mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-25 09:21:49 +01:00
71 lines
2.3 KiB
Plaintext
71 lines
2.3 KiB
Plaintext
|
#version 420
|
||
|
#extension GL_ARB_texture_gather : enable
|
||
|
#extension GL_ARB_separate_shader_objects : enable
|
||
|
// shader d2a97b2fb99452a5
|
||
|
//gauss blur box
|
||
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4385000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 1 1 1 border: 0
|
||
|
layout(location = 0) in vec4 passParameterSem130;
|
||
|
layout(location = 0) out vec4 passPixelColor0;
|
||
|
|
||
|
|
||
|
// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG
|
||
|
const int samples = 8 * 4, //8 or 4 balances xy position
|
||
|
LOD = 2, // gaussian done on MIPmap at scale LOD
|
||
|
sLOD = 1 << LOD; // tile size = 2^LOD
|
||
|
const float sigma = float(samples) * .25;
|
||
|
|
||
|
float gaussian(vec2 i) {
|
||
|
return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma);
|
||
|
}
|
||
|
|
||
|
vec4 blur(sampler2D sp, vec2 U, vec2 scale) {
|
||
|
vec4 O = vec4(0.0);
|
||
|
int s = samples / sLOD;
|
||
|
|
||
|
for (int i = 0; i < s*s; i++) {
|
||
|
vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.;
|
||
|
O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD));
|
||
|
}
|
||
|
|
||
|
// O / O.a;
|
||
|
return vec4(O.x, O.y, O.z, 0.0)*19; //16 exact, 17 ~ a touch more haze to compensate res increase
|
||
|
}
|
||
|
|
||
|
|
||
|
uniform vec2 uf_fragCoordScale;
|
||
|
int clampFI32(int v)
|
||
|
{
|
||
|
if( v == 0x7FFFFFFF )
|
||
|
return floatBitsToInt(1.0);
|
||
|
else if( v == 0xFFFFFFFF )
|
||
|
return floatBitsToInt(0.0);
|
||
|
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
|
||
|
}
|
||
|
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
|
||
|
void main()
|
||
|
{
|
||
|
vec4 R0f = vec4(0.0);
|
||
|
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
|
||
|
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
|
||
|
float PS0f = 0.0, PS1f = 0.0;
|
||
|
vec4 tempf = vec4(0.0);
|
||
|
float tempResultf;
|
||
|
int tempResulti;
|
||
|
ivec4 ARi = ivec4(0);
|
||
|
bool predResult = true;
|
||
|
vec3 cubeMapSTM;
|
||
|
int cubeMapFaceId;
|
||
|
R0f = passParameterSem130;
|
||
|
#if ($textureFormat == 0x019)
|
||
|
vec2 coord = passParameterSem130.xy*textureSize(textureUnitPS0, 0); //
|
||
|
vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0);
|
||
|
vec2 uv = coord * ps;
|
||
|
//color = clamp(color*Exposure, 0.0, 1.0);
|
||
|
R0f.xyzw = blur(textureUnitPS0, R0f.xy, ps*0.75).xyzw*0.975;
|
||
|
#elif ($textureFormat == 0x01a)
|
||
|
R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
||
|
// export
|
||
|
#endif
|
||
|
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||
|
}
|