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https://github.com/cemu-project/cemu_graphic_packs.git
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136 lines
4.1 KiB
Plaintext
136 lines
4.1 KiB
Plaintext
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader c14019840473ff86
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//scale boxblur fx
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4001000 res 1920x1080x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5187000 res 1920x1080x1 dim 1 tm: 4 format 0011 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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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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vec4 R3f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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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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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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float scaler;
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R0f = passParameterSem0;
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scaler = uf_fragCoordScale.x;
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R0f.w = (textureGather(textureUnitPS1, R0f.xy).y);
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// 0
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R1f.x = R0f.x + intBitsToFloat(0xba088889);
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R1f.y = R0f.y + intBitsToFloat(0xba72b9d6);
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R2f.z = R0f.x;
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R2f.y = R0f.y + intBitsToFloat(0xba72b9d6);
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PS0f = R2f.y;
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// 1
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R3f.x = R0f.x + intBitsToFloat(0xba088889);
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R3f.y = R0f.y;
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R1f.xyzw = (textureGather(textureUnitPS1, R1f.xy).xyzw);
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R2f.yz = (textureGather(textureUnitPS1, R2f.zy).yz);
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R3f.xy = (textureGather(textureUnitPS1, R3f.xy).xy);
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// 0
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PV0f.x = R2f.z + R3f.x;
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PV0f.y = R1f.w + R0f.w;
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PV0f.z = R1f.z + R3f.y;
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PV0f.w = R1f.x + R2f.y;
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// 1
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R123f.x = (R1f.y * 2.0 + -(PV0f.x));
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PV1f.x = R123f.x;
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R123f.y = (R1f.y * 2.0 + -(PV0f.y));
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PV1f.y = R123f.y;
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R123f.z = (R1f.y * 2.0 + -(PV0f.z));
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PV1f.z = R123f.z;
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R123f.w = (R1f.y * 2.0 + -(PV0f.w));
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PV1f.w = R123f.w;
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// 2
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PV0f.x = max(PV1f.x, -(PV1f.x));
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PV0f.y = max(PV1f.y, -(PV1f.y));
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PV0f.z = max(PV1f.z, -(PV1f.z));
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PV0f.w = max(PV1f.w, -(PV1f.w));
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// 3
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PV1f.x = PV0f.x + intBitsToFloat(0xb400d959);
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PV1f.y = PV0f.y + intBitsToFloat(0xb400d959);
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PV1f.z = PV0f.z + intBitsToFloat(0xb400d959);
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PV1f.w = PV0f.w + intBitsToFloat(0xb400d959);
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// 4
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R123f.x = intBitsToFloat(((PV1f.w >= 0.0)?(floatBitsToInt(1.0)):(0)));
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PV0f.x = R123f.x;
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R123f.y = intBitsToFloat(((PV1f.z >= 0.0)?(floatBitsToInt(1.0)):(0)));
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PV0f.y = R123f.y;
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R123f.z = intBitsToFloat(((PV1f.y >= 0.0)?(floatBitsToInt(1.0)):(0)));
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PV0f.z = R123f.z;
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R123f.w = intBitsToFloat(((PV1f.x >= 0.0)?(floatBitsToInt(1.0)):(0)));
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PV0f.w = R123f.w;
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// 5
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tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,PV0f.w),vec4(0.25*scaler,0.25*scaler,0.25*scaler,0.25*scaler));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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// 6
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R127f.z = PV1f.x * intBitsToFloat(0x3f400000);
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PV0f.z = R127f.z;
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// 7
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R1f.x = (PV0f.z * intBitsToFloat(0xba088889) + R0f.x);
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R1f.y = R0f.y;
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R2f.z = R0f.x;
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R2f.y = (PV0f.z * intBitsToFloat(0xba72b9d6) + R0f.y);
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PS1f = R2f.y;
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// 8
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R3f.x = (R127f.z * intBitsToFloat(0x3a088889) + R0f.x);
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R3f.y = R0f.y;
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R0f.w = (R127f.z * intBitsToFloat(0x3a72b9d6) + R0f.y);
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R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
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R2f.xyzw = (texture(textureUnitPS0, R2f.zy).xyzw);
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R3f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
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R0f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw);
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// 0
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PV0f.x = R1f.w + R2f.w;
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PV0f.y = R1f.z + R2f.z;
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PV0f.z = R1f.y + R2f.y;
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PV0f.w = R1f.x + R2f.x;
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// 1
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PV1f.x = R3f.w + PV0f.x;
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PV1f.y = R3f.z + PV0f.y;
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PV1f.z = R3f.y + PV0f.z;
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PV1f.w = R3f.x + PV0f.w;
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// 2
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backupReg0f = R0f.y;
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backupReg1f = R0f.x;
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PV0f.x = R0f.w + PV1f.x;
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PV0f.y = R0f.z + PV1f.y;
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PV0f.z = backupReg0f + PV1f.z;
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PV0f.w = backupReg1f + PV1f.w;
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// 3
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R0f.x = PV0f.w * 0.25;
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R0f.y = PV0f.z * 0.25;
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R0f.z = PV0f.y * 0.25;
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R0f.w = PV0f.x * 0.25;
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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}
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