mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-21 17:19:18 +01:00
[TPHD] Remove Bloom from Contrasty in favor of dedicated bloom pack
This commit is contained in:
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dbda51299d
commit
2ddb628734
@ -19,12 +19,12 @@ $blueHilight = 1.0
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$contrastCurve = 0.0
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$hazeFactor = 1.0
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$bloom = 1.0
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# $bloom = 1.0
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$gamma = 1.0
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$exposure = 1.0
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$vibrance = 0.0
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$crushContrast = 0.0
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$bleach = 1.0
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# $bleach = 1.0
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$sharp_mix = 0.0
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[Preset] # Preserve original washed out look, but balances bloom white point towards neutral
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@ -41,12 +41,12 @@ $blueHilight = 1.15
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$contrastCurve = 0.0
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$hazeFactor = 0.1
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$bloom = 1.0
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# $bloom = 1.0
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$gamma = 1.0
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$exposure = 1.0
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$vibrance = 0.25
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$crushContrast = 0.0
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$bleach = 0.85
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# $bleach = 0.85
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$sharp_mix = 0.0
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[Preset] #Warm and washed out light-sources and bloom, original look "enhanced".
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@ -63,12 +63,12 @@ $blueHilight = 1.0
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$contrastCurve = 0.5
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$hazeFactor = 0.71
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$bloom = 0.85
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# $bloom = 0.85
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$gamma = 1.1
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$exposure = 1.07
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$vibrance = 0.15
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$crushContrast = 0.00
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$bleach = 0.85
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# $bleach = 0.85
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$sharp_mix = 0.05
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[Preset] # Colourful midway between original and cold
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@ -85,15 +85,15 @@ $blueHilight = 1.01
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$contrastCurve = 0.25
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$hazeFactor = 0.1
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$bloom = 1.0
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# $bloom = 1.0
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$gamma = 1.075
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$exposure = 1.01
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$vibrance = 0.55
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$crushContrast = 0.0
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$bleach = 0.85
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# $bleach = 0.85
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$sharp_mix = 0.05
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[Preset] #Neutral/cold white point, light and shadows interplay, caves are dark. Some discoloration of multi layer fx
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[Preset] #Neutral/cold white point, light and shadows interplay, caves are dark. Some discoloration of multi layer fx
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name = Cold
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$redShadows = 0.99 #0.99
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$greenShadows = 1.0 # 1.0
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@ -107,15 +107,15 @@ $blueHilight = 1.11 #1.14
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$contrastCurve = 0.25
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$hazeFactor = 0.1
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$bloom = 0.975
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$gamma = 1.025
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$exposure = 1.025
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$vibrance = 0.48
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$crushContrast = 0.0
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$bleach = 0.875
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# $bleach = 0.875
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$sharp_mix = 0.00
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[Preset] #Warm colour palette, light and shadows interplay, caves are dark.
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[Preset] #Warm colour palette, light and shadows interplay, caves are dark.
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name = Warm contrast crush
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$redShadows = 1.0 #1.02 #0.99
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$greenShadows = 1.0 #1.05 # 1.0
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@ -129,15 +129,15 @@ $blueHilight = 1.05 #1.14
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$contrastCurve = 0.75
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$hazeFactor = 0.1
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$bloom = 0.975
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# $bloom = 0.975
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$gamma = 1.03
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$exposure = 1.01
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$vibrance = 0.25
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$crushContrast = 0.0
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$bleach = 0.875
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# $bleach = 0.875
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$sharp_mix = 0.00
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[Preset] #Neutral/cold white point, light and shadows interplay, caves are dark. Some discoloration of multi layer fx
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[Preset] #Neutral/cold white point, light and shadows interplay, caves are dark. Some discoloration of multi layer fx
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name = Cold contrast crush
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$redShadows = 1.01 #1.02 #0.99
