mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
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[XCX} Probe view, Blur fix
Fix - Scale map view so probe doesn't break Fix - Inital commit of blur fix
This commit is contained in:
parent
b277e8669c
commit
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@ -8,9 +8,10 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0);
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 840947e29015aa9a
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// shader 840947e29015aa9a // fix circle
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// cutscene DOF, reveal talk BG
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// To-do Review multi pass performance and bokeh depth
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// To-do. Tweak blur scaling to resolution. Weights are funky, too bright
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const float resScale = <?=$scaleFactorX?>;
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//const float resScale = 3;
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uniform ivec4 uf_remappedPS[3];
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@ -21,78 +22,127 @@ layout(location = 1) in vec4 passParameterSem1;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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vec4 blur9(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {
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vec4 color = vec4(0.0);
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vec2 off1 = vec2(1.3846153846) * direction;
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vec2 off2 = vec2(3.2307692308) * direction;
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color += texture2D(image, uv) * 0.2270270270;
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color += texture2D(image, uv + (off1 / resolution)) * 0.3162162162;
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color += texture2D(image, uv - (off1 / resolution)) * 0.3162162162;
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color += texture2D(image, uv + (off2 / resolution)) * 0.0702702703;
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color += texture2D(image, uv - (off2 / resolution)) * 0.0702702703;
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return color;
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vec2 Circle(float Start, float Points, float Point)
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{
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float Rad = (3.141592 * 2.0 * (1.0 / Points)) * (Point + Start);
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return vec2(sin(Rad), cos(Rad));
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}
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highp float lineRand(vec2 co)
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{
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highp float a = 12.9898;
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highp float b = 78.233;
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highp float c = 43758.5453;
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highp float dt = dot(co.xy, vec2(a, b));
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highp float sn = mod(dt, 3.14);
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return fract(sin(sn) * c);
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}
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vec4 circleBlur(sampler2D image, vec2 vuv, vec2 res) {
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vec2 uv = vuv;
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vec2 PixelOffset = 1.25 / res.xy; //1.0
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float Start = 2.0 / 14.0;
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vec2 Scale = 0.66 * 4.0 * 2.0 * PixelOffset.xy;
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vec3 N0 = texture(image, uv + Circle(Start, 14.0, 0.0) * Scale).rgb;
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vec3 N1 = texture(image, uv + Circle(Start, 14.0, 1.0) * Scale).rgb;
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vec3 N2 = texture(image, uv + Circle(Start, 14.0, 2.0) * Scale).rgb;
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vec3 N3 = texture(image, uv + Circle(Start, 14.0, 3.0) * Scale).rgb;
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vec3 N4 = texture(image, uv + Circle(Start, 14.0, 4.0) * Scale).rgb;
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vec3 N5 = texture(image, uv + Circle(Start, 14.0, 5.0) * Scale).rgb;
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vec3 N6 = texture(image, uv + Circle(Start, 14.0, 6.0) * Scale).rgb;
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vec3 N7 = texture(image, uv + Circle(Start, 14.0, 7.0) * Scale).rgb;
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vec3 N8 = texture(image, uv + Circle(Start, 14.0, 8.0) * Scale).rgb;
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vec3 N9 = texture(image, uv + Circle(Start, 14.0, 9.0) * Scale).rgb;
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vec3 N10 = texture(image, uv + Circle(Start, 14.0, 10.0) * Scale).rgb;
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vec3 N11 = texture(image, uv + Circle(Start, 14.0, 11.0) * Scale).rgb;
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vec3 N12 = texture(image, uv + Circle(Start, 14.0, 12.0) * Scale).rgb;
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vec3 N13 = texture(image, uv + Circle(Start, 14.0, 13.0) * Scale).rgb;
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vec3 N14 = texture(image, uv).rgb;
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vec3 color = vec3(0, 0, 0);
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color.rgb =
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(N0 * 0.01478636) +
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(N1 * 0.03696590) +
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(N2 * 0.07393179) +
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(N3 * 0.07393179) +
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(N4 * 0.12013917) +
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(N5 * 0.16018555) +
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(N6 * 0.17620411) +
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(N7 * 0.17620411) +
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(N8 * 0.16018555) +
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(N9 * 0.12013917) +
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(N10 * 0.07393179) +
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(N11 * 0.07393179) +
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(N12 * 0.03696590) +
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(N13 * 0.03696590) +
