2020-04-30 22:41:11 +02:00
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#version 430
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2017-11-12 14:05:46 +01:00
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#extension GL_ARB_texture_gather : enable
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2020-04-30 22:41:11 +02:00
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#extension GL_ARB_separate_shader_objects : enable
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// shader d936195db0dd8e7d //crossfade
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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2020-01-01 20:10:18 +01:00
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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#ifdef VULKAN
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layout(set = 1, binding = 3) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[1];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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2017-11-12 14:05:46 +01:00
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uniform ivec4 uf_remappedPS[1];
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2020-01-01 20:10:18 +01:00
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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TEXTURE_LAYOUT(1, 1, 1) uniform sampler3D textureUnitPS1;
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TEXTURE_LAYOUT(2, 1, 2) uniform sampler3D textureUnitPS2;
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2017-11-12 14:05:46 +01:00
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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2020-04-30 22:41:11 +02:00
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// end of shader inputs/outputs
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const float exposure = $exposure;
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const float vibrance = $vibrance;
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const float postExposure = $postExposure;
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const float contrastCurve = $contrastCurve;
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2017-11-12 14:05:46 +01:00
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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2020-04-30 22:41:11 +02:00
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vec4 R5f = vec4(0.0);
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2017-11-12 14:05:46 +01:00
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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float tempResultf2;
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2017-11-12 14:05:46 +01:00
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem0;
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2020-04-30 22:41:11 +02:00
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R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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R5f.xyzw = texture(textureUnitPS0, passParameterSem0.xy);
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// 0
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backupReg0f = R0f.x;
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2020-04-30 22:41:11 +02:00
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tempResultf = clamp(intBitsToFloat(uf_remappedPS[0].x), 0.0, exposure);
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tempResultf2 = clamp(intBitsToFloat(uf_remappedPS[0].z), 0.0, 1.0);
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PV0f.x = backupReg0f * tempResultf; //intBitsToFloat(uf_remappedPS[0].x);
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PV0f.x = clamp(PV0f.x, 0.0, 1.0);
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R127f.z = R0f.z * tempResultf;
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R127f.z = clamp(R127f.z, 0.0, 1.0);
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2020-04-30 22:41:11 +02:00
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R127f.w = R0f.y * tempResultf;
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R127f.w = clamp(R127f.w, 0.0, 1.0);
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R2f.w = 1.0;
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PS0f = R2f.w;
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// 1
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2020-04-30 22:41:11 +02:00
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tempResultf = max(0.0, PV0f.x);
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tempResultf = log2(tempResultf);
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2017-11-12 14:05:46 +01:00
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS1f = tempResultf;
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// 2
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R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e);
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2020-04-30 22:41:11 +02:00
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tempResultf = max(0.0, R127f.w);
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tempResultf = log2(tempResultf);
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2017-11-12 14:05:46 +01:00
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS0f = tempResultf;
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// 3
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R127f.y = PS0f * intBitsToFloat(0x3ee8ba2e);
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2020-04-30 22:41:11 +02:00
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tempResultf = max(0.0, R127f.z);
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tempResultf = log2(tempResultf);
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2017-11-12 14:05:46 +01:00
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS1f = tempResultf;
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// 4
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R127f.w = PS1f * intBitsToFloat(0x3ee8ba2e);
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PS0f = exp2(R127f.x);
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// 5
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R0f.x = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
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PS1f = exp2(R127f.y);
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// 6
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R0f.y = (PS1f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
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PS0f = exp2(R127f.w);
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// 7
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R0f.z = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
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R1f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz);
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R0f.xyz = (texture(textureUnitPS2, vec3(R0f.x,R0f.y,R0f.z)).xyz);
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// 0
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backupReg0f = R0f.y;
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backupReg1f = R0f.x;
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PV0f.x = R1f.z + -(R0f.z);
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PV0f.y = R1f.y + -(backupReg0f);
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PV0f.z = R1f.x + -(backupReg1f);
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// 1
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R2f.x = (PV0f.z * intBitsToFloat(uf_remappedPS[0].y) + R0f.x);
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R2f.y = (PV0f.y * intBitsToFloat(uf_remappedPS[0].y) + R0f.y);
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R2f.z = (PV0f.x * intBitsToFloat(uf_remappedPS[0].y) + R0f.z);
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2018-01-22 18:55:43 +01:00
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2020-04-30 22:41:11 +02:00
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R2f = mix (R2f,R5f,vibrance)*postExposure;
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R2f.xyz = mix(R2f.xyz, smoothstep(0.0, 1.0, R2f.xyz), contrastCurve);
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// export
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passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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2017-11-12 14:05:46 +01:00
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}
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