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$greenShadows = 1.03 #1.05 # 1.0
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@ -151,15 +151,15 @@ $blueHilight = 1.08 #1.14
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$contrastCurve = 0.75
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$hazeFactor = 0.1
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$bloom = 0.975
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# $bloom = 0.975
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$gamma = 1.01
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$exposure = 1.01
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$vibrance = 0.29
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$crushContrast = 0.0
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$bleach = 0.875
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# $bleach = 0.875
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$sharp_mix = 0.00
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[Preset] #Neutral/cold white point, light and shadows interplay, caves are dark. Some discoloration of multi layer fx
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[Preset] #Neutral/cold white point, light and shadows interplay, caves are dark. Some discoloration of multi layer fx
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name = Cold contrast preserve highlights
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$redShadows = 1.01 #1.02 #0.99
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$greenShadows = 1.02 #1.05 # 1.0
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@ -173,17 +173,17 @@ $blueHilight = 1.09 #1.14
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$contrastCurve = 0.25
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$hazeFactor = 0.1
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$bloom = 0.975
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# $bloom = 0.975
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$gamma = 0.75
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$exposure = 1.125
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$vibrance = 0.35
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$crushContrast = 0.0
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$bleach = 0.875
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# $bleach = 0.875
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$sharp_mix = 0.00
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[Preset] # jff
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name = Skyward Swordish
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name = Skyward Swordish
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$redShadows = 0.95
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$greenShadows = 0.95
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$blueSadows = 1.0
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@ -196,10 +196,10 @@ $blueHilight = 1.01
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$contrastCurve = 0.95
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$hazeFactor = 0.71
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$bloom = 0.85
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# $bloom = 0.85
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$gamma = 1.25
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$exposure = 1.1
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$vibrance = 1.25
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$crushContrast = 0.00
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$bleach = 0.85
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# $bleach = 0.85
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$sharp_mix = 0.05
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@ -1,82 +1,82 @@
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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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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 49865bd2e62efda1
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//dark world bloom
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const float bloom = $bloom;
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#ifdef VULKAN
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layout(set = 1, binding = 1) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[1];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[1];
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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// uf_fragCoordScale was moved to the ufBlock
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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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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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R0f.xyz = (textureLod(textureUnitPS0, R0f.xy,0.0).xyz)*bloom;
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// 0
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backupReg0f = R0f.y;
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backupReg1f = R0f.x;
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PV0f.x = mul_nonIEEE(R0f.z, intBitsToFloat(uf_remappedPS[0].z));
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PV0f.y = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].y));
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PV0f.z = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].x));
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PV0f.w = intBitsToFloat(uf_remappedPS[0].w);
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// 1
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PV1f.x = max(PV0f.w, 0.0);
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PV1f.y = max(PV0f.x, 0.0);
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PV1f.z = max(PV0f.y, 0.0);
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PV1f.w = max(PV0f.z, 0.0);
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// 2
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R0f.x = min(PV1f.w, 1.0);
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R0f.y = min(PV1f.z, 1.0);
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R0f.z = min(PV1f.y, 1.0);
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R0f.w = min(PV1f.x, 1.0);
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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}
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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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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 49865bd2e62efda1
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//dark world bloom
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const float bloom = $bloom;
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#ifdef VULKAN
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layout(set = 1, binding = 1) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[1];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[1];
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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// uf_fragCoordScale was moved to the ufBlock
