armory/Shaders/blur_adaptive_pass/blur_adaptive_pass.json
2016-12-13 01:09:17 +01:00

110 lines
2.3 KiB
JSON
Executable file

{
"contexts": [
{
"name": "blur_adaptive_pass_x",
"depth_write": false,
"compare_mode": "always",
"cull_mode": "none",
"links": [
{
"name": "dir",
"link": "_vec2x"
},
{
"name": "screenSize",
"link": "_screenSize"
}
],
"texture_params": [],
"vertex_shader": "blur_adaptive_pass.vert.glsl",
"vertex_shader_path": "../include/pass.vert.glsl",
"fragment_shader": "blur_adaptive_pass.frag.glsl"
},
{
"name": "blur_adaptive_pass_y",
"depth_write": false,
"compare_mode": "always",
"cull_mode": "none",
"links": [
{
"name": "dir",
"link": "_vec2y"
},
{
"name": "screenSize",
"link": "_screenSize"
}
],
"texture_params": [],
"vertex_shader": "blur_adaptive_pass.vert.glsl",
"vertex_shader_path": "../include/pass.vert.glsl",
"fragment_shader": "blur_adaptive_pass.frag.glsl"
},
{
"name": "blur_adaptive_pass_x2",
"depth_write": false,
"compare_mode": "always",
"cull_mode": "none",
"links": [
{
"name": "dir",
"link": "_vec2x2"
},
{
"name": "screenSize",
"link": "_screenSize"
}
],
"texture_params": [],
"vertex_shader": "blur_adaptive_pass.vert.glsl",
"vertex_shader_path": "../include/pass.vert.glsl",
"fragment_shader": "blur_adaptive_pass.frag.glsl"
},
{
"name": "blur_adaptive_pass_y3",
"depth_write": false,
"compare_mode": "always",
"cull_mode": "none",
"links": [
{
"name": "dir",
"link": "_vec2y3"
},
{
"name": "screenSize",
"link": "_screenSize"
}
],
"texture_params": [],
"vertex_shader": "blur_adaptive_pass.vert.glsl",
"vertex_shader_path": "../include/pass.vert.glsl",
"fragment_shader": "blur_adaptive_pass.frag.glsl"
},
{
"name": "blur_adaptive_pass_y3_blend",
"depth_write": false,
"compare_mode": "always",
"cull_mode": "none",
"blend_source": "blend_one",
"blend_destination": "blend_one",
"blend_operation": "add",
"links": [
{
"name": "dir",
"link": "_vec2y3"
},
{
"name": "screenSize",
"link": "_screenSize"
}
],
"texture_params": [],
"vertex_shader": "blur_adaptive_pass.vert.glsl",
"vertex_shader_path": "../include/pass.vert.glsl",
"fragment_shader": "blur_adaptive_pass.frag.glsl"
}
]
}