"
+"}\n"
+;
+static const char* g_BlurX_PS_ENABLE_SHARPNESS_PROFILE_1_KERNEL_RADIUS_2_GL =
+"#version 150\n"
+"struct vec1 {\n"
+" float x;\n"
+"};\n"
+"struct uvec1 {\n"
+" uint x;\n"
+"};\n"
+"struct ivec1 {\n"
+" int x;\n"
+"};\n"
+"layout(std140) uniform;\n"
+"uniform GlobalConstantBuffer {\n"
+" uvec4 GlobalConstantBuffer_0;\n"
+" vec2 GlobalConstantBuffer_1;\n"
+" vec2 GlobalConstantBuffer_2;\n"
+" vec2 GlobalConstantBuffer_3;\n"
+" vec2 GlobalConstantBuffer_4;\n"
+" float GlobalConstantBuffer_5;\n"
+" float GlobalConstantBuffer_6;\n"
+" float GlobalConstantBuffer_7;\n"
+" float GlobalConstantBuffer_8;\n"
+" float GlobalConstantBuffer_9;\n"
+" float GlobalConstantBuffer_10;\n"
+" float GlobalConstantBuffer_11;\n"
+" int GlobalConstantBuffer_12;\n"
+" float GlobalConstantBuffer_13;\n"
+" float GlobalConstantBuffer_14;\n"
+" float GlobalConstantBuffer_15;\n"
+" float GlobalConstantBuffer_16;\n"
+" float GlobalConstantBuffer_17;\n"
+" float GlobalConstantBuffer_18;\n"
+" float GlobalConstantBuffer_19;\n"
+" float GlobalConstantBuffer_20;\n"
+" vec2 GlobalConstantBuffer_21;\n"
+" float GlobalConstantBuffer_22;\n"
+" float GlobalConstantBuffer_23;\n"
+" float GlobalConstantBuffer_24;\n"
+" float GlobalConstantBuffer_25;\n"
+" int GlobalConstantBuffer_26;\n"
+" vec4 GlobalConstantBuffer_27[4];\n"
+" float GlobalConstantBuffer_28;\n"
+" float GlobalConstantBuffer_29;\n"
+"};\n"
+"uniform sampler2D g_t0;\n"
+" in vec4 VtxGeoOutput1;\n"
+"vec4 Input1;\n"
+"out vec4 PixOutput0;\n"
+"#define Output0 PixOutput0\n"
+"vec4 Temp[4];\n"
+"ivec4 Temp_int[4];\n"
+"uvec4 Temp_uint[4];\n"
+"void main()\n"
+"{\n"
+" Input1 = VtxGeoOutput1;\n"
+" Temp[0].xz = vec4(GlobalConstantBuffer_2.xxxy.zzzz).xz;\n"
+" Temp[0].yw = vec4(vec4(0.000000, 0.000000, 0.000000, 2.000000)).yw;\n"
+" Temp[1].xy = vec4(Temp[0].xyxx + Input1.xyxx).xy;\n"
+" Temp[1].xy = (texture(g_t0, Temp[1].xy)).xy;\n"
+" Temp[1].zw = (texture(g_t0, Input1.xy).zwxy).zw;\n"
+" Temp[2].x = -Temp[1].w + Temp[1].y;\n"
+" Temp[1].y = Temp[1].y + -Temp[2].x;\n"
+" Temp[2].yz = vec4(-GlobalConstantBuffer_13 + GlobalConstantBuffer_14).yz;\n"
+" Temp[2].w = Temp[1].w + -GlobalConstantBuffer_13;\n"
+" Temp[2].y = Temp[2].w / Temp[2].y;\n"
+" Temp[2].y = clamp(Temp[2].y, 0.0, 1.0);\n"
+" Temp[2].y = Temp[2].y * Temp[2].z + GlobalConstantBuffer_15;\n"
+" Temp[2].z = -Temp[1].w * Temp[2].y;\n"
+" Temp[1].y = Temp[1].y * Temp[2].y + Temp[2].z;\n"
+" Temp[1].y = -Temp[1].y * Temp[1].y + -0.222222;\n"
+" Temp[1].y = vec4(exp2(Temp[1].y)).y;\n"
+" Temp[1].x = Temp[1].y * Temp[1].x + Temp[1].z;\n"