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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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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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R0f.xyz = (textureLod(textureUnitPS0, R0f.xy,0.0).xyz)*bloom;
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// 0
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backupReg0f = R0f.y;
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backupReg1f = R0f.x;
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PV0f.x = mul_nonIEEE(R0f.z, intBitsToFloat(uf_remappedPS[0].z));
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PV0f.y = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].y));
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PV0f.z = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].x));
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PV0f.w = intBitsToFloat(uf_remappedPS[0].w);
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// 1
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PV1f.x = max(PV0f.w, 0.0);
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PV1f.y = max(PV0f.x, 0.0);
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PV1f.z = max(PV0f.y, 0.0);
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PV1f.w = max(PV0f.z, 0.0);
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// 2
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R0f.x = min(PV1f.w, 1.0);
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R0f.y = min(PV1f.z, 1.0);
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R0f.z = min(PV1f.y, 1.0);
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R0f.w = min(PV1f.x, 1.0);
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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}
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@ -1,88 +1,88 @@
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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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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 5f422bf63e25be7f // Bleach pass cutscene
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const float bleach = $bleach;
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#ifdef VULKAN
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layout(set = 1, binding = 1) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[1];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[1];
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem1;
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layout(location = 0) out vec4 passPixelColor0;
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// uf_fragCoordScale was moved to the ufBlock
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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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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 = passParameterSem1;
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R0f.w = (texture(textureUnitPS0, R0f.xy).x);
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// 0
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PV0f.x = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x3f7f0000);
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PV0f.z = intBitsToFloat(uf_remappedPS[0].z) * intBitsToFloat(0x3f7f0000);
|
||||
PV0f.w = intBitsToFloat(uf_remappedPS[0].y) * intBitsToFloat(0x3f7f0000);
|
||||
R1f.w = intBitsToFloat(uf_remappedPS[0].w);
|
||||
R1f.w = clamp(R1f.w, 0.0, 1.0);
|
||||
PS0f = R1f.w;
|
||||
// 1
|
||||
PV1f.x = fract(PV0f.w);
|
||||
PV1f.y = fract(PV0f.x);
|
||||
PV1f.w = fract(PV0f.z);
|
||||
// 2
|
||||
PV0f.x = PV1f.w * intBitsToFloat(0x3f808081);
|
||||
PV0f.y = PV1f.x * intBitsToFloat(0x3f808081);
|
||||
PV0f.z = PV1f.y * intBitsToFloat(0x3f808081);
|
||||
// 3
|
||||
R1f.x = mul_nonIEEE(R0f.w, PV0f.z);
|
||||
R1f.x = clamp(R1f.x, 0.0, 1.0);
|
||||
R1f.y = mul_nonIEEE(R0f.w, PV0f.y);
|
||||
R1f.y = clamp(R1f.y, 0.0, 1.0);
|
||||
R1f.z = mul_nonIEEE(R0f.w, PV0f.x);
|
||||
R1f.z = clamp(R1f.z, 0.0, 1.0);
|
||||
// export
|
||||
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w) * bleach;
|
||||
}
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#else
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader 5f422bf63e25be7f // Bleach pass cutscene
|
||||
|
||||
const float bleach = $bleach;
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 1) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[1];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[1];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
// uf_fragCoordScale was moved to the ufBlock
|
||||
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = 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 = passParameterSem1;
|
||||
R0f.w = (texture(textureUnitPS0, R0f.xy).x);
|
||||
// 0
|
||||
PV0f.x = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x3f7f0000);
|
||||
PV0f.z = intBitsToFloat(uf_remappedPS[0].z) * intBitsToFloat(0x3f7f0000);
|
||||
PV0f.w = intBitsToFloat(uf_remappedPS[0].y) * intBitsToFloat(0x3f7f0000);
|
||||
R1f.w = intBitsToFloat(uf_remappedPS[0].w);
|
||||
R1f.w = clamp(R1f.w, 0.0, 1.0);
|
||||
PS0f = R1f.w;
|
||||
// 1
|
||||
PV1f.x = fract(PV0f.w);
|
||||
PV1f.y = fract(PV0f.x);
|
||||
PV1f.w = fract(PV0f.z);
|
||||
// 2
|
||||
PV0f.x = PV1f.w * intBitsToFloat(0x3f808081);
|
||||
PV0f.y = PV1f.x * intBitsToFloat(0x3f808081);
|
||||
PV0f.z = PV1f.y * intBitsToFloat(0x3f808081);
|
||||
// 3
|
||||
R1f.x = mul_nonIEEE(R0f.w, PV0f.z);
|
||||
R1f.x = clamp(R1f.x, 0.0, 1.0);
|
||||
R1f.y = mul_nonIEEE(R0f.w, PV0f.y);
|
||||
R1f.y = clamp(R1f.y, 0.0, 1.0);
|
||||
R1f.z = mul_nonIEEE(R0f.w, PV0f.x);
|
||||
R1f.z = clamp(R1f.z, 0.0, 1.0);
|
||||
// export
|
||||
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w) * bleach;
|
||||
}
|
@ -1,367 +1,367 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#else
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader 95a5a89d62998e0d
|
||||
|
||||
// blur
|
||||
const float bloom = $bloom;
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 1) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[3];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[3];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
// uf_fragCoordScale was moved to the ufBlock
|
||||
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
vec4 R3f = vec4(0.0);
|
||||
vec4 R4f = vec4(0.0);
|
||||
vec4 R5f = vec4(0.0);
|
||||
vec4 R6f = vec4(0.0);
|
||||
vec4 R7f = vec4(0.0);
|
||||
vec4 R123f = 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;
|
||||
float scaler;
|
||||
int tempResulti;
|
||||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0f = GET_FRAGCOORD();
|
||||
scaler = uf_fragCoordScale.x;
|
||||
// 0
|
||||
R7f.x = R0f.x * intBitsToFloat(0x3b088889);
|
||||
PV0f.x = R7f.x;
|
||||
R7f.y = R0f.y * intBitsToFloat(0x3b72b9d6);
|
||||
PV0f.y = R7f.y;
|
||||
// 1
|
||||
R0f.x = PV0f.x;
|
||||
R0f.y = PV0f.y + intBitsToFloat(0x3b72b9d6) * scaler;
|
||||
R1f.z = PV0f.x;
|
||||
R1f.y = PV0f.y + intBitsToFloat(0xbb72b9d6) * scaler;
|
||||
PS1f = R1f.y;
|
||||
// 2
|
||||
R2f.x = R7f.x;
