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https://github.com/cemu-project/cemu_graphic_packs.git
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103 lines
3.4 KiB
Plaintext
103 lines
3.4 KiB
Plaintext
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 34eaf9e211e76379 // bloom pre-blur
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uniform ivec4 uf_remappedPS[4];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c6000 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: 1
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x156f2000 res 1280x720x1 dim 1 tm: 4 format 0806 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 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 2) in vec4 passParameterSem2;
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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){ 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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vec2 R1f = vec2(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 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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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem0;
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R1f = vec2((passParameterSem1.x + passParameterSem2.x)/2, (passParameterSem1.y + passParameterSem1.w)/2); //center point
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vec2 res = vec2( passParameterSem2.x - passParameterSem1.x, passParameterSem1.w - passParameterSem1.y ) * uf_fragCoordScale;
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int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
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float count = 0.0;
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for( int x=-r; x<=r; x++ ) {
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for( int y=-r; y<=r; y++ ) {
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if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
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R2f += texture( textureUnitPS0, R1f + vec2(x,y)*res );
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count += 1.0;
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}
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}
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}
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PV0f.yxwz = R2f/count;
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R0f.x = (texture(textureUnitPS1, R0f.xy).x);
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// 0
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backupReg0f = R0f.x;
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R127f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[0].w));
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R127f.w = clamp(R127f.w, 0.0, 1.0);
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PS0f = R127f.w;
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// 1
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R127f.z = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[1].z));
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PS1f = R127f.z;
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// 2
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// 3
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PV1f.x = max(PV0f.w, 0.0);
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PV1f.y = max(PV0f.y, 0.0);
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PV1f.z = max(PV0f.z, 0.0);
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PV1f.w = max(PV0f.x, 0.0);
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// 4
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R127f.x = min(PV1f.y, intBitsToFloat(0x461c4000));
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PV0f.x = R127f.x;
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R127f.y = min(PV1f.w, intBitsToFloat(0x461c4000));
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PV0f.y = R127f.y;
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R126f.z = min(PV1f.x, intBitsToFloat(0x461c4000));
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PV0f.z = R126f.z;
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R126f.w = min(PV1f.z, intBitsToFloat(0x461c4000));
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PV0f.w = R126f.w;
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// 5
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tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z),intBitsToFloat(uf_remappedPS[2].w)));
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tempf.x = clamp(tempf.x, 0.0, 1.0);
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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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// 6
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R123f.y = (mul_nonIEEE(R127f.w,R127f.z) + PV1f.x);
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PV0f.y = R123f.y;
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// 7
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PV1f.x = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[3].z));
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// 8
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R2f.x = mul_nonIEEE(R127f.x, PV1f.x);
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R2f.y = mul_nonIEEE(R127f.y, PV1f.x);
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R2f.z = mul_nonIEEE(R126f.z, PV1f.x);
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R2f.w = mul_nonIEEE(R126f.w, PV1f.x);
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// export
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passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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}
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