+" Temp[1].y = Temp[1].y + 1.000000;\n"
+" Temp[3] = vec4(Temp[0].zwzw * vec4(2.000000, 0.000000, -2.000000, -0.000000) + Input1.xyxy);\n"
+" Temp[0].xy = vec4(-Temp[0].xyxx + Input1.xyxx).xy;\n"
+" Temp[0].xy = (texture(g_t0, Temp[0].xy)).xy;\n"
+" Temp[0].zw = (texture(g_t0, Temp[3].xy).zwxy).zw;\n"
+" Temp[3].xy = (texture(g_t0, Temp[3].zw)).xy;\n"
+" Temp[0].w = -Temp[2].x * 2.000000 + Temp[0].w;\n"
+" Temp[0].w = Temp[0].w * Temp[2].y + Temp[2].z;\n"
+" Temp[0].w = -Temp[0].w * Temp[0].w + -0.888889;\n"
+" Temp[0].w = vec4(exp2(Temp[0].w)).w;\n"
+" Temp[0].z = Temp[0].w * Temp[0].z + Temp[1].x;\n"
+" Temp[0].w = Temp[0].w + Temp[1].y;\n"
+" Temp[1].x = -Temp[1].w + Temp[0].y;\n"
+" Output0.y = vec4(Temp[1].w).y;\n"
+" Temp[0].y = Temp[0].y + -Temp[1].x;\n"
+" Temp[1].x = -Temp[1].x * 2.000000 + Temp[3].y;\n"
+" Temp[1].x = Temp[1].x * Temp[2].y + Temp[2].z;\n"
+" Temp[0].y = Temp[0].y * Temp[2].y + Temp[2].z;\n"
+" Temp[0].y = -Temp[0].y * Temp[0].y + -0.222222;\n"
+" Temp[0].y = vec4(exp2(Temp[0].y)).y;\n"
+" Temp[1].x = -Temp[1].x * Temp[1].x + -0.888889;\n"
+" Temp[1].x = vec4(exp2(Temp[1].x)).x;\n"
+" Temp[0].x = Temp[0].y * Temp[0].x + Temp[0].z;\n"
+" Temp[0].y = Temp[0].y + Temp[0].w;\n"
+" Temp[0].y = Temp[1].x + Temp[0].y;\n"
+" Temp[0].x = Temp[1].x * Temp[3].x + Temp[0].x;\n"
+" Output0.x = Temp[0].x / Temp[0].y;\n"
+" return;\n"
+"}\n"
+;
+static const char* g_BlurX_PS_ENABLE_SHARPNESS_PROFILE_1_KERNEL_RADIUS_4_GL =
+"#version 150\n"
+"struct vec1 {\n"
+" float x;\n"
+"};\n"
+"struct uvec1 {\n"
+" uint x;\n"
+"};\n"
+"struct ivec1 {\n"
+" int x;\n"
+"};\n"
+"layout(std140) uniform;\n"
+"uniform GlobalConstantBuffer {\n"
+" uvec4 GlobalConstantBuffer_0;\n"
+" vec2 GlobalConstantBuffer_1;\n"
+" vec2 GlobalConstantBuffer_2;\n"
+" vec2 GlobalConstantBuffer_3;\n"
+" vec2 GlobalConstantBuffer_4;\n"
+" float GlobalConstantBuffer_5;\n"
+" float GlobalConstantBuffer_6;\n"
+" float GlobalConstantBuffer_7;\n"
+" float GlobalConstantBuffer_8;\n"
+" float GlobalConstantBuffer_9;\n"
+" float GlobalConstantBuffer_10;\n"
+" float GlobalConstantBuffer_11;\n"
+" int GlobalConstantBuffer_12;\n"
+" float GlobalConstantBuffer_13;\n"
+" float GlobalConstantBuffer_14;\n"
+" float GlobalConstantBuffer_15;\n"
+" float GlobalConstantBuffer_16;\n"
+" float GlobalConstantBuffer_17;\n"
+" float GlobalConstantBuffer_18;\n"
+" float GlobalConstantBuffer_19;\n"
+" float GlobalConstantBuffer_20;\n"
+" vec2 GlobalConstantBuffer_21;\n"
+" float GlobalConstantBuffer_22;\n"
+" float GlobalConstantBuffer_23;\n"
+" float GlobalConstantBuffer_24;\n"
+" float GlobalConstantBuffer_25;\n"