|
||||
R2f.y = R7f.y + intBitsToFloat(0x3bf2b9d6) * scaler;
|
||||
R4f.z = R7f.x;
|
||||
R4f.y = R7f.y + intBitsToFloat(0xbbf2b9d6) * scaler;
|
||||
PS0f = R4f.y;
|
||||
R3f.xyzw = (textureLod(textureUnitPS0, R7f.xy,0.0).xyzw);
|
||||
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
|
||||
R1f.xyzw = (textureLod(textureUnitPS0, R1f.zy,0.0).xyzw);
|
||||
R2f.xyzw = (textureLod(textureUnitPS0, R2f.xy,0.0).xyzw);
|
||||
// 0
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.w;
|
||||
PV0f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), R0f.y);
|
||||
PV0f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), R0f.z);
|
||||
PV0f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), backupReg0f);
|
||||
PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), backupReg1f);
|
||||
R0f.y = R7f.y + intBitsToFloat(0x3c360b60) * scaler;
|
||||
PS0f = R0f.y;
|
||||
// 1
|
||||
R123f.x = (mul_nonIEEE(R3f.y,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.x);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(R3f.w,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.w);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(R3f.x,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.z);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(R3f.z,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.y);
|
||||
PV1f.w = R123f.w;
|
||||
R0f.x = R7f.x;
|
||||
PS1f = R0f.x;
|
||||
// 2
|
||||
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.y) + PV1f.x);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.x) + PV1f.z);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.w) + PV1f.y);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.z) + PV1f.w);
|
||||
PV0f.w = R123f.w;
|
||||
R1f.y = R7f.y + intBitsToFloat(0xbc360b60) * scaler;
|
||||
PS0f = R1f.y;
|
||||
// 3
|
||||
backupReg0f = R2f.z;
|
||||
R3f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.x) + PV0f.y);
|
||||
R3f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.y) + PV0f.x);
|
||||
R2f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.w) + PV0f.z);
|
||||
R2f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),backupReg0f) + PV0f.w);
|
||||
R1f.x = R7f.x;
|
||||
PS1f = R1f.x;
|
||||
// 4
|
||||
R2f.x = R7f.x;
|
||||
R2f.y = R7f.y + intBitsToFloat(0x3c72b9d6) * scaler;
|
||||
R6f.z = R7f.x;
|
||||
R6f.y = R7f.y + intBitsToFloat(0xbc72b9d6) * scaler;
|
||||
PS0f = R6f.y;
|
||||
R4f.xyzw = (textureLod(textureUnitPS0, R4f.zy,0.0).xyzw);
|
||||
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
|
||||
R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw);
|
||||
R5f.xyzw = (textureLod(textureUnitPS0, R2f.xy,0.0).xyzw);
|
||||
// 0
|
||||
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.x) + R3f.x);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.w) + R2f.z);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.z) + R2f.w);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.y) + R3f.y);
|
||||
PV0f.w = R123f.w;
|
||||
R3f.y = R7f.y + intBitsToFloat(0x3c97b426) * scaler;
|
||||
PS0f = R3f.y;
|
||||
// 1
|
||||
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.w) + PV0f.y);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.x) + PV0f.x);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.z) + PV0f.z);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.y) + PV0f.w);
|
||||
PV1f.w = R123f.w;
|
||||
R3f.x = R7f.x;
|
||||
PS1f = R3f.x;
|
||||
// 2
|
||||
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.w) + PV1f.x);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.z) + PV1f.z);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.y) + PV1f.w);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.x) + PV1f.y);
|
||||
PV0f.w = R123f.w;
|
||||
R1f.y = R7f.y + intBitsToFloat(0xbc97b426) * scaler;
|
||||
PS0f = R1f.y;
|
||||
// 3
|
||||
R0f.x = (mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.y);
|
||||
R0f.y = (mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.x);
|
||||
R5f.z = (mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.z);
|
||||
R5f.w = (mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.w);
|
||||
R1f.x = R7f.x;
|
||||
PS1f = R1f.x;
|
||||
// 4
|
||||
R5f.x = R7f.x;
|
||||
R5f.y = R7f.y + intBitsToFloat(0x3cb60b60) * scaler;
|
||||
R4f.z = R7f.x;
|
||||
R4f.y = R7f.y + intBitsToFloat(0xbcb60b60) * scaler;
|
||||
PS0f = R4f.y;
|
||||
R6f.xyzw = (textureLod(textureUnitPS0, R6f.zy,0.0).xyzw);
|
||||
R3f.xyzw = (textureLod(textureUnitPS0, R3f.xy,0.0).xyzw);
|
||||
R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw);
|
||||
R2f.xyzw = (textureLod(textureUnitPS0, R5f.xy,0.0).xyzw);
|
||||
// 0
|
||||
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.z) + R0f.x);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.y) + R5f.z);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.x) + R5f.w);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.w) + R0f.y);
|
||||
PV0f.w = R123f.w;
|
||||
R0f.y = R7f.y + intBitsToFloat(0x3cd4629b) * scaler;
|
||||
PS0f = R0f.y;
|
||||
// 1
|
||||
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.y) + PV0f.y);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.w) + PV0f.w);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.x) + PV0f.z);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.z) + PV0f.x);
|
||||
PV1f.w = R123f.w;
|
||||
R0f.x = R7f.x;
|
||||
PS1f = R0f.x;
|
||||
// 2
|
||||
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.y) + PV1f.x);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.x) + PV1f.z);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.w) + PV1f.y);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.z) + PV1f.w);
|
||||
PV0f.w = R123f.w;
|
||||
R1f.y = R7f.y + intBitsToFloat(0xbcd4629b) * scaler;
|
||||
PS0f = R1f.y;
|
||||
// 3
|
||||
backupReg0f = R2f.z;
|
||||
R3f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.x) + PV0f.y);
|
||||
R3f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.y) + PV0f.x);
|
||||
R2f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.w) + PV0f.z);
|
||||
R2f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),backupReg0f) + PV0f.w);
|
||||
R1f.x = R7f.x;
|
||||
PS1f = R1f.x;
|
||||
// 4
|
||||
R2f.x = R7f.x;
|
||||
R2f.y = R7f.y + intBitsToFloat(0x3cf2b9d6) * scaler;
|
||||
R6f.z = R7f.x;
|
||||
R6f.y = R7f.y + intBitsToFloat(0xbcf2b9d6) * scaler;
|
||||
PS0f = R6f.y;
|
||||
R4f.xyzw = (textureLod(textureUnitPS0, R4f.zy,0.0).xyzw);
|
||||
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
|
||||
R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw);
|
||||
R5f.xyzw = (textureLod(textureUnitPS0, R2f.xy,0.0).xyzw);
|
||||
// 0
|
||||
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.x) + R3f.x);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.w) + R2f.z);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.z) + R2f.w);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.y) + R3f.y);
|
||||
PV0f.w = R123f.w;
|
||||
R3f.y = R7f.y + intBitsToFloat(0x3d088888) * scaler;
|
||||
PS0f = R3f.y;
|
||||
// 1
|
||||
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.w) + PV0f.y);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.x) + PV0f.x);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.z) + PV0f.z);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.y) + PV0f.w);
