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https://github.com/cemu-project/cemu_graphic_packs.git
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68 lines
2.4 KiB
Plaintext
68 lines
2.4 KiB
Plaintext
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#version 430
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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 6e2f31b2b2fcab1f: creates bloom mask
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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.z, 1.0/gl_FragCoord.w)
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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 = 1) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[1]; // mask threshold
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[1]; // mask threshold
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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; // frame
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layout(location = 0) out vec4 passPixelColor0; // outputs to a texture used by c612390d4c70f430, 95a5a89d62998e0d and 49865bd2e62efda1
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void main()
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{
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// get mask threshold data
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float cutoff = intBitsToFloat(uf_remappedPS[0].x); // ~0.39: 0-1, higher = less glowing pixels
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float contrast = intBitsToFloat(uf_remappedPS[0].y); // 4.5: higher = sharper edges
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// get texture coordinate of this pixel
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vec4 coord = GET_FRAGCOORD();
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coord.x = coord.x * intBitsToFloat(0x3b088889); // align to scale/grid?
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coord.y = coord.y * intBitsToFloat(0x3b72b9d6);
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// get color of this pixel
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vec3 color = texture(textureUnitPS0, vec2(coord.x, coord.y)).xyz;
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// calculate luminance = percieved brightness
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float luminance = dot(color, vec3(0.299, 0.587, 0.114)); // percieved approximation
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// apply threshold, removes dark areas from the mask
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luminance = contrast * (luminance - cutoff) * $bloom_strength; // apply custom strength
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// apply to color and clamp
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color.x = clamp(luminance * color.x, 0.0, 1.0);
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color.y = clamp(luminance * color.y, 0.0, 1.0);
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color.z = clamp(luminance * color.z, 0.0, 1.0);
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// export
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passPixelColor0 = vec4(color.x, color.y, color.z, 0.0);
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}
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