armory/Shaders/blur_pass/blur_pass.json
2018-12-05 17:47:45 +01:00

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Executable file

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