|
||||
PV1f.w = R123f.w;
|
||||
R3f.x = R7f.x;
|
||||
PS1f = R3f.x;
|
||||
// 2
|
||||
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.w) + PV1f.x);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.z) + PV1f.z);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.y) + PV1f.w);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.x) + PV1f.y);
|
||||
PV0f.w = R123f.w;
|
||||
R1f.y = R7f.y + intBitsToFloat(0xbd088888) * scaler;
|
||||
PS0f = R1f.y;
|
||||
// 3
|
||||
R0f.x = (mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.y);
|
||||
R0f.y = (mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.x);
|
||||
R5f.z = (mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.z);
|
||||
R5f.w = (mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.w);
|
||||
R1f.x = R7f.x;
|
||||
PS1f = R1f.x;
|
||||
// 4
|
||||
R5f.x = R7f.x;
|
||||
R5f.y = R7f.y + intBitsToFloat(0x3d17b426) * scaler;
|
||||
R4f.z = R7f.x;
|
||||
R4f.y = R7f.y + intBitsToFloat(0xbd17b426) * scaler;
|
||||
PS0f = R4f.y;
|
||||
R6f.xyzw = (textureLod(textureUnitPS0, R6f.zy,0.0).xyzw);
|
||||
R3f.xyzw = (textureLod(textureUnitPS0, R3f.xy,0.0).xyzw);
|
||||
R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw);
|
||||
R2f.xyzw = (textureLod(textureUnitPS0, R5f.xy,0.0).xyzw);
|
||||
// 0
|
||||
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.z) + R0f.x);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.y) + R5f.z);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.x) + R5f.w);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.w) + R0f.y);
|
||||
PV0f.w = R123f.w;
|
||||
R0f.y = R7f.y + intBitsToFloat(0x3d26dfc3) * scaler;
|
||||
PS0f = R0f.y;
|
||||
// 1
|
||||
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.y) + PV0f.y);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.w) + PV0f.w);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.x) + PV0f.z);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.z) + PV0f.x);
|
||||
PV1f.w = R123f.w;
|
||||
R0f.x = R7f.x;
|
||||
PS1f = R0f.x;
|
||||
// 2
|
||||
backupReg0f = R7f.y;
|
||||
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.y) + PV1f.x);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.x) + PV1f.z);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.w) + PV1f.y);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.z) + PV1f.w);
|
||||
PV0f.w = R123f.w;
|
||||
R7f.y = backupReg0f + intBitsToFloat(0xbd26dfc3) * scaler;
|
||||
PS0f = R7f.y;
|
||||
// 3
|
||||
backupReg0f = R2f.x;
|
||||
backupReg1f = R2f.y;
|
||||
backupReg2f = R2f.z;
|
||||
R2f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),backupReg0f) + PV0f.y);
|
||||
R2f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),backupReg1f) + PV0f.x);
|
||||
R2f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R2f.w) + PV0f.z);
|
||||
R2f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),backupReg2f) + PV0f.w);
|
||||
R4f.xyzw = (textureLod(textureUnitPS0, R4f.zy,0.0).xyzw);
|
||||
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
|
||||
R7f.xyzw = (textureLod(textureUnitPS0, R7f.xy,0.0).xyzw);
|
||||
// 0
|
||||
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.x) + R2f.x);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.w) + R2f.z);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.z) + R2f.w);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.y) + R2f.y);
|
||||
PV0f.w = R123f.w;
|
||||
// 1
|
||||
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.w) + PV0f.y);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.x) + PV0f.x);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.z) + PV0f.z);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.y) + PV0f.w);
|
||||
PV1f.w = R123f.w;
|
||||
// 2
|
||||
backupReg0f = R7f.x;
|
||||
backupReg1f = R7f.y;
|
||||
backupReg2f = R7f.z;
|
||||
backupReg3f = R7f.w;
|
||||
R7f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),backupReg0f) + PV1f.y);
|
||||
R7f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),backupReg1f) + PV1f.w);
|
||||
R7f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),backupReg2f) + PV1f.z);
|
||||
R7f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),backupReg3f) + PV1f.x);
|
||||
// export
|
||||
passPixelColor0 = vec4(R7f.x, R7f.y, R7f.z, R7f.w)* bloom;
|
||||
}
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#else
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader 95a5a89d62998e0d
|
||||
|
||||
// blur
|
||||
const float bloom = $bloom;
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 1) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[3];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[3];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
// uf_fragCoordScale was moved to the ufBlock
|
||||
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
vec4 R3f = vec4(0.0);
|
||||
vec4 R4f = vec4(0.0);
|
||||
vec4 R5f = vec4(0.0);
|
||||
vec4 R6f = vec4(0.0);
|
||||
vec4 R7f = vec4(0.0);
|
||||
vec4 R123f = 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;
|
||||
float scaler;
|
||||
int tempResulti;
|
||||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0f = GET_FRAGCOORD();
|
||||
scaler = uf_fragCoordScale.x;
|
||||
// 0
|
||||
R7f.x = R0f.x * intBitsToFloat(0x3b088889);
|
||||
PV0f.x = R7f.x;
|
||||
R7f.y = R0f.y * intBitsToFloat(0x3b72b9d6);
|
||||
PV0f.y = R7f.y;
|
||||
// 1
|
||||
R0f.x = PV0f.x;
|
||||
R0f.y = PV0f.y + intBitsToFloat(0x3b72b9d6) * scaler;
|
||||
R1f.z = PV0f.x;
|
||||
R1f.y = PV0f.y + intBitsToFloat(0xbb72b9d6) * scaler;
|
||||
PS1f = R1f.y;
|
||||
// 2
|
||||
R2f.x = R7f.x;
|
||||
R2f.y = R7f.y + intBitsToFloat(0x3bf2b9d6) * scaler;
|
||||
R4f.z = R7f.x;
|
||||
R4f.y = R7f.y + intBitsToFloat(0xbbf2b9d6) * scaler;
|
||||
PS0f = R4f.y;
|
||||
R3f.xyzw = (textureLod(textureUnitPS0, R7f.xy,0.0).xyzw);
|
||||
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
|
||||
R1f.xyzw = (textureLod(textureUnitPS0, R1f.zy,0.0).xyzw);
|
||||
R2f.xyzw = (textureLod(textureUnitPS0, R2f.xy,0.0).xyzw);
|
||||
// 0
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.w;
|
||||
PV0f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), R0f.y);
|
||||
PV0f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), R0f.z);
|
||||
PV0f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), backupReg0f);
|
||||
PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), backupReg1f);
|
||||
R0f.y = R7f.y + intBitsToFloat(0x3c360b60) * scaler;
|
||||
PS0f = R0f.y;
|
||||
// 1
|
||||
R123f.x = (mul_nonIEEE(R3f.y,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.x);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(R3f.w,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.w);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(R3f.x,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.z);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(R3f.z,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.y);
|
||||
PV1f.w = R123f.w;
|
||||
R0f.x = R7f.x;
|
||||
PS1f = R0f.x;
|
||||
// 2
|
||||
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.y) + PV1f.x);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.x) + PV1f.z);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.w) + PV1f.y);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.z) + PV1f.w);
