static const char* g_BlurY_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" "vec4 Input0;\n" "out vec4 PixOutput0;\n" "#define Output0 PixOutput0\n" "vec4 Temp[3];\n" "ivec4 Temp_int[3];\n" "uvec4 Temp_uint[3];\n" "void main()\n" "{\n" " Input0.xy = gl_FragCoord.xy;\n" " Temp[0].xy = vec4(Input0.xyxx + -GlobalConstantBuffer_21.xyxx.xyxx).xy;\n" " Temp[1].xz = vec4(vec4(0.000000, 0.000000, -0.000000, 0.000000)).xz;\n" " Temp[1].yw = vec4(GlobalConstantBuffer_2.xxxy.wwww).yw;\n" " Temp[0].zw = vec4(Temp[0].xxxy * GlobalConstantBuffer_2.xxxy.zzzw + Temp[1].xxxy).zw;\n" " Temp[0].zw = (texture(g_t0, Temp[0].zw).zwxy).zw;\n" " Temp[2].xy = vec4(Temp[0].xyxx * GlobalConstantBuffer_2.xxxy.zwzz).xy;\n" " Temp[0].xy = vec4(Temp[0].xyxx * GlobalConstantBuffer_2.xxxy.zwzz + -Temp[1].xyxx).xy;\n" " Temp[1] = vec4(vec4(2.000000, 2.000000, 2.000000, -2.000000) * Temp[1] + Temp[2].xyxy);\n" " Temp[2].xy = (texture(g_t0, Temp[2].xy)).xy;\n" " Temp[0].xy = (texture(g_t0, Temp[0].xy)).xy;\n" " Temp[2].z = Temp[0].w + -Temp[2].y;\n" " Temp[0].w = Temp[0].w + -Temp[2].z;\n" " Temp[2].w = -Temp[2].y * GlobalConstantBuffer_16;\n" " Temp[0].w = Temp[0].w * GlobalConstantBuffer_16 + Temp[2].w;\n" " Temp[0].w = -Temp[0].w * Temp[0].w + -0.222222;\n" " Temp[0].w = vec4(exp2(Temp[0].w)).w;\n" " Temp[0].z = Temp[0].w * Temp[0].z + Temp[2].x;\n" " Temp[0].w = Temp[0].w + 1.000000;\n" " Temp[2].x = -Temp[2].y + Temp[0].y;\n" " Temp[1].xy = (texture(g_t0, Temp[1].xy)).xy;\n" " Temp[1].zw = (texture(g_t0, Temp[1].zw).zwxy).zw;\n" " Temp[1].y = -Temp[2].z * 2.000000 + Temp[1].y;\n" " Temp[1].y = Temp[1].y * GlobalConstantBuffer_16 + Temp[2].w;\n" " Temp[1].y = -Temp[1].y * Temp[1].y + -0.888889;\n" " Temp[1].y = vec4(exp2(Temp[1].y)).y;\n" " Temp[0].z = Temp[1].y * Temp[1].x + Temp[0].z;\n" " Temp[0].w = Temp[0].w + Temp[1].y;\n" " Temp[0].y = Temp[0].y + -Temp[2].x;\n" " Temp[1].x = -Temp[2].x * 2.000000 + Temp[1].w;\n" " Temp[1].x = Temp[1].x * GlobalConstantBuffer_16 + Temp[2].w;\n" " Temp[0].y = Temp[0].y * GlobalConstantBuffer_16 + Temp[2].w;\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[1].z + Temp[0].x;\n" " Temp[0].x = Temp[0].x / Temp[0].y;\n" " Temp[0].x = clamp(Temp[0].x, 0.0, 1.0);\n" " Temp[0].x = vec4(log2(Temp[0].x)).x;\n" " Temp[0].x = Temp[0].x * GlobalConstantBuffer_11;\n" " Output0 = vec4(exp2(Temp[0].xxxx));\n" " return;\n" "}\n" ; static const char* g_BlurY_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" "vec4 Input0;\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" " Input0.xy = gl_FragCoord.xy;\n" " Temp[0].xy = vec4(Input0.xyxx + -GlobalConstantBuffer_21.xyxx.xyxx).xy;\n" " Temp[1].xz = vec4(vec4(0.000000, 0.000000, -0.000000, 0.000000)).xz;\n" " Temp[1].yw = vec4(GlobalConstantBuffer_2.xxxy.wwww).yw;\n" " Temp[0].zw = vec4(Temp[0].xxxy * GlobalConstantBuffer_2.xxxy.zzzw + Temp[1].xxxy).zw;\n" " Temp[0].zw = (texture(g_t0, Temp[0].zw).zwxy).zw;\n" " Temp[2].xy = vec4(Temp[0].xyxx * GlobalConstantBuffer_2.xxxy.zwzz).xy;\n" " Temp[0].xy = vec4(Temp[0].xyxx * GlobalConstantBuffer_2.xxxy.zwzz + -Temp[1].xyxx).xy;\n" " Temp[0].xy = (texture(g_t0, Temp[0].xy)).xy;\n" " Temp[2].zw = (texture(g_t0, Temp[2].xy).zwxy).zw;\n" " Temp[3].x = Temp[0].w + -Temp[2].w;\n" " Temp[0].w = Temp[0].w + -Temp[3].x;\n" " Temp[3].y = -Temp[2].w * GlobalConstantBuffer_16;\n" " Temp[0].w = Temp[0].w * GlobalConstantBuffer_16 + Temp[3].y;\n" " Temp[0].w = -Temp[0].w * Temp[0].w + -0.080000;\n" " Temp[0].w = vec4(exp2(Temp[0].w)).w;\n" " Temp[0].z = Temp[0].w * Temp[0].z + Temp[2].z;\n" " Temp[0].w = Temp[0].w + 1.000000;\n" " Temp[2].z = Temp[0].y + -Temp[2].w;\n" " Temp[4] = vec4(vec4(2.000000, 2.000000, 3.500000, 3.500000) * Temp[1].xyxy + Temp[2].xyxy);\n" " Temp[1] = vec4(vec4(2.000000, -2.000000, 3.500000, -3.500000) * Temp[1].zwzw + Temp[2].xyxy);\n" " Temp[2].xy = (texture(g_t0, Temp[4].xy)).xy;\n" " Temp[3].zw = (texture(g_t1, Temp[4].zw).zwxy).zw;\n" " Temp[2].y = -Temp[3].x * 2.000000 + Temp[2].y;\n" " Temp[2].w = -Temp[3].x * 3.000000 + Temp[3].w;\n" " Temp[2].w = Temp[2].w * GlobalConstantBuffer_16 + Temp[3].y;\n" " Temp[2].w = -Temp[2].w * Temp[2].w + -0.720000;\n" " Temp[2].w = vec4(exp2(Temp[2].w)).w;\n" " Temp[2].y = Temp[2].y * GlobalConstantBuffer_16 + Temp[3].y;\n" " Temp[2].y = -Temp[2].y * Temp[2].y + -0.320000;\n" " Temp[2].y = vec4(exp2(Temp[2].y)).y;\n" " Temp[0].z = Temp[2].y * Temp[2].x + Temp[0].z;\n" " Temp[0].w = Temp[0].w + Temp[2].y;\n" " Temp[0].w = Temp[2].w + Temp[0].w;\n" " Temp[0].z = Temp[2].w * Temp[3].z + Temp[0].z;\n" " Temp[0].y = Temp[0].y + -Temp[2].z;\n" " Temp[0].y = Temp[0].y * GlobalConstantBuffer_16 + Temp[3].y;\n" " Temp[0].y = -Temp[0].y * Temp[0].y + -0.080000;\n" " Temp[0].y = vec4(exp2(Temp[0].y)).y;\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].zw = (texture(g_t0, Temp[1].xy).zwxy).zw;\n" " Temp[1].xy = (texture(g_t1, Temp[1].zw)).xy;\n" " Temp[0].w = -Temp[2].z * 2.000000 + Temp[0].w;\n" " Temp[1].y = -Temp[2].z * 3.000000 + Temp[1].y;\n" " Temp[1].y = Temp[1].y * GlobalConstantBuffer_16 + Temp[3].y;\n" " Temp[0].w = Temp[0].w * 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[1].y = -Temp[1].y * Temp[1].y + -0.720000;\n" " Temp[1].y = vec4(exp2(Temp[1].y)).y;\n" " Temp[0].x = Temp[0].w * Temp[0].z + Temp[0].x;\n" " Temp[0].y = Temp[0].w + Temp[0].y;\n" " Temp[0].y = Temp[1].y + Temp[0].y;\n" " Temp[0].x = Temp[1].y * Temp[1].x + Temp[0].x;\n" " Temp[0].x = Temp[0].x / Temp[0].y;\n" " Temp[0].x = clamp(Temp[0].x, 0.0, 1.0);\n" " Temp[0].x = vec4(log2(Temp[0].x)).x;\n" " Temp[0].x = Temp[0].x * GlobalConstantBuffer_11;\n" " Output0 = vec4(exp2(Temp[0].xxxx));\n" " return;\n" "}\n" ; static const char* g_BlurY_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" "vec4 Input0;\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" " Input0.xy = gl_FragCoord.xy;\n" " Temp[0].xy = vec4(Input0.xyxx + -GlobalConstantBuffer_21.xyxx.xyxx).xy;\n" " Temp[1].xz = vec4(vec4(0.000000, 0.000000, -0.000000, 0.000000)).xz;\n" " Temp[1].yw = vec4(GlobalConstantBuffer_2.xxxy.wwww).yw;\n" " Temp[0].zw = vec4(Temp[0].xxxy * GlobalConstantBuffer_2.xxxy.zzzw + Temp[1].xxxy).zw;\n" " Temp[0].zw = (texture(g_t0, Temp[0].zw).zwxy).zw;\n" " Temp[2].xy = vec4(Temp[0].xyxx * GlobalConstantBuffer_2.xxxy.zwzz).xy;\n" " Temp[0].xy = vec4(Temp[0].xyxx * GlobalConstantBuffer_2.xxxy.zwzz + -Temp[1].xyxx).xy;\n" " Temp[1] = vec4(vec4(2.000000, 2.000000, 2.000000, -2.000000) * Temp[1] + Temp[2].xyxy);\n" " Temp[2].xy = (texture(g_t0, Temp[2].xy)).xy;\n" " Temp[0].xy = (texture(g_t0, Temp[0].xy)).xy;\n" " Temp[2].z = Temp[0].w + -Temp[2].y;\n" " Temp[0].w = Temp[0].w + -Temp[2].z;\n" " Temp[2].w = Temp[2].y + -GlobalConstantBuffer_13;\n" " Temp[3].xy = vec4(-GlobalConstantBuffer_13 + GlobalConstantBuffer_14).xy;\n" " Temp[2].w = Temp[2].w / Temp[3].x;\n" " Temp[2].w = clamp(Temp[2].w, 0.0, 1.0);\n" " Temp[2].w = Temp[2].w * Temp[3].y + GlobalConstantBuffer_15;\n" " Temp[3].x = Temp[2].w * -Temp[2].y;\n" " Temp[0].w = Temp[0].w * Temp[2].w + Temp[3].x;\n" " Temp[0].w = -Temp[0].w * Temp[0].w + -0.222222;\n" " Temp[0].w = vec4(exp2(Temp[0].w)).w;\n" " Temp[0].z = Temp[0].w * Temp[0].z + Temp[2].x;\n" " Temp[0].w = Temp[0].w + 1.000000;\n" " Temp[2].x = -Temp[2].y + Temp[0].y;\n" " Temp[1].xy = (texture(g_t0, Temp[1].xy)).xy;\n" " Temp[1].zw = (texture(g_t0, Temp[1].zw).zwxy).zw;\n" " Temp[1].y = -Temp[2].z * 2.000000 + Temp[1].y;\n" " Temp[1].y = Temp[1].y * Temp[2].w + Temp[3].x;\n" " Temp[1].y = -Temp[1].y * Temp[1].y + -0.888889;\n" " Temp[1].y = vec4(exp2(Temp[1].y)).y;\n" " Temp[0].z = Temp[1].y * Temp[1].x + Temp[0].z;\n" " Temp[0].w = Temp[0].w + Temp[1].y;\n" " Temp[0].y = Temp[0].y + -Temp[2].x;\n" " Temp[1].x = -Temp[2].x * 2.000000 + Temp[1].w;\n" " Temp[1].x = Temp[1].x * Temp[2].w + Temp[3].x;\n" " Temp[0].y = Temp[0].y * Temp[2].w + Temp[3].x;\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[1].z + Temp[0].x;\n" " Temp[0].x = Temp[0].x / Temp[0].y;\n" " Temp[0].x = clamp(Temp[0].x, 0.0, 1.0);\n" " Temp[0].x = vec4(log2(Temp[0].x)).x;\n" " Temp[0].x = Temp[0].x * GlobalConstantBuffer_11;\n" " Output0 = vec4(exp2(Temp[0].xxxx));\n" " return;\n" "}\n" ; static const char* g_BlurY_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" "vec4 Input0;\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" " Input0.xy = gl_FragCoord.xy;\n" " Temp[0].xy = vec4(Input0.xyxx + -GlobalConstantBuffer_21.xyxx.xyxx).xy;\n" " Temp[1].xz = vec4(vec4(0.000000, 0.000000, -0.000000, 0.000000)).xz;\n" " Temp[1].yw = vec4(GlobalConstantBuffer_2.xxxy.wwww).yw;\n" " Temp[0].zw = vec4(Temp[0].xxxy * GlobalConstantBuffer_2.xxxy.zzzw + Temp[1].xxxy).zw;\n" " Temp[0].zw = (texture(g_t0, Temp[0].zw).zwxy).zw;\n" " Temp[2].xy = vec4(Temp[0].xyxx * GlobalConstantBuffer_2.xxxy.zwzz).xy;\n" " Temp[0].xy = vec4(Temp[0].xyxx * GlobalConstantBuffer_2.xxxy.zwzz + -Temp[1].xyxx).xy;\n" " Temp[0].xy = (texture(g_t0, Temp[0].xy)).xy;\n" " Temp[2].zw = (texture(g_t0, Temp[2].xy).zwxy).zw;\n" " Temp[3].x = Temp[0].w + -Temp[2].w;\n" " Temp[0].w = Temp[0].w + -Temp[3].x;\n" " Temp[3].y = Temp[2].w + -GlobalConstantBuffer_13;\n" " Temp[3].zw = vec4(-GlobalConstantBuffer_13 + GlobalConstantBuffer_14).zw;\n" " Temp[3].y = Temp[3].y / Temp[3].z;\n" " Temp[3].y = clamp(Temp[3].y, 0.0, 1.0);\n" " Temp[3].y = Temp[3].y * Temp[3].w + GlobalConstantBuffer_15;\n" " Temp[3].z = -Temp[2].w * Temp[3].y;\n" " Temp[0].w = Temp[0].w * Temp[3].y + Temp[3].z;\n" " Temp[0].w = -Temp[0].w * Temp[0].w + -0.080000;\n" " Temp[0].w = vec4(exp2(Temp[0].w)).w;\n" " Temp[0].z = Temp[0].w * Temp[0].z + Temp[2].z;\n" " Temp[0].w = Temp[0].w + 1.000000;\n" " Temp[2].z = Temp[0].y + -Temp[2].w;\n" " Temp[4] = vec4(vec4(2.000000, 2.000000, 3.500000, 3.500000) * Temp[1].xyxy + Temp[2].xyxy);\n" " Temp[1] = vec4(vec4(2.000000, -2.000000, 3.500000, -3.500000) * Temp[1].zwzw + Temp[2].xyxy);\n" " Temp[2].xy = (texture(g_t0, Temp[4].xy)).xy;\n" " Temp[4].xy = (texture(g_t1, Temp[4].zw)).xy;\n" " Temp[2].y = -Temp[3].x * 2.000000 + Temp[2].y;\n" " Temp[2].w = -Temp[3].x * 3.000000 + Temp[4].y;\n" " Temp[2].w = Temp[2].w * Temp[3].y + Temp[3].z;\n" " Temp[2].w = -Temp[2].w * Temp[2].w + -0.720000;\n" " Temp[2].w = vec4(exp2(Temp[2].w)).w;\n" " Temp[2].y = Temp[2].y * Temp[3].y + Temp[3].z;\n" " Temp[2].y = -Temp[2].y * Temp[2].y + -0.320000;\n" " Temp[2].y = vec4(exp2(Temp[2].y)).y;\n" " Temp[0].z = Temp[2].y * Temp[2].x + Temp[0].z;\n" " Temp[0].w = Temp[0].w + Temp[2].y;\n" " Temp[0].w = Temp[2].w + Temp[0].w;\n" " Temp[0].z = Temp[2].w * Temp[4].x + Temp[0].z;\n" " Temp[0].y = Temp[0].y + -Temp[2].z;\n" " Temp[0].y = Temp[0].y * Temp[3].y + Temp[3].z;\n" " Temp[0].y = -Temp[0].y * Temp[0].y + -0.080000;\n" " Temp[0].y = vec4(exp2(Temp[0].y)).y;\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].zw = (texture(g_t0, Temp[1].xy).zwxy).zw;\n" " Temp[1].xy = (texture(g_t1, Temp[1].zw)).xy;\n" " Temp[0].w = -Temp[2].z * 2.000000 + Temp[0].w;\n" " Temp[1].y = -Temp[2].z * 3.000000 + Temp[1].y;\n" " Temp[1].y = Temp[1].y * Temp[3].y + Temp[3].z;\n" " Temp[0].w = Temp[0].w * 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[1].y = -Temp[1].y * Temp[1].y + -0.720000;\n" " Temp[1].y = vec4(exp2(Temp[1].y)).y;\n" " Temp[0].x = Temp[0].w * Temp[0].z + Temp[0].x;\n" " Temp[0].y = Temp[0].w + Temp[0].y;\n" " Temp[0].y = Temp[1].y + Temp[0].y;\n" " Temp[0].x = Temp[1].y * Temp[1].x + Temp[0].x;\n" " Temp[0].x = Temp[0].x / Temp[0].y;\n" " Temp[0].x = clamp(Temp[0].x, 0.0, 1.0);\n" " Temp[0].x = vec4(log2(Temp[0].x)).x;\n" " Temp[0].x = Temp[0].x * GlobalConstantBuffer_11;\n" " Output0 = vec4(exp2(Temp[0].xxxx));\n" " return;\n" "}\n" ; namespace Generated { void BlurY_PS::Create(DevicePointer Device) { m_Shader[ShaderPermutations::ENABLE_SHARPNESS_PROFILE_0][ShaderPermutations::KERNEL_RADIUS_2].Create(Device, g_BlurY_PS_ENABLE_SHARPNESS_PROFILE_0_KERNEL_RADIUS_2_GL, sizeof(g_BlurY_PS_ENABLE_SHARPNESS_PROFILE_0_KERNEL_RADIUS_2_GL)); m_Shader[ShaderPermutations::ENABLE_SHARPNESS_PROFILE_0][ShaderPermutations::KERNEL_RADIUS_4].Create(Device, g_BlurY_PS_ENABLE_SHARPNESS_PROFILE_0_KERNEL_RADIUS_4_GL, sizeof(g_BlurY_PS_ENABLE_SHARPNESS_PROFILE_0_KERNEL_RADIUS_4_GL)); m_Shader[ShaderPermutations::ENABLE_SHARPNESS_PROFILE_1][ShaderPermutations::KERNEL_RADIUS_2].Create(Device, g_BlurY_PS_ENABLE_SHARPNESS_PROFILE_1_KERNEL_RADIUS_2_GL, sizeof(g_BlurY_PS_ENABLE_SHARPNESS_PROFILE_1_KERNEL_RADIUS_2_GL)); m_Shader[ShaderPermutations::ENABLE_SHARPNESS_PROFILE_1][ShaderPermutations::KERNEL_RADIUS_4].Create(Device, g_BlurY_PS_ENABLE_SHARPNESS_PROFILE_1_KERNEL_RADIUS_4_GL, sizeof(g_BlurY_PS_ENABLE_SHARPNESS_PROFILE_1_KERNEL_RADIUS_4_GL)); } void BlurY_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); } }