mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-29 19:31:50 +01:00
79 lines
2.4 KiB
Plaintext
79 lines
2.4 KiB
Plaintext
|
#version 420
|
||
|
#extension GL_ARB_texture_gather : enable
|
||
|
#extension GL_ARB_separate_shader_objects : enable
|
||
|
// shader e334517825fdd599
|
||
|
//basline dof blur..
|
||
|
|
||
|
const float dither = 0.5 ;
|
||
|
const float scaleShader = 0.5;
|
||
|
const float scaleBlur = $scaleBlur; //0.125 4k
|
||
|
const int sampleScale = 2;
|
||
|
const float lightBloom = 0.95;
|
||
|
|
||
|
|
||
|
|
||
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4001000 res 1920x1080x1 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: 0
|
||
|
layout(location = 0) in vec4 passParameterSem0;
|
||
|
layout(location = 0) out vec4 passPixelColor0;
|
||
|
uniform vec2 uf_fragCoordScale;
|
||
|
|
||
|
// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG
|
||
|
const int samples = 8 * sampleScale, //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));
|
||
|
}
|
||
|
|
||
|
//return O / O.a;
|
||
|
return vec4(O.x, O.y, O.z, 1.0)*18; // balance loss of brightness
|
||
|
}
|
||
|
|
||
|
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);
|
||
|
vec4 R9f = 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 = passParameterSem0;
|
||
|
|
||
|
vec2 coord = R0f.xy*textureSize(textureUnitPS0, 0); //
|
||
|
vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0);
|
||
|
vec2 uv = coord * ps;
|
||
|
|
||
|
R9f.xyzw = blur(textureUnitPS0, R0f.xy, ps*scaleBlur).xyzw;
|
||
|
|
||
|
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
|
||
|
R0f.xyz = mix(R0f.xyz, R9f.xyz, 0.75);
|
||
|
// export
|
||
|
passPixelColor0 = vec4(R9f.x, R9f.y, R9f.z, R0f.w);
|
||
|
}
|