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[XCX] Update Adjustable Bloom
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#version 400
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#extension GL_ARB_texture_gather : enable
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const float bloomFactor = 0.64; // bloom strength AMD = 0.33, Nvidia 0.64 aprox. 1.0 default/disabled.
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// shader 2a706eb8eef36208
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uniform ivec4 uf_remappedPS[1];
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uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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uniform sampler3D textureUnitPS1;// Tex1 addr 0x25e75000 res 16x16x16 dim 2 tm: 7 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x10) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
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in vec4 passParameter0;
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layout(location = 0) out vec4 passPixelColor0;
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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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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R127i = ivec4(0);
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(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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int loopStuckCounter = 0;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0i = floatBitsToInt(passParameter0);
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R0i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyz * bloomFactor);
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// 0
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R127i.x = floatBitsToInt(intBitsToFloat(R0i.z) * intBitsToFloat(uf_remappedPS[0].x));
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R127i.x = clampFI32(R127i.x);
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PV0i.x = R127i.x;
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R127i.y = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(uf_remappedPS[0].x));
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R127i.y = clampFI32(R127i.y);
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PV0i.y = R127i.y;
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PV0i.z = floatBitsToInt(intBitsToFloat(R0i.x) * intBitsToFloat(uf_remappedPS[0].x));
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PV0i.z = clampFI32(PV0i.z);
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R1i.w = 0x3f800000;
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PV0i.w = R1i.w;
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// 1
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tempResultf = log2(intBitsToFloat(PV0i.z));
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS1i = floatBitsToInt(tempResultf);
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// 2
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R127i.z = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3ee8ba2e));
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PV0i.z = R127i.z;
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tempResultf = log2(intBitsToFloat(R127i.y));
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS0i = floatBitsToInt(tempResultf);
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// 3
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R127i.w = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(0x3ee8ba2e));
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PV1i.w = R127i.w;
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tempResultf = log2(intBitsToFloat(R127i.x));
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS1i = floatBitsToInt(tempResultf);
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// 4
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R127i.x = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3ee8ba2e));
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PV0i.x = R127i.x;
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PS0i = floatBitsToInt(exp2(intBitsToFloat(R127i.z)));
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// 5
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R0i.x = floatBitsToInt((intBitsToFloat(PS0i) * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)));
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PV1i.x = R0i.x;
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PS1i = floatBitsToInt(exp2(intBitsToFloat(R127i.w)));
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// 6
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R0i.y = floatBitsToInt((intBitsToFloat(PS1i) * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)));
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PV0i.y = R0i.y;
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PS0i = floatBitsToInt(exp2(intBitsToFloat(R127i.x)));
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// 7
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R0i.z = floatBitsToInt((intBitsToFloat(PS0i) * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)));
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PV1i.z = R0i.z;
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R1i.xyz = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.z))).xyz);
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// export
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passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
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}
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@ -0,0 +1,73 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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const float bloomFactor = 0.64; // 0.33 recommended for AMD, 0.64 recommended for NVIDIA
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// shader 3cc7e98f78c258b4
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uniform ivec4 uf_remappedPS[1];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 1) uniform sampler3D textureUnitPS1;// Tex1 addr 0x2603b000 res 16x16x16 dim 2 tm: 7 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x10) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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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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vec4 R127f = 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 = (texture(textureUnitPS0, R0f.xy).xyz * bloomFactor);
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// 0
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R127f.x = R0f.z * intBitsToFloat(uf_remappedPS[0].x);
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R127f.x = clamp(R127f.x, 0.0, 1.0);
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R127f.y = R0f.y * intBitsToFloat(uf_remappedPS[0].x);
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R127f.y = clamp(R127f.y, 0.0, 1.0);
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PV0f.z = R0f.x * intBitsToFloat(uf_remappedPS[0].x);
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PV0f.z = clamp(PV0f.z, 0.0, 1.0);
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R1f.w = 1.0;
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// 1
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tempResultf = log2(PV0f.z);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS1f = tempResultf;
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// 2
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R127f.z = PS1f * intBitsToFloat(0x3ee8ba2e);
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tempResultf = log2(R127f.y);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS0f = tempResultf;
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// 3
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R127f.w = PS0f * intBitsToFloat(0x3ee8ba2e);
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tempResultf = log2(R127f.x);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS1f = tempResultf;
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// 4
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R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e);
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PS0f = exp2(R127f.z);
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// 5
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R0f.x = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
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PS1f = exp2(R127f.w);
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// 6
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R0f.y = (PS1f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
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PS0f = exp2(R127f.x);
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// 7
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R0f.z = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
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R1f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz);
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// export
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passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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}
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@ -1,3 +1,4 @@
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[Definition]
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titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00,ffffffff0cd546a9
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name = "Xenoblade Chronicles X - Adjustable Bloom" #Github ver
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name = "Xenoblade Chronicles X - Adjustable Bloom"
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version = 2
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