[XCX] light bleed scaling, blending of light sources

This commit is contained in:
getdls 2017-12-28 11:44:30 +01:00
parent c9305b4b9d
commit 4bd4fc40d4
2 changed files with 158 additions and 1 deletions

View File

@ -5,11 +5,20 @@ $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
// shader 430ac3a85ece61af // bloom sampling scale
const float resScale = <?=$scaleFactorX?>;
highp float lineRand(vec2 co) //to reduce banding
{
highp float a = 12.9898;
highp float b = 78.233;
highp float c = 43758.5453;
highp float dt = dot(co.xy, vec2(a, b));
highp float sn = mod(dt, 3.14);
return fract(sin(sn) * c);
}
//const float resScale = 4.0;
uniform ivec4 uf_remappedPS[2];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 256x144x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 6 6 6 border: 0
@ -51,6 +60,7 @@ bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem0;
R0f.xy = R0f.xy + (lineRand(gl_FragCoord.xy)*0.005);
// 0
backupReg0f = R0f.y;
backupReg1f = R0f.x;

View File

@ -0,0 +1,147 @@
<?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
// shader 8b8ade20f1ae78e7
//light bleed, waterfall fog
uniform ivec4 uf_remappedPS[5];
const float resScale = <?=$scaleFactorX?>;
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5196000 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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 R123f = vec4(0.0);
vec4 R124f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = 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;
// 0
R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x)/ resScale;
R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y)/ resScale;
R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[1].x)/ resScale;
R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[1].y)/ resScale;
// 1
R2f.x = R0f.x + intBitsToFloat(uf_remappedPS[2].x)/ resScale;
R2f.y = R0f.y + intBitsToFloat(uf_remappedPS[2].y)/ resScale;
R1f.z = R0f.x + intBitsToFloat(uf_remappedPS[3].x)/ resScale;
R1f.w = R0f.y + intBitsToFloat(uf_remappedPS[3].y)/ resScale;
// 2
backupReg0f = R0f.x;
backupReg1f = R0f.y;
R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[4].x)/ resScale;
R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[4].y)/ resScale;
R4f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
R3f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw);
R1f.xyzw = (texture(textureUnitPS0, R1f.zw).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
// 0
PV0f.x = R4f.w * intBitsToFloat(uf_remappedPS[0].z);
PV0f.y = R4f.z * intBitsToFloat(uf_remappedPS[0].z);
PV0f.z = R4f.y * intBitsToFloat(uf_remappedPS[0].z);
PV0f.w = R4f.x * intBitsToFloat(uf_remappedPS[0].z);
R127f.w = max(R3f.x, R4f.x);
PS0f = R127f.w;
// 1
R123f.x = (R3f.z * intBitsToFloat(uf_remappedPS[1].z) + PV0f.y);
PV1f.x = R123f.x;
R127f.y = (R3f.w * intBitsToFloat(uf_remappedPS[1].z) + PV0f.x);
R123f.z = (R3f.y * intBitsToFloat(uf_remappedPS[1].z) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R3f.x * intBitsToFloat(uf_remappedPS[1].z) + PV0f.w);
PV1f.w = R123f.w;
R127f.z = max(R3f.y, R4f.y);
PS1f = R127f.z;
// 2
PV0f.x = max(R3f.w, R4f.w);
PV0f.y = max(R3f.z, R4f.z);
R126f.z = (R2f.x * intBitsToFloat(uf_remappedPS[2].z) + PV1f.w);
R126f.w = (R2f.y * intBitsToFloat(uf_remappedPS[2].z) + PV1f.z);
R125f.w = (R2f.z * intBitsToFloat(uf_remappedPS[2].z) + PV1f.x);
PS0f = R125f.w;
// 3
backupReg0f = R127f.y;
R127f.x = max(R127f.z, R2f.y);
R127f.y = max(R127f.w, R2f.x);
R123f.z = (R2f.w * intBitsToFloat(uf_remappedPS[2].z) + backupReg0f);
PV1f.z = R123f.z;
R127f.w = max(PV0f.y, R2f.z);
R127f.z = max(PV0f.x, R2f.w);
PS1f = R127f.z;
// 4
backupReg0f = R0f.x;
R126f.x = (R1f.y * intBitsToFloat(uf_remappedPS[3].z) + R126f.w);
R123f.y = (R1f.x * intBitsToFloat(uf_remappedPS[3].z) + R126f.z);
PV0f.y = R123f.y;
R126f.z = (R1f.w * intBitsToFloat(uf_remappedPS[3].z) + PV1f.z);
R126f.w = (R1f.z * intBitsToFloat(uf_remappedPS[3].z) + R125f.w);
PS0f = max(backupReg0f, R1f.x);
// 5
backupReg0f = R0f.y;
backupReg1f = R0f.x;
PV1f.x = max(R0f.w, R1f.w);
PV1f.y = max(R0f.z, R1f.z);
PV1f.z = max(backupReg0f, R1f.y);
R125f.w = max(R127f.y, PS0f);
R124f.w = (backupReg1f * intBitsToFloat(uf_remappedPS[4].z) + PV0f.y);
PS1f = R124f.w;
// 6
backupReg0f = R127f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
R127f.x = max(R127f.z, PV1f.x);
PV0f.y = max(R127f.w, PV1f.y);
PV0f.z = max(backupReg0f, PV1f.z);
R127f.w = (backupReg1f * intBitsToFloat(uf_remappedPS[4].z) + R126f.x);
PV0f.w = R127f.w;
R127f.y = (backupReg2f * intBitsToFloat(uf_remappedPS[4].z) + R126f.w);
PS0f = R127f.y;
// 7
R126f.x = (R0f.w * intBitsToFloat(uf_remappedPS[4].z) + R126f.z);
PV1f.x = R126f.x;
PV1f.y = PV0f.y + -(PS0f);
PV1f.z = PV0f.z + -(PV0f.w);
PV1f.w = R125f.w + -(R124f.w);
// 8
PV0f.x = R127f.x + -(PV1f.x);
R0f.y = (PV1f.z * 0.25 + R127f.w);
R0f.z = (PV1f.y * 0.25 + R127f.y);
R0f.x = (PV1f.w * 0.25 + R124f.w);
PS0f = R0f.x;
// 9
R0f.w = (PV0f.x * 0.25 + R126f.x);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}