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(N14 * 0.01478636);
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return vec4(color.rgb, 1.0);
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}
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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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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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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 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R5f = vec4(0.0);
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vec4 R6f = vec4(0.0);
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vec4 R7f = vec4(0.0);
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vec4 R8f = vec4(0.0);
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vec4 R123f = 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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R1f = passParameterSem1;
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// 0
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R2f.x = R1f.x + (intBitsToFloat(uf_remappedPS[0].x)/ resScale);
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R2f.y = R1f.y + (intBitsToFloat(uf_remappedPS[0].y)/ resScale);
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R0f.z = R1f.x + (intBitsToFloat(uf_remappedPS[0].z)/ resScale);
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R0f.w = R1f.y + (intBitsToFloat(uf_remappedPS[0].w)/ resScale);
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// 1
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R5f = vec4(0.0);
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vec4 R6f = vec4(0.0);
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vec4 R7f = vec4(0.0);
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vec4 R8f = vec4(0.0);
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vec4 R123f = 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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R1f = passParameterSem1;
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// 0er
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R2f.x = R1f.x + (intBitsToFloat(uf_remappedPS[0].x) / resScale);
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R2f.y = R1f.y + (intBitsToFloat(uf_remappedPS[0].y) / resScale);
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R0f.z = R1f.x + (intBitsToFloat(uf_remappedPS[0].z) );
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R0f.w = R1f.y + (intBitsToFloat(uf_remappedPS[0].w) );
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// 1
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backupReg0f = R1f.x;
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backupReg1f = R1f.y;
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backupReg0f = R1f.x;
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backupReg1f = R1f.y;
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R1f.xyz = vec3(backupReg0f,backupReg1f,backupReg0f) + vec3(intBitsToFloat(uf_remappedPS[1].x)/ resScale,intBitsToFloat(uf_remappedPS[1].y)/ resScale,intBitsToFloat(uf_remappedPS[1].z)/ resScale);
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R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w)/ resScale;
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R1f.xyz = vec3(backupReg0f,backupReg1f,backupReg0f) + vec3(intBitsToFloat(uf_remappedPS[1].x) / resScale,intBitsToFloat(uf_remappedPS[1].y) / resScale,intBitsToFloat(uf_remappedPS[1].z));
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R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w) ;
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R3f.xyz = (texture(textureUnitPS1, R2f.xy).xyz);
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R4f.xyz = (texture(textureUnitPS1, R0f.zw).xyz);
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R5f.xyz = (texture(textureUnitPS1, R1f.xy).xyz);
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R6f.xyz = (texture(textureUnitPS1, R1f.zw).xyz);
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vec2 texsizetest = vec2(1280.0, 720.0);
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//R4f = blur9(textureUnitPS0, R1f.xy, texsizetest, vec2(1.0, 1.0));
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//R3f = blur9(textureUnitPS0, R0f.zw, texsizetest, vec2(1.0, 1.0));
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//R3f.xyz = (texture(textureUnitPS1, R2f.xy).xyz);
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R3f = (blur9(textureUnitPS1, R2f.xy, texsizetest, vec2(1.0, 1.0))); // remove, redundant, blur on next step
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R4f = (blur9(textureUnitPS1, R0f.zw, texsizetest, vec2(1.0, 1.0)));
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R5f = (blur9(textureUnitPS1, R1f.xy, texsizetest, vec2(1.0, 1.0)));
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R6f = (blur9(textureUnitPS1, R1f.zw, texsizetest, vec2(1.0, 1.0)));
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R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);
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R7f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
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R8f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
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R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
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//R6f = circleBlur(textureUnitPS0, R1f.xy, textureSize(textureUnitPS0, 0));
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R2f.xyz = (circleBlur(textureUnitPS0, R2f.xy, textureSize(textureUnitPS0, 0)).xyz);
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R7f.xyz = (circleBlur(textureUnitPS0, R0f.zw, textureSize(textureUnitPS0, 0)).xyz);
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R8f.xyz = (circleBlur(textureUnitPS0, R1f.xy, textureSize(textureUnitPS0, 0)).xyz);
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R1f.xyz = (circleBlur(textureUnitPS0, R1f.zw, textureSize(textureUnitPS0, 0)).xyz);
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// 0
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tempf.x = dot(vec4(R3f.x,R3f.y,R3f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
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PV0f.x = tempf.x;
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@ -11,39 +11,27 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0);
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// shader 8c1e55fd967b0496
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// ver/horz alignment tweak, just a magic value
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// To-do. Go back and re-center all passes instead.
