armory/Shaders/blur_gaus_pass/blur_gaus_pass.json

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{
"contexts": [
{
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"name": "blur_gaus_pass_x",
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"depth_write": false,
"compare_mode": "always",
"cull_mode": "none",
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"links": [
{
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"name": "dir",
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"link": "_vec2x"
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},
{
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"name": "screenSize",
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"link": "_screenSize"
}
],
"texture_params": [],
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"vertex_shader": "../include/pass.vert.glsl",
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"fragment_shader": "blur_gaus_pass.frag.glsl"
},
{
"name": "blur_gaus_pass_y",
"depth_write": false,
"compare_mode": "always",
"cull_mode": "none",
"links": [
{
"name": "dir",
"link": "_vec2y"
},
{
"name": "screenSize",
"link": "_screenSize"
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}
],
"texture_params": [],
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"vertex_shader": "../include/pass.vert.glsl",
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"fragment_shader": "blur_gaus_pass.frag.glsl"
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},
{
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"name": "blur_gaus_pass_y_blend",
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"depth_write": false,
"compare_mode": "always",
"cull_mode": "none",
"blend_source": "blend_one",
"blend_destination": "blend_one",
"blend_operation": "add",
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"links": [
{
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"name": "dir",
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"link": "_vec2y"
},
{
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"name": "screenSize",
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"link": "_screenSize"
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}
],
"texture_params": [],
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"vertex_shader": "../include/pass.vert.glsl",
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"fragment_shader": "blur_gaus_pass.frag.glsl"
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}
]
}