port from perforce
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33
hgplus/ShaderMinifier/tests/real/extatique/final.fs
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33
hgplus/ShaderMinifier/tests/real/extatique/final.fs
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uniform sampler2D tex;
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uniform sampler3D gammaRamp;
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uniform float blurType;
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uniform float blurAmount;
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uniform float invHeight;
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uniform float invWidth;
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void main()
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{
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vec2 p = gl_TexCoord[0].xy;
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vec4 blur = ( texture2DLod(tex, p, 7.0)
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+ texture2DLod(tex, p, 6.0)
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+ texture2DLod(tex, p, 5.0)
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+ texture2DLod(tex, p, 4.0)
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+ texture2DLod(tex, p, 3.0)
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+ texture2DLod(tex, p, 2.0)
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+ texture2DLod(tex, p, 1.0)) * vec4(0.142857); /* 1/7 */
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vec4 center = texture2D(tex, p);
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vec4 blurred = (vec4(1.0) - (vec4(1.0) - blur) * (vec4(1.0) - center));
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vec4 blurred2 = blurred * mix( blurred, vec4(1.0), blurType);
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vec4 uncorrected = mix(center, blurred2, blurAmount);
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/* gamma correction */
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gl_FragColor = texture3D(gammaRamp, uncorrected.xyz);
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}
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