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const float resScale = <?=$scaleFactorX?>;
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//const float resScale = 3.0; //
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//const float resScale = 4.0;
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const float repositionBloom = 1.00125;
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uniform ivec4 uf_remappedPS[5];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e76000 res 320x180x1 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
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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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const float repositionBloom = 1.00125;
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//mattdesl MIT - https://github.com/Jam3/glsl-fast-gaussian-blur
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vec4 blur9(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {
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vec4 color = vec4(0.0);
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vec2 off1 = vec2(1.3846153846) * direction;
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vec2 off2 = vec2(3.2307692308) * direction;
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color += texture2D(image, uv) * 0.2270270270;
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color += texture2D(image, uv + (off1 / resolution)) * 0.3162162162;
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color += texture2D(image, uv - (off1 / resolution)) * 0.3162162162;
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color += texture2D(image, uv + (off2 / resolution)) * 0.0702702703;
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color += texture2D(image, uv - (off2 / resolution)) * 0.0702702703;
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return color;
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}
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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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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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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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@ -68,13 +56,13 @@ void main()
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R0f = passParameterSem0;
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vec2 scaleFactor = vec2(repositionBloom, repositionBloom); //Added
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R0f.xy = R0f.xy * scaleFactor;// re-align bloom.. hack until issue source is found.
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// 0
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// 0
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R1f.x = R0f.x + (intBitsToFloat(uf_remappedPS[0].x) / resScale);
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R1f.y = R0f.y + (intBitsToFloat(uf_remappedPS[0].y) / resScale);
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R0f.z = R0f.x + (intBitsToFloat(uf_remappedPS[1].x) / resScale);
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R0f.w = R0f.y + (intBitsToFloat(uf_remappedPS[1].y) / resScale);
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R5f.w = 1.0 ;
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R5f.w = 1.0;
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PS0f = R5f.w;
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// 1
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R2f.x = R0f.x + (intBitsToFloat(uf_remappedPS[2].x) / resScale);
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@ -87,21 +75,13 @@ void main()
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R0f.x = backupReg0f + (intBitsToFloat(uf_remappedPS[4].x) / resScale);
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R0f.y = backupReg1f + (intBitsToFloat(uf_remappedPS[4].y) / resScale);
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//hack aproximate 720 blur
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//vec2 texsizetest = vec2(2560.0,1440.0 );
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R4f = blur9(textureUnitPS0, R1f.xy, textureSize(textureUnitPS0, 0), vec2(1.0, 1.0));
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R3f = blur9(textureUnitPS0, R0f.zw, textureSize(textureUnitPS0, 0), vec2(1.0, 1.0));
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R2f = blur9(textureUnitPS0, R2f.xy, textureSize(textureUnitPS0, 0), vec2(1.0, 1.0));
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R1f = blur9(textureUnitPS0, R1f.zw, textureSize(textureUnitPS0, 0), vec2(1.0, 1.0));
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R0f = blur9(textureUnitPS0, R0f.xy, textureSize(textureUnitPS0, 0), vec2(1.0, 1.0));
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/*
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R4f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
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R3f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
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R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);
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R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
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R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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*/
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// 0
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PV0f.x = R4f.y * intBitsToFloat(uf_remappedPS[0].z);
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PV0f.y = R4f.x * intBitsToFloat(uf_remappedPS[0].z);
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@ -110,7 +90,7 @@ R0f = blur9(textureUnitPS0, R0f.xy, textureSize(textureUnitPS0, 0), vec2(1.0, 1.