|
||||
PV0f.w = R123f.w;
|
||||
R1f.y = R7f.y + intBitsToFloat(0xbc360b60) * scaler;
|
||||
PS0f = R1f.y;
|
||||
// 3
|
||||
backupReg0f = R2f.z;
|
||||
R3f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.x) + PV0f.y);
|
||||
R3f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.y) + PV0f.x);
|
||||
R2f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.w) + PV0f.z);
|
||||
R2f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),backupReg0f) + PV0f.w);
|
||||
R1f.x = R7f.x;
|
||||
PS1f = R1f.x;
|
||||
// 4
|
||||
R2f.x = R7f.x;
|
||||
R2f.y = R7f.y + intBitsToFloat(0x3c72b9d6) * scaler;
|
||||
R6f.z = R7f.x;
|
||||
R6f.y = R7f.y + intBitsToFloat(0xbc72b9d6) * scaler;
|
||||
PS0f = R6f.y;
|
||||
R4f.xyzw = (textureLod(textureUnitPS0, R4f.zy,0.0).xyzw);
|
||||
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
|
||||
R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw);
|
||||
R5f.xyzw = (textureLod(textureUnitPS0, R2f.xy,0.0).xyzw);
|
||||
// 0
|
||||
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.x) + R3f.x);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.w) + R2f.z);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.z) + R2f.w);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.y) + R3f.y);
|
||||
PV0f.w = R123f.w;
|
||||
R3f.y = R7f.y + intBitsToFloat(0x3c97b426) * scaler;
|
||||
PS0f = R3f.y;
|
||||
// 1
|
||||
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.w) + PV0f.y);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.x) + PV0f.x);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.z) + PV0f.z);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.y) + PV0f.w);
|
||||
PV1f.w = R123f.w;
|
||||
R3f.x = R7f.x;
|
||||
PS1f = R3f.x;
|
||||
// 2
|
||||
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.w) + PV1f.x);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.z) + PV1f.z);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.y) + PV1f.w);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.x) + PV1f.y);
|
||||
PV0f.w = R123f.w;
|
||||
R1f.y = R7f.y + intBitsToFloat(0xbc97b426) * scaler;
|
||||
PS0f = R1f.y;
|
||||
// 3
|
||||
R0f.x = (mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.y);
|
||||
R0f.y = (mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.x);
|
||||
R5f.z = (mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.z);
|
||||
R5f.w = (mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.w);
|
||||
R1f.x = R7f.x;
|
||||
PS1f = R1f.x;
|
||||
// 4
|
||||
R5f.x = R7f.x;
|
||||
R5f.y = R7f.y + intBitsToFloat(0x3cb60b60) * scaler;
|
||||
R4f.z = R7f.x;
|
||||
R4f.y = R7f.y + intBitsToFloat(0xbcb60b60) * scaler;
|
||||
PS0f = R4f.y;
|
||||
R6f.xyzw = (textureLod(textureUnitPS0, R6f.zy,0.0).xyzw);
|
||||
R3f.xyzw = (textureLod(textureUnitPS0, R3f.xy,0.0).xyzw);
|
||||
R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw);
|
||||
R2f.xyzw = (textureLod(textureUnitPS0, R5f.xy,0.0).xyzw);
|
||||
// 0
|
||||
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.z) + R0f.x);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.y) + R5f.z);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.x) + R5f.w);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.w) + R0f.y);
|
||||
PV0f.w = R123f.w;
|
||||
R0f.y = R7f.y + intBitsToFloat(0x3cd4629b) * scaler;
|
||||
PS0f = R0f.y;
|
||||
// 1
|
||||
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.y) + PV0f.y);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.w) + PV0f.w);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.x) + PV0f.z);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.z) + PV0f.x);
|
||||
PV1f.w = R123f.w;
|
||||
R0f.x = R7f.x;
|
||||
PS1f = R0f.x;
|
||||
// 2
|
||||
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.y) + PV1f.x);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.x) + PV1f.z);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.w) + PV1f.y);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.z) + PV1f.w);
|
||||
PV0f.w = R123f.w;
|
||||
R1f.y = R7f.y + intBitsToFloat(0xbcd4629b) * scaler;
|
||||
PS0f = R1f.y;
|
||||
// 3
|
||||
backupReg0f = R2f.z;
|
||||
R3f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.x) + PV0f.y);
|
||||
R3f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.y) + PV0f.x);
|
||||
R2f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.w) + PV0f.z);
|
||||
R2f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),backupReg0f) + PV0f.w);
|
||||
R1f.x = R7f.x;
|
||||
PS1f = R1f.x;
|
||||
// 4
|
||||
R2f.x = R7f.x;
|
||||
R2f.y = R7f.y + intBitsToFloat(0x3cf2b9d6) * scaler;
|
||||
R6f.z = R7f.x;
|
||||
R6f.y = R7f.y + intBitsToFloat(0xbcf2b9d6) * scaler;
|
||||
PS0f = R6f.y;
|
||||
R4f.xyzw = (textureLod(textureUnitPS0, R4f.zy,0.0).xyzw);
|
||||
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
|
||||
R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw);
|
||||
R5f.xyzw = (textureLod(textureUnitPS0, R2f.xy,0.0).xyzw);
|
||||
// 0
|
||||
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.x) + R3f.x);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.w) + R2f.z);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.z) + R2f.w);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.y) + R3f.y);
|
||||
PV0f.w = R123f.w;
|
||||
R3f.y = R7f.y + intBitsToFloat(0x3d088888) * scaler;
|
||||
PS0f = R3f.y;
|
||||
// 1
|
||||
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.w) + PV0f.y);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.x) + PV0f.x);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.z) + PV0f.z);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.y) + PV0f.w);
|
||||
PV1f.w = R123f.w;
|
||||
R3f.x = R7f.x;
|
||||
PS1f = R3f.x;
|
||||
// 2
|
||||
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.w) + PV1f.x);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.z) + PV1f.z);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.y) + PV1f.w);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.x) + PV1f.y);
|
||||
PV0f.w = R123f.w;
|
||||
R1f.y = R7f.y + intBitsToFloat(0xbd088888) * scaler;
|
||||
PS0f = R1f.y;
|
||||
// 3
|
||||
R0f.x = (mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.y);
|
||||
R0f.y = (mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.x);
|
||||
R5f.z = (mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.z);
|
||||
R5f.w = (mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.w);
|
||||
R1f.x = R7f.x;
|
||||
PS1f = R1f.x;
|
||||
// 4
|
||||
R5f.x = R7f.x;
|
||||
R5f.y = R7f.y + intBitsToFloat(0x3d17b426) * scaler;
|
||||
R4f.z = R7f.x;
|
||||
R4f.y = R7f.y + intBitsToFloat(0xbd17b426) * scaler;
|
||||
PS0f = R4f.y;
|
||||
R6f.xyzw = (textureLod(textureUnitPS0, R6f.zy,0.0).xyzw);
|
||||
R3f.xyzw = (textureLod(textureUnitPS0, R3f.xy,0.0).xyzw);
|
||||
R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw);
|
||||
R2f.xyzw = (textureLod(textureUnitPS0, R5f.xy,0.0).xyzw);
|
||||
// 0
|
||||
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.z) + R0f.x);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.y) + R5f.z);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.x) + R5f.w);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.w) + R0f.y);
|
||||
PV0f.w = R123f.w;
|
||||
R0f.y = R7f.y + intBitsToFloat(0x3d26dfc3) * scaler;
