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Push NAVras' 1440p shaders
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#version 420
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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// shader 9fad3b3505a6d831
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// shader 12d8627fe9906695 // vertical bloom 1440
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// Used for: Vertical Blur
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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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 = 0) out vec4 passPixelColor0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
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//ivec2 ires = textureSize(textureUnitPS0,0);
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uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
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//vec2 res = vec2( float(ires.x), float(ires.y) );
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float data = passParameterSem0.z - passParameterSem0.w;
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float h = data / 1.38461538 * uf_fragCoordScale.y;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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uniform float weight[] = float[]( 0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767 );
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uniform float offset[] = float[]( 0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000 );
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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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void main()
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void main()
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{
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{
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vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
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vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
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vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
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for (int i = 1; i<4; i++) {
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vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
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R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
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for (int i=1; i<5; i++) {
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R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
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R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i];
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R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i];
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}
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}
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passPixelColor0 = R1f;
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vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
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for (int i=1; i<2; i++) {
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R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
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R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
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}
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passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
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}
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}
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//py blurninja.py --expand 4 --reduce 4 17 --linear
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@ -1,27 +1,41 @@
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#version 420
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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// shader 0457fe3efc9a772f
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// shader 6279271034da8f93 // horizontal bloom 2560
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// Used for: Horizontal Blur
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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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 = 0) out vec4 passPixelColor0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
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//ivec2 ires = textureSize(textureUnitPS0,0);
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uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
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//vec2 res = vec2( float(ires.x), float(ires.y) );
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float data = passParameterSem0.z - passParameterSem0.w;
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float w = data / 1.38461538 * uf_fragCoordScale.x;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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uniform float weight[] = float[]( 0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767 );
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uniform float offset[] = float[]( 0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000 );
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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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void main()
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void main()
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{
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{
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vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
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vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
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vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
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for (int i = 1; i<4; i++) {
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vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
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R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
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for (int i=1; i<5; i++) {
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R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
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R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i];
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R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i];
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}
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}
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passPixelColor0 = R1f;
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vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
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for (int i=1; i<2; i++) {
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R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
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R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
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}
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passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
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}
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}
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//py blurninja.py --expand 4 --reduce 4 17 --linear
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