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R127f.z = max(R3f.y, R4f.y);
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PS0f = R127f.z;
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// 1
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R123f.x = (R3f.z * intBitsToFloat(uf_remappedPS[1].z) + PV0f.z);
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R123f.x = (R3f.z * intBitsToFloat(uf_remappedPS[1].z) + PV0f.z);
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PV1f.x = R123f.x;
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PV1f.y = max(R3f.z, R4f.z);
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R123f.z = (R3f.y * intBitsToFloat(uf_remappedPS[1].z) + PV0f.x);
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@ -157,11 +137,11 @@ R0f = blur9(textureUnitPS0, R0f.xy, textureSize(textureUnitPS0, 0), vec2(1.0, 1.
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PV1f.w = R127f.w;
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// 6
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PV0f.x = PV1f.z + -(PV1f.w);
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R5f.y = (PV1f.y * 0.25 + R127f.x);//degree of bloom
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R5f.x = (PV1f.x * 0.25 + R127f.z);
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R5f.y = (PV1f.y * 0.30 + R127f.x);//degree of bloom
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R5f.x = (PV1f.x * 0.30 + R127f.z);
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PS0f = R5f.x;
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// 7
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R5f.z = (PV0f.x * 0.25 + R127f.w);
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R5f.z = (PV0f.x * 0.30 + R127f.w);
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// export
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passPixelColor0 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
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}
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@ -5,33 +5,167 @@ $fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
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$scaleFactorY = always_decimal_format($fullHeight / 720.0);
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?>
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#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader d8e69e8df8c227f5
|
||||
// Inital blur step pixelation fix, naive blur9 hack to aproximate 720 blur.
|
||||
// To-do review performance hit of multi pass and depth for bokeh blur
|
||||
const float resScale = <?=$scaleFactorX?>;
|
||||
//const float resScale = 3.0; //
|
||||
|
||||
// Bloom/blur 1st step, 1280->640->1280
|
||||
// To do, go back and remove all test blurs..
|
||||
uniform ivec4 uf_remappedPS[3];
|
||||
|
||||
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
|
||||
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
const float repositionBlur = 1.00425;
|
||||
//mattdesl MIT - https://github.com/Jam3/glsl-fast-gaussian-blur
|
||||
vec4 blur9(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {
|
||||
const float resScale = <?=$scaleFactorX?>;
|
||||
//const float resScale = 3.5; //3.5 looks nicer
|
||||
|
||||
highp float lineRand(vec2 co)
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
||||
vec4 blur21Vert(sampler2D image, vec2 vuv, vec2 res) {
|
||||
// Note, must use gl_FragCord not emulated coordinates to sample between textels
