cemu_graphic_packs/Source/ZombieU_Resolution/d2a97b2fb99452a5_0000000000000079_ps.txt

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2018-11-23 00:40:49 +01:00
#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);
}