armory/Shaders/blur_pass/blur_pass.json

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