|
||||
// Two pass implementation
|
||||
|
||||
//iq CC , http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
vec3 blr = vec3(0.0);
|
||||
|
||||
blr += 0.026109*texture(image, (vuv + vec2(0.0, -15.5)) / res.xy).xyz;
|
||||
blr += 0.034202*texture(image, (vuv + vec2(0.0, -13.5)) / res.xy).xyz;
|
||||
blr += 0.043219*texture(image, (vuv + vec2(0.0, -11.5)) / res.xy).xyz;
|
||||
blr += 0.052683*texture(image, (vuv + vec2(0.0, -9.5)) / res.xy).xyz;
|
||||
blr += 0.061948*texture(image, (vuv + vec2(0.0, -7.5)) / res.xy).xyz;
|
||||
blr += 0.070266*texture(image, (vuv + vec2(0.0, -5.5)) / res.xy).xyz;
|
||||
blr += 0.076883*texture(image, (vuv + vec2(0.0, -3.5)) / res.xy).xyz;
|
||||
blr += 0.081149*texture(image, (vuv + vec2(0.0, -1.5)) / res.xy).xyz;
|
||||
blr += 0.041312*texture(image, (vuv + vec2(0.0, 0.0)) / res.xy).xyz;
|
||||
blr += 0.081149*texture(image, (vuv + vec2(0.0, 1.5)) / res.xy).xyz;
|
||||
blr += 0.076883*texture(image, (vuv + vec2(0.0, 3.5)) / res.xy).xyz;
|
||||
blr += 0.070266*texture(image, (vuv + vec2(0.0, 5.5)) / res.xy).xyz;
|
||||
blr += 0.061948*texture(image, (vuv + vec2(0.0, 7.5)) / res.xy).xyz;
|
||||
blr += 0.052683*texture(image, (vuv + vec2(0.0, 9.5)) / res.xy).xyz;
|
||||
blr += 0.043219*texture(image, (vuv + vec2(0.0, 11.5)) / res.xy).xyz;
|
||||
blr += 0.034202*texture(image, (vuv + vec2(0.0, 13.5)) / res.xy).xyz;
|
||||
blr += 0.026109*texture(image, (vuv + vec2(0.0, 15.5)) / res.xy).xyz;
|
||||
|
||||
blr /= 0.93423; // renormalize to compensate for the 4 taps I skipped
|
||||
return vec4(blr, 1.0);
|
||||
}
|
||||
|
||||
|
||||
vec4 blur21Horiz(sampler2D image, vec2 vuv, vec2 res) {
|
||||
//iq CC
|
||||
vec3 blr = vec3(0.0);
|
||||
|
||||
blr += 0.026109*texture(image, (vuv + vec2(-15.5, 0.0)) / res.xy).xyz;
|
||||
blr += 0.034202*texture(image, (vuv + vec2(-13.5, 0.0)) / res.xy).xyz;
|
||||
blr += 0.043219*texture(image, (vuv + vec2(-11.5, 0.0)) / res.xy).xyz;
|
||||
blr += 0.052683*texture(image, (vuv + vec2(-9.5, 0.0)) / res.xy).xyz;
|
||||
blr += 0.061948*texture(image, (vuv + vec2(-7.5, 0.0)) / res.xy).xyz;
|
||||
blr += 0.070266*texture(image, (vuv + vec2(-5.5, 0.0)) / res.xy).xyz;
|
||||
blr += 0.076883*texture(image, (vuv + vec2(-3.5, 0.0)) / res.xy).xyz;
|
||||
blr += 0.081149*texture(image, (vuv + vec2(-1.5, 0.0)) / res.xy).xyz;
|
||||
blr += 0.041312*texture(image, (vuv + vec2(0.0, 0.0)) / res.xy).xyz;
|
||||
blr += 0.081149*texture(image, (vuv + vec2(1.5, 0.0)) / res.xy).xyz;
|
||||
blr += 0.076883*texture(image, (vuv + vec2(3.5, 0.0)) / res.xy).xyz;
|
||||
blr += 0.070266*texture(image, (vuv + vec2(5.5, 0.0)) / res.xy).xyz;
|
||||
blr += 0.061948*texture(image, (vuv + vec2(7.5, 0.0)) / res.xy).xyz;
|
||||
blr += 0.052683*texture(image, (vuv + vec2(9.5, 0.0)) / res.xy).xyz;
|
||||
blr += 0.043219*texture(image, (vuv + vec2(11.5, 0.0)) / res.xy).xyz;
|
||||
blr += 0.034202*texture(image, (vuv + vec2(13.5, 0.0)) / res.xy).xyz;
|
||||
blr += 0.026109*texture(image, (vuv + vec2(15.5, 0.0)) / res.xy).xyz;
|
||||
|
||||
blr /= 0.93423; // renormalize to compensate for the 4 taps I skipped
|
||||
return vec4(blr, 1.0);
|
||||
}
|
||||
|
||||
vec2 Circle(float Start, float Points, float Point)
|
||||
{
|
||||
float Rad = (3.141592 * 2.0 * (1.0 / Points)) * (Point + Start);
|
||||
return vec2(sin(Rad), cos(Rad));
|
||||
}
|
||||
|
||||
vec4 circleBlur(sampler2D image, vec2 vuv, vec2 res){
|
||||
//original by jcant0n ?
