[MK8] Fixed bloom and simple DoF effect

This commit is contained in:
Alex Kiri 2018-01-28 19:41:34 +02:00
parent 3ae2504dc8
commit 4b51b5d346
2 changed files with 104 additions and 0 deletions

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@ -0,0 +1,87 @@
<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
?>
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader c673c0d44f779fc9
// one pass blur for simple dof effect
const float resXScale = <?=$scaleFactorX?>;
const float resYScale = <?=$scaleFactorY?>;
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem3;
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);
uvec4 attrDecoder;
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xy = attrDataSem1.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
backupReg0f = R1f.x;
backupReg1f = R1f.y;
R1f.x = backupReg0f;
R1f.x *= 2.0;
R1f.y = backupReg1f;
R1f.y *= 2.0;
R1f.z = intBitsToFloat(0xbf800000);
R1f.w = 1.0;
PS0f = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x) / resXScale);
// 1
backupReg0f = R2f.y;
backupReg1f = R2f.x;
PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y) / resYScale);
R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y) / resYScale;
R2f.z = PS0f;
R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x) / resXScale;
PS1f = R2f.x;
// 2
R2f.w = PV1f.x;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// 0
}

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@ -29,6 +29,7 @@ overwriteWidth = <?=round($scaleFactorX*640)?>
overwriteHeight = <?=round($scaleFactorY*360)?>
# Quarter Res Alpha (motion blur effect around edges of screen)
# also, bloom first mip
[TextureRedefine]
width = 320
height = 180
@ -36,6 +37,22 @@ formatsExcluded = 0x41A # exclude obvious textures
overwriteWidth = <?=round($scaleFactorX*320)?>
overwriteHeight = <?=round($scaleFactorY*180)?>
# bloom 2nd mip
[TextureRedefine]
width = 160
height = 90
formatsExcluded = 0x41A # exclude obvious textures
overwriteWidth = <?=round($scaleFactorX*160)?>
overwriteHeight = <?=round($scaleFactorY*90)?>
# bloom 3rd mip
[TextureRedefine]
width = 80
height = 45
formatsExcluded = 0x41A # exclude obvious textures
overwriteWidth = <?=round($scaleFactorX*80)?>
overwriteHeight = <?=round($scaleFactorY*45)?>
# Multiplayer-Mode Resolution (2p)
[TextureRedefine]
width = 640