+" int GlobalConstantBuffer_26;\n"
+" vec4 GlobalConstantBuffer_27[4];\n"
+" float GlobalConstantBuffer_28;\n"
+" float GlobalConstantBuffer_29;\n"
+"};\n"
+"uniform sampler2D g_t0;\n"
+"uniform sampler2D g_t1;\n"
+" in vec4 VtxGeoOutput1;\n"
+"vec4 Input1;\n"
+"out vec4 PixOutput0;\n"
+"#define Output0 PixOutput0\n"
+"vec4 Temp[5];\n"
+"ivec4 Temp_int[5];\n"
+"uvec4 Temp_uint[5];\n"
+"void main()\n"
+"{\n"
+" Input1 = VtxGeoOutput1;\n"
+" Temp[0].x = vec4(GlobalConstantBuffer_2.xxxy.z).x;\n"
+" Temp[0].y = vec4(3.500000).y;\n"
+" Temp[0] = vec4(Temp[0].xyxy * vec4(3.500000, 0.000000, -3.500000, -0.000000) + Input1.xyxy);\n"
+" Temp[0].xy = (texture(g_t1, Temp[0].xy)).xy;\n"
+" Temp[0].zw = (texture(g_t1, Temp[0].zw).zwxy).zw;\n"
+" Temp[1].xz = vec4(GlobalConstantBuffer_2.xxxy.zzzz).xz;\n"
+" Temp[1].yw = vec4(vec4(0.000000, 0.000000, 0.000000, 2.000000)).yw;\n"
+" Temp[2].xy = vec4(Temp[1].xyxx + Input1.xyxx).xy;\n"
+" Temp[2].xy = (texture(g_t0, Temp[2].xy)).xy;\n"
+" Temp[2].zw = (texture(g_t0, Input1.xy).zwxy).zw;\n"
+" Temp[3].x = -Temp[2].w + Temp[2].y;\n"
+" Temp[2].y = Temp[2].y + -Temp[3].x;\n"
+" Temp[3].yz = vec4(-GlobalConstantBuffer_13 + GlobalConstantBuffer_14).yz;\n"
+" Temp[3].w = Temp[2].w + -GlobalConstantBuffer_13;\n"
+" Temp[3].y = Temp[3].w / Temp[3].y;\n"
+" Temp[3].y = clamp(Temp[3].y, 0.0, 1.0);\n"
+" Temp[3].y = Temp[3].y * Temp[3].z + GlobalConstantBuffer_15;\n"
+" Temp[3].z = -Temp[2].w * Temp[3].y;\n"
+" Temp[2].y = Temp[2].y * Temp[3].y + Temp[3].z;\n"
+" Temp[2].y = -Temp[2].y * Temp[2].y + -0.080000;\n"
+" Temp[2].y = vec4(exp2(Temp[2].y)).y;\n"
+" Temp[2].x = Temp[2].y * Temp[2].x + Temp[2].z;\n"
+" Temp[2].y = Temp[2].y + 1.000000;\n"
+" Temp[4] = vec4(Temp[1].zwzw * vec4(2.000000, 0.000000, -2.000000, -0.000000) + Input1.xyxy);\n"
+" Temp[1].xy = vec4(-Temp[1].xyxx + Input1.xyxx).xy;\n"
+" Temp[1].xy = (texture(g_t0, Temp[1].xy)).xy;\n"
+" Temp[1].zw = (texture(g_t0, Temp[4].xy).zwxy).zw;\n"
+" Temp[4].xy = (texture(g_t0, Temp[4].zw)).xy;\n"
+" Temp[1].w = -Temp[3].x * 2.000000 + Temp[1].w;\n"
+" Temp[0].y = -Temp[3].x * 3.000000 + Temp[0].y;\n"
+" Temp[0].y = Temp[0].y * Temp[3].y + Temp[3].z;\n"
+" Temp[0].y = -Temp[0].y * Temp[0].y + -0.720000;\n"
+" Temp[0].y = vec4(exp2(Temp[0].y)).y;\n"
+" Temp[1].w = Temp[1].w * Temp[3].y + Temp[3].z;\n"
+" Temp[1].w = -Temp[1].w * Temp[1].w + -0.320000;\n"
+" Temp[1].w = vec4(exp2(Temp[1].w)).w;\n"
+" Temp[1].z = Temp[1].w * Temp[1].z + Temp[2].x;\n"
+" Temp[1].w = Temp[1].w + Temp[2].y;\n"
+" Temp[1].w = Temp[0].y + Temp[1].w;\n"