|
||||
//vec2 uv = gl_FragCoord.xy / res.xy;
|
||||
vec2 uv = vuv;
|
||||
vec2 PixelOffset = 1.9 / res.xy; //1.0
|
||||
|
||||
float Start = 2.0 / 14.0;
|
||||
vec2 Scale = 0.66 * 4.0 * 2.0 * PixelOffset.xy;
|
||||
|
||||
vec3 N0 = texture(image, uv + Circle(Start, 14.0, 0.0) * Scale).rgb;
|
||||
vec3 N1 = texture(image, uv + Circle(Start, 14.0, 1.0) * Scale).rgb;
|
||||
vec3 N2 = texture(image, uv + Circle(Start, 14.0, 2.0) * Scale).rgb;
|
||||
vec3 N3 = texture(image, uv + Circle(Start, 14.0, 3.0) * Scale).rgb;
|
||||
vec3 N4 = texture(image, uv + Circle(Start, 14.0, 4.0) * Scale).rgb;
|
||||
vec3 N5 = texture(image, uv + Circle(Start, 14.0, 5.0) * Scale).rgb;
|
||||
vec3 N6 = texture(image, uv + Circle(Start, 14.0, 6.0) * Scale).rgb;
|
||||
vec3 N7 = texture(image, uv + Circle(Start, 14.0, 7.0) * Scale).rgb;
|
||||
vec3 N8 = texture(image, uv + Circle(Start, 14.0, 8.0) * Scale).rgb;
|
||||
vec3 N9 = texture(image, uv + Circle(Start, 14.0, 9.0) * Scale).rgb;
|
||||
vec3 N10 = texture(image, uv + Circle(Start, 14.0, 10.0) * Scale).rgb;
|
||||
vec3 N11 = texture(image, uv + Circle(Start, 14.0, 11.0) * Scale).rgb;
|
||||
vec3 N12 = texture(image, uv + Circle(Start, 14.0, 12.0) * Scale).rgb;
|
||||
vec3 N13 = texture(image, uv + Circle(Start, 14.0, 13.0) * Scale).rgb;
|
||||
vec3 N14 = texture(image, uv).rgb;
|
||||
|
||||
vec3 color = vec3(0, 0, 0);
|
||||
color.rgb =
|
||||
(N0 * 0.01478636) +
|
||||
(N1 * 0.03696590) +
|
||||
(N2 * 0.07393179) +
|
||||
(N3 * 0.07393179) +
|
||||
(N4 * 0.12013917) +
|
||||
(N5 * 0.16018555) +
|
||||
(N6 * 0.17620411) +
|
||||
(N7 * 0.17620411) +
|
||||
(N8 * 0.16018555) +
|
||||
(N9 * 0.12013917) +
|
||||
(N10 * 0.07393179) +
|
||||
(N11 * 0.07393179) +
|
||||
(N12 * 0.03696590) +
|
||||
(N13 * 0.03696590) +
|
||||
(N14 * 0.01478636);
|
||||
|
||||
return vec4(color.rgb, 1.0);
|
||||
}
|
||||
|
||||
|
||||
|
||||
vec4 blur25(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {
|
||||
//curent implentation doesn't work in cemu..
