mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
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193 lines
6.1 KiB
Plaintext
193 lines
6.1 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 50e29e8929cea348
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//AA fix PS
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const float resScale = ($width/$gameWidth);
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//old contrasty, or just copy paste clarity
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const float gamma = 0.95; // 1.0 is neutral
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const float exposure = 1.05; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon.
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const float vibrance = 0.2175; // 0.0 is neutral
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const float crushContrast = 0.000; // 0.0 is neutral. loss of shadow detail
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const float postExposure = 1.16; // 1.0 is neutral, then slightly raise exposure back up.
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vec3 contrasty(vec3 colour) {
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vec3 fColour = (colour.xyz);
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fColour = clamp(exposure * fColour, 0.0, 1.0);
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fColour = pow(fColour, vec3(1.0 / gamma));
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float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
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float mn = min(min(fColour.r, fColour.g), fColour.b);
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float mx = max(max(fColour.r, fColour.g), fColour.b);
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float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0;
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vec3 lightness = vec3((mn + mx) / 2.0);
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// vibrance
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fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
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fColour = max(vec3(0.0), fColour - vec3(crushContrast));
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return fColour;
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}
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uniform ivec4 uf_remappedPS[3];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 1280x720x1 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: 1
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c5000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in vec4 passParameterSem1;
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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 R4f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R125f = vec4(0.0);
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vec4 R126f = 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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bool activeMaskStack[2];
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bool activeMaskStackC[3];
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activeMaskStack[0] = false;
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activeMaskStackC[0] = false;
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activeMaskStackC[1] = false;
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activeMaskStack[0] = true;
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activeMaskStackC[0] = true;
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activeMaskStackC[1] = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem1;
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if( activeMaskStackC[1] == true ) {
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R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).xyzw);
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R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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}
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if( activeMaskStackC[1] == true ) {
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activeMaskStack[1] = activeMaskStack[0];
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activeMaskStackC[2] = activeMaskStackC[1];
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// 0
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PV0f.x = R1f.z + R1f.w;
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PV0f.y = R1f.y + -(R1f.w);
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PV0f.z = R1f.x + -(R1f.z);
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R127f.w = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[0].x));
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R126f.w = min(R1f.z, R1f.w);
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PS0f = R126f.w;
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// 1
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R126f.x = PV0f.z + PV0f.y;
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PV1f.x = R126f.x;
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PV1f.y = R1f.x + PV0f.x;
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R127f.z = min(R1f.x, R1f.y);
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R125f.w = PV0f.z + -(PV0f.y);
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PV1f.w = R125f.w;
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R127f.y = max(R1f.z, R1f.w);
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PS1f = R127f.y;
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// 2
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PV0f.x = R1f.y + PV1f.y;
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PV0f.y = max(PV1f.w, -(PV1f.w));
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PV0f.z = max(PV1f.x, -(PV1f.x));
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PV0f.w = max(R1f.x, R1f.y);
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R127f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[0].y)) + R127f.w);
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PS0f = R127f.x;
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// 3
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PV1f.x = min(PV0f.z, PV0f.y);
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PV1f.y = min(R126f.w, R127f.z);
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PV1f.z = max(R127f.y, PV0f.w);
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R123f.w = (PV0f.x * intBitsToFloat(0x3d000000) + intBitsToFloat(0x3b800000));
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PV1f.w = R123f.w;
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// 4
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PV0f.x = min(R127f.x, PV1f.y);
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PV0f.y = max(R127f.x, PV1f.z);
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PV0f.w = max(PV1f.w, PV1f.x);
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// 5
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R0f.z = -(PV0f.x) + PV0f.y;
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PS1f = 1.0 / PV0f.w;
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// 6
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PV0f.x = R125f.w * PS1f;
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PV0f.y = R126f.x * PS1f;
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// 7
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PV1f.z = max(PV0f.x, intBitsToFloat(0xc0400000));
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PV1f.w = max(PV0f.y, intBitsToFloat(0xc0400000));
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// 8
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R1f.x = min(PV1f.w, intBitsToFloat(0x40400000));
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R1f.y = min(PV1f.z, intBitsToFloat(0x40400000));
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// 9
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predResult = (R0f.z > intBitsToFloat(uf_remappedPS[1].y));
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activeMaskStack[1] = predResult;
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activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
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}
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else {
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activeMaskStack[1] = false;
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activeMaskStackC[2] = false;
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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R3f.x = (mul_nonIEEE(R1f.x,-(intBitsToFloat(uf_remappedPS[2].z)/ resScale)) + R0f.x);
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R3f.y = (mul_nonIEEE(R1f.y,-(intBitsToFloat(uf_remappedPS[2].w)/ resScale)) + R0f.y);
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R0f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[2].x)/ resScale) + R0f.x);
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R0f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[2].y)/ resScale) + R0f.y);
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R3f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[2].z)/ resScale) + R0f.x);
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PS0f = R3f.z;
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// 1
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R4f.x = (mul_nonIEEE(R1f.x,-(intBitsToFloat(uf_remappedPS[2].x)/ resScale)) + R0f.x);
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R4f.y = (mul_nonIEEE(R1f.y,-(intBitsToFloat(uf_remappedPS[2].y)/ resScale)) + R0f.y);
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R3f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[2].w)/ resScale) + R0f.y);
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}
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if( activeMaskStackC[2] == true ) {
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R1f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
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R0f.xyzw = (texture(textureUnitPS0, R3f.zw).xyzw);
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R3f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
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R2f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw);
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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R127f.x = R0f.w + R1f.w;
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R127f.x /= 2.0;
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R127f.y = R0f.z + R1f.z;
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R127f.y /= 2.0;
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R127f.z = R0f.y + R1f.y;
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R127f.z /= 2.0;
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R127f.w = R0f.x + R1f.x;
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R127f.w /= 2.0;
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// 1
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PV1f.x = R2f.w + R3f.w;
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PV1f.x /= 2.0;
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PV1f.y = R2f.z + R3f.z;
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PV1f.y /= 2.0;
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PV1f.z = R2f.y + R3f.y;
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PV1f.z /= 2.0;
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PV1f.w = R2f.x + R3f.x;
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PV1f.w /= 2.0;
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// 2
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R2f.x = R127f.w + PV1f.w;
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R2f.x /= 2.0;
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R2f.y = R127f.z + PV1f.z;
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R2f.y /= 2.0;
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R2f.z = R127f.y + PV1f.y;
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R2f.z /= 2.0;
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R2f.w = R127f.x + PV1f.x;
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R2f.w /= 2.0;
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}
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activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
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// export
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passPixelColor0 = vec4(contrasty(R2f.xyz), R2f.w);
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//passPixelColor0 = vec4(R2f.xyz, R2f.w);
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}
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