+" Temp[0].x = Temp[0].y * Temp[0].x + Temp[1].z;\n"
+" Temp[0].y = -Temp[2].w + Temp[1].y;\n"
+" Output0.y = vec4(Temp[2].w).y;\n"
+" Temp[1].y = -Temp[0].y + Temp[1].y;\n"
+" Temp[1].y = Temp[1].y * Temp[3].y + Temp[3].z;\n"
+" Temp[1].y = -Temp[1].y * Temp[1].y + -0.080000;\n"
+" Temp[1].y = vec4(exp2(Temp[1].y)).y;\n"
+" Temp[0].x = Temp[1].y * Temp[1].x + Temp[0].x;\n"
+" Temp[1].x = Temp[1].y + Temp[1].w;\n"
+" Temp[1].y = -Temp[0].y * 2.000000 + Temp[4].y;\n"
+" Temp[0].y = -Temp[0].y * 3.000000 + Temp[0].w;\n"
+" Temp[0].y = Temp[0].y * Temp[3].y + Temp[3].z;\n"
+" Temp[0].w = Temp[1].y * Temp[3].y + Temp[3].z;\n"
+" Temp[0].w = -Temp[0].w * Temp[0].w + -0.320000;\n"
+" Temp[0].w = vec4(exp2(Temp[0].w)).w;\n"
+" Temp[0].y = -Temp[0].y * Temp[0].y + -0.720000;\n"
+" Temp[0].y = vec4(exp2(Temp[0].y)).y;\n"
+" Temp[0].x = Temp[0].w * Temp[4].x + Temp[0].x;\n"
+" Temp[0].w = Temp[0].w + Temp[1].x;\n"
+" Temp[0].w = Temp[0].y + Temp[0].w;\n"
+" Temp[0].x = Temp[0].y * Temp[0].z + Temp[0].x;\n"
+" Output0.x = Temp[0].x / Temp[0].w;\n"
+" return;\n"
+"}\n"
+;
+
+namespace Generated
+{
+ void BlurX_PS::Create(DevicePointer Device)
+ {
+ m_Shader[ShaderPermutations::ENABLE_SHARPNESS_PROFILE_0][ShaderPermutations::KERNEL_RADIUS_2].Create(Device, g_BlurX_PS_ENABLE_SHARPNESS_PROFILE_0_KERNEL_RADIUS_2_GL, sizeof(g_BlurX_PS_ENABLE_SHARPNESS_PROFILE_0_KERNEL_RADIUS_2_GL));
+ m_Shader[ShaderPermutations::ENABLE_SHARPNESS_PROFILE_0][ShaderPermutations::KERNEL_RADIUS_4].Create(Device, g_BlurX_PS_ENABLE_SHARPNESS_PROFILE_0_KERNEL_RADIUS_4_GL, sizeof(g_BlurX_PS_ENABLE_SHARPNESS_PROFILE_0_KERNEL_RADIUS_4_GL));
+ m_Shader[ShaderPermutations::ENABLE_SHARPNESS_PROFILE_1][ShaderPermutations::KERNEL_RADIUS_2].Create(Device, g_BlurX_PS_ENABLE_SHARPNESS_PROFILE_1_KERNEL_RADIUS_2_GL, sizeof(g_BlurX_PS_ENABLE_SHARPNESS_PROFILE_1_KERNEL_RADIUS_2_GL));
+ m_Shader[ShaderPermutations::ENABLE_SHARPNESS_PROFILE_1][ShaderPermutations::KERNEL_RADIUS_4].Create(Device, g_BlurX_PS_ENABLE_SHARPNESS_PROFILE_1_KERNEL_RADIUS_4_GL, sizeof(g_BlurX_PS_ENABLE_SHARPNESS_PROFILE_1_KERNEL_RADIUS_4_GL));
+ }
+
+ void BlurX_PS::Release(DevicePointer Device)
+ {
+ m_Shader[ShaderPermutations::ENABLE_SHARPNESS_PROFILE_0][ShaderPermutations::KERNEL_RADIUS_2].Release(Device);
+ m_Shader[ShaderPermutations::ENABLE_SHARPNESS_PROFILE_0][ShaderPermutations::KERNEL_RADIUS_4].Release(Device);
+ m_Shader[ShaderPermutations::ENABLE_SHARPNESS_PROFILE_1][ShaderPermutations::KERNEL_RADIUS_2].Release(Device);
+ m_Shader[ShaderPermutations::ENABLE_SHARPNESS_PROFILE_1][ShaderPermutations::KERNEL_RADIUS_4].Release(Device);
+ }
+}