|
||||
PS0f = R0f.y;
|
||||
// 1
|
||||
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.y) + PV0f.y);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.w) + PV0f.w);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.x) + PV0f.z);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.z) + PV0f.x);
|
||||
PV1f.w = R123f.w;
|
||||
R0f.x = R7f.x;
|
||||
PS1f = R0f.x;
|
||||
// 2
|
||||
backupReg0f = R7f.y;
|
||||
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.y) + PV1f.x);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.x) + PV1f.z);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.w) + PV1f.y);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.z) + PV1f.w);
|
||||
PV0f.w = R123f.w;
|
||||
R7f.y = backupReg0f + intBitsToFloat(0xbd26dfc3) * scaler;
|
||||
PS0f = R7f.y;
|
||||
// 3
|
||||
backupReg0f = R2f.x;
|
||||
backupReg1f = R2f.y;
|
||||
backupReg2f = R2f.z;
|
||||
R2f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),backupReg0f) + PV0f.y);
|
||||
R2f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),backupReg1f) + PV0f.x);
|
||||
R2f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R2f.w) + PV0f.z);
|
||||
R2f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),backupReg2f) + PV0f.w);
|
||||
R4f.xyzw = (textureLod(textureUnitPS0, R4f.zy,0.0).xyzw);
|
||||
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
|
||||
R7f.xyzw = (textureLod(textureUnitPS0, R7f.xy,0.0).xyzw);
|
||||
// 0
|
||||
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.x) + R2f.x);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.w) + R2f.z);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.z) + R2f.w);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.y) + R2f.y);
|
||||
PV0f.w = R123f.w;
|
||||
// 1
|
||||
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.w) + PV0f.y);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.x) + PV0f.x);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.z) + PV0f.z);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.y) + PV0f.w);
|
||||
PV1f.w = R123f.w;
|
||||
// 2
|
||||
backupReg0f = R7f.x;
|
||||
backupReg1f = R7f.y;
|
||||
backupReg2f = R7f.z;
|
||||
backupReg3f = R7f.w;
|
||||
R7f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),backupReg0f) + PV1f.y);
|
||||
R7f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),backupReg1f) + PV1f.w);
|
||||
R7f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),backupReg2f) + PV1f.z);
|
||||
R7f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),backupReg3f) + PV1f.x);
|
||||
// export
|
||||
passPixelColor0 = vec4(R7f.x, R7f.y, R7f.z, R7f.w)* bloom;
|
||||
}
|
@ -1,130 +1,130 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader e334517825fdd599
|
||||
//water, sun, fog.
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
const float hazeFactor = 0.1;
|
||||
|
||||
const float gamma = $gamma; // 1.0 is neutral Botw is already colour graded at this stage
|
||||
const float exposure = $exposure; // 1.0 is neutral
|
||||
const float vibrance = $vibrance; // 0.0 is neutral
|
||||
const float crushContrast = $crushContrast; // 0.0 is neutral. Use small increments, loss of shadow detail
|
||||
const float contrastCurve = $contrastCurve;
|
||||
|
||||
|
||||
vec3 RGB_Lift = vec3($redShadows, $greenShadows , $blueSadows); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
|
||||
vec3 RGB_Gamma = vec3($redMid ,$greenMid, $blueMid); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
|
||||
vec3 RGB_Gain = vec3($redHilight, $greenHilight, $blueHilight); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
|
||||
//lumasharpen
|
||||
const float sharp_mix = $sharp_mix;
|
||||
const float sharp_strength = 2.0;
|
||||
const float sharp_clamp = 0.75;
|
||||
const float offset_bias = 1.0;
|
||||
float Sigmoid (float x) {
|
||||
|
||||
return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5)));
|
||||
}
|
||||
|
||||
|
||||
#define px (1.0/1920.0*uf_fragCoordScale.x)
|
||||
#define py (1.0/1080.0*uf_fragCoordScale.y)
|
||||
#define CoefLuma vec3(0.2126, 0.7152, 0.0722)
|
||||
|
||||
float lumasharping(sampler2D tex, vec2 pos) {
|
||||
vec4 colorInput = texture(tex, pos);
|
||||
|
||||
vec3 ori = colorInput.rgb;
|
||||
|
||||
// -- Combining the strength and luma multipliers --
|
||||
vec3 sharp_strength_luma = (CoefLuma * sharp_strength);
|
||||
|
||||
// -- Gaussian filter --
|
||||
// [ .25, .50, .25] [ 1 , 2 , 1 ]
|
||||
// [ .50, 1, .50] = [ 2 , 4 , 2 ]
|
||||
// [ .25, .50, .25] [ 1 , 2 , 1 ]
|
||||
|
||||
vec3 blur_ori = texture(tex, pos + vec2(px, -py) * 0.5 * offset_bias).rgb; // South East
|
||||
blur_ori += texture(tex, pos + vec2(-px, -py) * 0.5 * offset_bias).rgb; // South West
|
||||
blur_ori += texture(tex, pos + vec2(px, py) * 0.5 * offset_bias).rgb; // North East
|
||||
blur_ori += texture(tex, pos + vec2(-px, py) * 0.5 * offset_bias).rgb; // North West
|
||||
|
||||
blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches
|
||||
|
||||
// -- Calculate the sharpening --
|
||||
vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image
|
||||
|
||||
// -- Adjust strength of the sharpening and clamp it--
|
||||
vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); //Roll part of the clamp into the dot
|
||||
|
||||
float sharp_luma = clamp((dot(vec4(sharp, 1.0), sharp_strength_luma_clamp)), 0.0, 1.0); //Calculate the luma, adjust the strength, scale up and clamp
|
||||
sharp_luma = (sharp_clamp * 2.0) * sharp_luma - sharp_clamp; //scale down
|
||||
|
||||
return sharp_luma;
|
||||
}
|
||||
|
||||
vec3 LiftGammaGainPass(vec3 colorInput)
|
||||
{ //reshade BSD https://reshade.me , Alexkiri port
|
||||
vec3 color = colorInput;
|
||||
color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
|
||||
color = clamp(color, 0.0, 1.0);
|
||||
color *= RGB_Gain;
|
||||
color = pow(color, 1.0 / RGB_Gamma);
|
||||
return clamp(color, 0.0, 1.0);
|
||||
}
|
||||
|
||||
vec3 contrasty(vec3 colour){
|
||||
vec3 fColour = (colour.xyz);
|
||||
//fColour = LiftGammaGainPass(fColour);
|
||||
|
||||
fColour = clamp(exposure * fColour, 0.0, 1.0);
|
||||
fColour = pow(fColour, vec3(1.0 / gamma));
|
||||
float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
|
||||
float mn = min(min(fColour.r, fColour.g), fColour.b);
|
||||
float mx = max(max(fColour.r, fColour.g), fColour.b);
|
||||
float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0;
|
||||
vec3 lightness = vec3((mn + mx) / 2.0);
|
||||
fColour = LiftGammaGainPass(fColour);
|
||||
// vibrance
|
||||
fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
|
||||
fColour = max(vec3(0.0), fColour - vec3(crushContrast));
|
||||
return fColour;
|
||||
}
|
||||
|
||||
|
||||
|
||||
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;
|
||||
|
||||
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 = passParameterSem0;
|
||||
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
|
||||
// export
|
||||
R0f.xyz = contrasty(R0f.xyz);
|
||||
//R0f.xyz = mix(R0f.xyz, smoothstep(0.0, 1.0, R0f.xyz), 0.25); //contrast difference between heat haze and sky
|
||||
|
||||
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||
}
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader e334517825fdd599
|
||||
//water, sun, fog.
