mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-26 19:44:14 +01:00
183 lines
6.2 KiB
Plaintext
183 lines
6.2 KiB
Plaintext
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<?php
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include 'Source/functions.php';
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$fullWidth = $argv[1];
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$fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
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$scaleFactorY = always_decimal_format($fullHeight / 720.0);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader d8e69e8df8c227f5
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// Inital blur step pixelation fix, naive blur9 hack to aproximate 720 blur.
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// To-do review performance hit of multi pass and depth for bokeh blur
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const float resScale = <?=$scaleFactorX?>;
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//const float resScale = 3.0; //
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uniform ivec4 uf_remappedPS[3];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 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 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 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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const float repositionBlur = 1.00425;
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//mattdesl MIT - https://github.com/Jam3/glsl-fast-gaussian-blur
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vec4 blur9(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {
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vec4 color = vec4(0.0);
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vec2 off1 = vec2(1.3846153846) * direction;
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vec2 off2 = vec2(3.2307692308) * direction;
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color += texture2D(image, uv) * 0.2270270270;
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color += texture2D(image, uv + (off1 / resolution)) * 0.3162162162;
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color += texture2D(image, uv - (off1 / resolution)) * 0.3162162162;
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color += texture2D(image, uv + (off2 / resolution)) * 0.0702702703;
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color += texture2D(image, uv - (off2 / resolution)) * 0.0702702703;
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return color;
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}
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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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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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 R5f = vec4(0.0);
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vec4 R6f = vec4(0.0);
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vec4 R7f = 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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R0f = passParameterSem0;
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vec2 scaleFactor = vec2(repositionBlur, repositionBlur); //Added
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R0f.xy = R0f.xy * scaleFactor;// re-align bloom.. hack until issue source is found.
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// 0
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R1f.x = R0f.x + (intBitsToFloat(uf_remappedPS[0].x)/ resScale);
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R1f.y = R0f.y + (intBitsToFloat(uf_remappedPS[0].y)/ resScale);
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R0f.z = R0f.x + (intBitsToFloat(uf_remappedPS[0].z)/ resScale);
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R0f.w = R0f.y + (intBitsToFloat(uf_remappedPS[0].w)/ resScale);
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// 1
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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R0f.x = backupReg0f + (intBitsToFloat(uf_remappedPS[1].x)/ resScale);
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R0f.y = backupReg1f + (intBitsToFloat(uf_remappedPS[1].y)/ resScale);
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R1f.z = backupReg0f + (intBitsToFloat(uf_remappedPS[1].z)/ resScale);
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R1f.w = backupReg1f + (intBitsToFloat(uf_remappedPS[1].w)/ resScale);
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R2f.xyz = (texture(textureUnitPS1, R1f.xy).xyz);
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R3f.xyz = (texture(textureUnitPS1, R0f.zw).xyz);
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R4f.xyz = (texture(textureUnitPS1, R0f.xy).xyz);
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R5f.xyz = (texture(textureUnitPS1, R1f.zw).xyz);
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//hack aproximate 720 blur
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R6f = blur9(textureUnitPS0, R1f.xy, textureSize(textureUnitPS0, 0), vec2(0.0, 1.0)); // note, check what goes wrong with textureSize(textureUnitPS0, 0),
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R7f = blur9(textureUnitPS0, R0f.zw, textureSize(textureUnitPS0, 0), vec2(1.0, 0.0));
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R0f = blur9(textureUnitPS0, R0f.xy, textureSize(textureUnitPS0, 0), vec2(0.0, 1.0));
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R1f = blur9(textureUnitPS0, R1f.zw, textureSize(textureUnitPS0, 0), vec2(1.0, 0.0));
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/*
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R6f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
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R7f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
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R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
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*/
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// 0// 0.125, 31.875, 8128.125
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tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R127f.w = tempf.x;
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R127f.z = R6f.x + R7f.x;
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PS0f = R127f.z;
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// 1
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tempf.x = dot(vec4(R3f.x,R3f.y,R3f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
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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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R127f.y = R6f.y + R7f.y;
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PS1f = R127f.y;
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// 2
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tempf.x = dot(vec4(R4f.x,R4f.y,R4f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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PS0f = R127f.w + PV1f.x;
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// 3
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tempf.x = dot(vec4(R5f.x,R5f.y,R5f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
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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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PS1f = PS0f + PV0f.x;
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// 4
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backupReg0f = R0f.y;
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PV0f.y = PS1f + PV1f.x;
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PV0f.z = R127f.y + backupReg0f;
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PV0f.w = R6f.z + R7f.z;
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// 5
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backupReg0f = R0f.z;
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R123f.x = (PV0f.y * 0.25 + -(intBitsToFloat(uf_remappedPS[2].x)));
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PV1f.x = R123f.x;
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PV1f.y = R127f.z + R0f.x;
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PV1f.z = PV0f.z + R1f.y;
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PV1f.w = PV0f.w + backupReg0f;
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// 6
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PV0f.x = PV1f.y + R1f.x;
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PV0f.y = PV1f.w + R1f.z;
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PV0f.z = PV1f.z * 0.25;
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PV0f.w = max(PV1f.x, -(PV1f.x));
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// 7
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PV1f.x = PV0f.x * 0.25;
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PV1f.y = PV0f.y * 0.25;
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PV1f.z = PV0f.w * intBitsToFloat(uf_remappedPS[2].y);
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PV1f.z = clamp(PV1f.z, 0.0, 1.0);
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PV1f.w = max(PV0f.z, 0.0);
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// 8
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PV0f.x = max(PV1f.y, 0.0);
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R1f.y = min(PV1f.w, 4.0);
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PV0f.z = max(PV1f.x, 0.0);
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tempResultf = log2(PV1f.z);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS0f = tempResultf;
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// 9
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PV1f.x = PS0f * intBitsToFloat(uf_remappedPS[2].w);
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R1f.z = min(PV0f.x, 4.0);
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R1f.x = min(PV0f.z, 4.0);
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PS1f = R1f.x;
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// 10
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PS0f = exp2(PV1f.x);
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// 11
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R1f.w = PS0f * intBitsToFloat(uf_remappedPS[2].z);
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//R1f = blur9(textureUnitPS0, R1f.xy, vec2(2560.0, 1440.0), vec2(1.0, 0.0));
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// export
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passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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}
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