2018-11-19 22:22:48 +01:00
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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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2019-11-29 04:36:05 +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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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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 SET_POSITION(_v) gl_Position = _v
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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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// This shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors.
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2018-11-19 22:22:48 +01:00
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// shader 949069c3567f349d
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// color grading / chromatic aberration
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2019-11-29 04:36:05 +01:00
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#ifdef VULKAN
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layout(set = 1, binding = 1) 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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2018-11-19 22:22:48 +01:00
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uniform ivec4 uf_remappedPS[1];
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2019-11-29 04:36:05 +01:00
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4a8e000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1
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2018-11-19 22:22:48 +01:00
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layout(location = 0) in vec4 passParameterSem130;
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layout(location = 0) out vec4 passPixelColor0;
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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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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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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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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R0f = passParameterSem130;
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R1f.x = (texture(textureUnitPS1, R0f.xy).x);
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// 0
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backupReg0f = R1f.x;
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R1f.x = backupReg0f;
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R1f.x *= 4.0;
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PV0f.z = R0f.x + -(0.5);
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PV0f.w = R0f.y + -(0.5);
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// 1
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R0f.x = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[0].x)*$redHz) + 0.5); // red
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R0f.y = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[0].x)) + 0.5);
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R0f.z = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[0].y)*$blueHz) + 0.5); // blur
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R0f.w = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[0].y)) + 0.5);
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R0f.y = (texture(textureUnitPS1, R0f.xy).y);
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R0f.z = (texture(textureUnitPS1, R0f.zw).z);
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// 0
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R1f.y = R0f.y;
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R1f.y *= 4.0;
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R1f.z = R0f.z;
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R1f.z *= 4.0;
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// export
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passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.z);
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}
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