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
const float hazeFactor = 0.1;
|
||||
|
||||
const float gamma = $gamma; // 1.0 is neutral Botw is already colour graded at this stage
|
||||
const float exposure = $exposure; // 1.0 is neutral
|
||||
const float vibrance = $vibrance; // 0.0 is neutral
|
||||
const float crushContrast = $crushContrast; // 0.0 is neutral. Use small increments, loss of shadow detail
|
||||
const float contrastCurve = $contrastCurve;
|
||||
|
||||
|
||||
vec3 RGB_Lift = vec3($redShadows, $greenShadows , $blueSadows); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
|
||||
vec3 RGB_Gamma = vec3($redMid ,$greenMid, $blueMid); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
|
||||
vec3 RGB_Gain = vec3($redHilight, $greenHilight, $blueHilight); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
|
||||
//lumasharpen
|
||||
const float sharp_mix = $sharp_mix;
|
||||
const float sharp_strength = 2.0;
|
||||
const float sharp_clamp = 0.75;
|
||||
const float offset_bias = 1.0;
|
||||
float Sigmoid (float x) {
|
||||
|
||||
return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5)));
|
||||
}
|
||||
|
||||
|
||||
#define px (1.0/1920.0*uf_fragCoordScale.x)
|
||||
#define py (1.0/1080.0*uf_fragCoordScale.y)
|
||||
#define CoefLuma vec3(0.2126, 0.7152, 0.0722)
|
||||
|
||||
float lumasharping(sampler2D tex, vec2 pos) {
|
||||
vec4 colorInput = texture(tex, pos);
|
||||
|
||||
vec3 ori = colorInput.rgb;
|
||||
|
||||
// -- Combining the strength and luma multipliers --
|
||||
vec3 sharp_strength_luma = (CoefLuma * sharp_strength);
|
||||
|
||||
// -- Gaussian filter --
|
||||
// [ .25, .50, .25] [ 1 , 2 , 1 ]
|
||||
// [ .50, 1, .50] = [ 2 , 4 , 2 ]
|
||||
// [ .25, .50, .25] [ 1 , 2 , 1 ]
|
||||
|
||||
vec3 blur_ori = texture(tex, pos + vec2(px, -py) * 0.5 * offset_bias).rgb; // South East
|
||||
blur_ori += texture(tex, pos + vec2(-px, -py) * 0.5 * offset_bias).rgb; // South West
|
||||
blur_ori += texture(tex, pos + vec2(px, py) * 0.5 * offset_bias).rgb; // North East
|
||||
blur_ori += texture(tex, pos + vec2(-px, py) * 0.5 * offset_bias).rgb; // North West
|
||||
|
||||
blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches
|
||||
|
||||
// -- Calculate the sharpening --
|
||||
vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image
|
||||
|
||||
// -- Adjust strength of the sharpening and clamp it--
|
||||
vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); //Roll part of the clamp into the dot
|
||||
|
||||
float sharp_luma = clamp((dot(vec4(sharp, 1.0), sharp_strength_luma_clamp)), 0.0, 1.0); //Calculate the luma, adjust the strength, scale up and clamp
|
||||
sharp_luma = (sharp_clamp * 2.0) * sharp_luma - sharp_clamp; //scale down
|
||||
|
||||
return sharp_luma;
|
||||
}
|
||||
|
||||
vec3 LiftGammaGainPass(vec3 colorInput)
|
||||
{ //reshade BSD https://reshade.me , Alexkiri port
|
||||
vec3 color = colorInput;
|
||||
color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
|
||||
color = clamp(color, 0.0, 1.0);
|
||||
color *= RGB_Gain;
|
||||
color = pow(color, 1.0 / RGB_Gamma);
|
||||
return clamp(color, 0.0, 1.0);
|
||||
}
|
||||
|
||||
vec3 contrasty(vec3 colour){
|
||||
vec3 fColour = (colour.xyz);
|
||||
//fColour = LiftGammaGainPass(fColour);
|
||||
|
||||
fColour = clamp(exposure * fColour, 0.0, 1.0);
|
||||
fColour = pow(fColour, vec3(1.0 / gamma));
|
||||
float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
|
||||
float mn = min(min(fColour.r, fColour.g), fColour.b);
|
||||
float mx = max(max(fColour.r, fColour.g), fColour.b);
|
||||
float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0;
|
||||
vec3 lightness = vec3((mn + mx) / 2.0);
|
||||
fColour = LiftGammaGainPass(fColour);
|
||||
// vibrance
|
||||
fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
|
||||
fColour = max(vec3(0.0), fColour - vec3(crushContrast));
|
||||
return fColour;
|
||||
}
|
||||
|
||||
|
||||
|
||||
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;
|
||||
|
||||
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 = passParameterSem0;
|
||||
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
|
||||
// export
|
||||
R0f.xyz = contrasty(R0f.xyz);
|
||||
//R0f.xyz = mix(R0f.xyz, smoothstep(0.0, 1.0, R0f.xyz), 0.25); //contrast difference between heat haze and sky
|
||||
|
||||
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||
}
|
Loading…
Reference in New Issue
Block a user