|
||||
//mattdesl MIT - https://github.com/Jam3/glsl-fast-gaussian-blur
|
||||
vec4 color = vec4(0.0);
|
||||
vec2 off1 = vec2(1.3846153846) * direction;
|
||||
vec2 off2 = vec2(3.2307692308) * direction;
|
||||
color += texture2D(image, uv) * 0.2270270270;
|
||||
color += texture2D(image, uv + (off1 / resolution)) * 0.3162162162;
|
||||
color += texture2D(image, uv - (off1 / resolution)) * 0.3162162162;
|
||||
color += texture2D(image, uv + (off2 / resolution)) * 0.0702702703;
|
||||
color += texture2D(image, uv - (off2 / resolution)) * 0.0702702703;
|
||||
return color;
|
||||
vec2 off1 = vec2(1.44827586) * direction;
|
||||
vec2 off2 = vec2(3.37931034) * direction;
|
||||
vec2 off3 = vec2(5.31034483) * direction;
|
||||
vec2 off4 = vec2(7.24137931) * direction;
|
||||
vec2 off5 = vec2(9.17241379) * direction;
|
||||
vec2 off6 = vec2(11.10344828) * direction;
|
||||
|
||||
//color += texture2D(image, uv - (off6 / resolution)) * 0.00001361;
|
||||
color += texture2D(image, uv - (off5 / resolution)) * 0.00044240;
|
||||
color += texture2D(image, uv - (off4 / resolution)) * 0.00581436;
|
||||
color += texture2D(image, uv - (off3 / resolution)) * 0.03730881;
|
||||
color += texture2D(image, uv - (off2 / resolution)) * 0.12888498;
|
||||
color += texture2D(image, uv - (off1 / resolution)) * 0.25281284;
|
||||
color += texture2D(image, uv) * 0.14944601;
|
||||
color += texture2D(image, uv + (off1 / resolution)) * 0.25281284;
|
||||
color += texture2D(image, uv + (off2 / resolution)) * 0.12888498;
|
||||
color += texture2D(image, uv + (off3 / resolution)) * 0.03730881;
|
||||
color += texture2D(image, uv + (off4 / resolution)) * 0.00581436;
|
||||
color += texture2D(image, uv + (off5 / resolution)) * 0.00044240;
|
||||
//color += texture2D(image, uv + (off6 / resolution)) * 0.00001361;
|
||||
///= 0.93423
|
||||
return color /= 0.93423;
|
||||
}
|
||||
|
||||
int clampFI32(int v)
|
||||
@ -66,25 +200,22 @@ bool predResult = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0f = passParameterSem0;
|
||||
vec2 scaleFactor = vec2(repositionBlur, repositionBlur); //Added
|
||||
R0f.xy = R0f.xy * scaleFactor;// re-align bloom.. hack until issue source is found.
|
||||
R0f.xy = vec2((passParameterSem0.x + passParameterSem0.z) , (passParameterSem0.y + passParameterSem0.w) ); //center point
|
||||
|
||||
// 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[0].z)/ resScale);
|
||||
R0f.w = R0f.y + (intBitsToFloat(uf_remappedPS[0].w)/ resScale);
|
||||
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[0].z)/resScale;
|
||||
R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[0].w)/resScale;
|
||||
// 1
|
||||
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
R0f.x = backupReg0f + (intBitsToFloat(uf_remappedPS[1].x)/ resScale);
|
||||
R0f.y = backupReg1f + (intBitsToFloat(uf_remappedPS[1].y)/ resScale);
|
||||
R1f.z = backupReg0f + (intBitsToFloat(uf_remappedPS[1].z)/ resScale);
|
||||
R1f.w = backupReg1f + (intBitsToFloat(uf_remappedPS[1].w)/ resScale);
|
||||
|
||||
|
||||
R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[1].x)/resScale;
|
||||
R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[1].y)/resScale;
|
||||
R1f.z = backupReg0f + intBitsToFloat(uf_remappedPS[1].z)/resScale;
|
||||
R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w)/resScale;
|
||||
|
||||
|
||||
R2f.xyz = (texture(textureUnitPS1, R1f.xy).xyz);
|
||||
@ -92,20 +223,22 @@ R3f.xyz = (texture(textureUnitPS1, R0f.zw).xyz);
|
||||
R4f.xyz = (texture(textureUnitPS1, R0f.xy).xyz);
|
||||
R5f.xyz = (texture(textureUnitPS1, R1f.zw).xyz);
|
||||
|
||||
//hack aproximate 720 blur
|
||||
R6f = blur9(textureUnitPS0, R1f.xy, textureSize(textureUnitPS0, 0), vec2(0.0, 1.0)); // note, check what goes wrong with textureSize(textureUnitPS0, 0),
|
||||
R7f = blur9(textureUnitPS0, R0f.zw, textureSize(textureUnitPS0, 0), vec2(1.0, 0.0));
|
||||
R0f = blur9(textureUnitPS0, R0f.xy, textureSize(textureUnitPS0, 0), vec2(0.0, 1.0));
|
||||
R1f = blur9(textureUnitPS0, R1f.zw, textureSize(textureUnitPS0, 0), vec2(1.0, 0.0));
|
||||
//vec2 iResolution = textureSize(textureUnitPS0, 0);
|
||||
|
||||
R6f = circleBlur(textureUnitPS0, R1f.xy, textureSize(textureUnitPS0, 0));
|
||||
R7f = circleBlur(textureUnitPS0, R0f.zw, textureSize(textureUnitPS0, 0));
|
||||
R0f = circleBlur(textureUnitPS0, R0f.xy, textureSize(textureUnitPS0, 0));
|
||||
R1f = circleBlur(textureUnitPS0, R1f.zw, textureSize(textureUnitPS0, 0));
|
||||
|
||||
|
||||
|
||||
// Sample distance fails :(
|
||||
//R6f = mix(blur25(textureUnitPS0, R1f.xy, vec2(2560, 1440), vec2(0.0, 1.0)), blur13(textureUnitPS0, R1f.xy, textureSize(textureUnitPS0, 0), vec2(1.0,0.0)), 0.5);
|
||||
//R7f = mix(blur25(textureUnitPS0, R0f.zw, textureSize(textureUnitPS0, 0), vec2(2.0, -3.0)), blur13(textureUnitPS0, R0f.zw, textureSize(textureUnitPS0, 0), vec2(4.0, 6.0)), 0.5);
|
||||
//R0f = mix(blur25(textureUnitPS0, R0f.xy, textureSize(textureUnitPS0, 0), vec2(4.0, -6.0)), blur13(textureUnitPS0, R0f.xy, textureSize(textureUnitPS0, 0), vec2(2.0, 3.0)), 0.5);
|
||||
//R1f = mix(blur25(textureUnitPS0, R1f.zw, textureSize(textureUnitPS0, 0), vec2(8.0, -9.0)), blur13(textureUnitPS0, R1f.zw, textureSize(textureUnitPS0, 0), vec2(1.1, 1.5)), 0.5);
|
||||
|
||||
|
||||
/*
|
||||
R6f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
|
||||
R7f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
|
||||
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
|
||||
R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
|
||||
*/
|
||||
// 0// 0.125, 31.875, 8128.125
|
||||
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
|
||||
PV0f.x = tempf.x;
|
||||
PV0f.y = tempf.x;
|
||||
@ -175,8 +308,6 @@ PS1f = R1f.x;
|
||||
PS0f = exp2(PV1f.x);
|
||||
// 11
|
||||
R1f.w = PS0f * intBitsToFloat(uf_remappedPS[2].z);
|
||||
|
||||
//R1f = blur9(textureUnitPS0, R1f.xy, vec2(2560.0, 1440.0), vec2(1.0, 0.0));
|
||||
// export
|
||||
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
}
|
||||
|
@ -31,6 +31,12 @@ tileModesExcluded = 0x001
|
||||
overwriteWidth = <?=round($scaleFactorX*1280)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*720)?>
|
||||
|
||||
[TextureRedefine] # Do not remove, must be scaled to TV or probe view breaks
|
||||
width = 854
|
||||
height = 480
|
||||
overwriteWidth = <?=round($scaleFactorX*854)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*480)?>
|
||||
|
||||
[TextureRedefine] # half-res alpha
|
||||
width = 640
|
||||
height = 360
|
||||
|
Loading…
Reference in New Issue
Block a user