From 61bf0415c705bf460246861a0369853c53462938 Mon Sep 17 00:00:00 2001 From: getdls Date: Mon, 20 Nov 2017 01:53:39 +0100 Subject: [PATCH] [XCX} Probe view, Blur fix Fix - Scale map view so probe doesn't break Fix - Inital commit of blur fix --- .../840947e29015aa9a_00000000000003c9_ps.txt | 174 +++++++++----- .../8c1e55fd967b0496_0000000000000079_ps.txt | 54 ++--- .../d8e69e8df8c227f5_00000000000003c9_ps.txt | 219 ++++++++++++++---- Source/XenobladeX/rules.txt | 6 + 4 files changed, 310 insertions(+), 143 deletions(-) diff --git a/Source/XenobladeX/840947e29015aa9a_00000000000003c9_ps.txt b/Source/XenobladeX/840947e29015aa9a_00000000000003c9_ps.txt index 375a6d9d..68d2f41a 100644 --- a/Source/XenobladeX/840947e29015aa9a_00000000000003c9_ps.txt +++ b/Source/XenobladeX/840947e29015aa9a_00000000000003c9_ps.txt @@ -8,9 +8,10 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0); #version 420 #extension GL_ARB_texture_gather : enable -// shader 840947e29015aa9a +// shader 840947e29015aa9a // fix circle // cutscene DOF, reveal talk BG -// To-do Review multi pass performance and bokeh depth +// To-do. Tweak blur scaling to resolution. Weights are funky, too bright + const float resScale = ; //const float resScale = 3; uniform ivec4 uf_remappedPS[3]; @@ -21,78 +22,127 @@ layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; -vec4 blur9(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) { - 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 Circle(float Start, float Points, float Point) +{ + float Rad = (3.141592 * 2.0 * (1.0 / Points)) * (Point + Start); + return vec2(sin(Rad), cos(Rad)); +} + +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 circleBlur(sampler2D image, vec2 vuv, vec2 res) { + + + vec2 uv = vuv; + vec2 PixelOffset = 1.25 / 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); + } 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)); + 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)); } +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 R5f = vec4(0.0); -vec4 R6f = vec4(0.0); -vec4 R7f = vec4(0.0); -vec4 R8f = vec4(0.0); -vec4 R123f = 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; -R1f = passParameterSem1; -// 0 -R2f.x = R1f.x + (intBitsToFloat(uf_remappedPS[0].x)/ resScale); -R2f.y = R1f.y + (intBitsToFloat(uf_remappedPS[0].y)/ resScale); -R0f.z = R1f.x + (intBitsToFloat(uf_remappedPS[0].z)/ resScale); -R0f.w = R1f.y + (intBitsToFloat(uf_remappedPS[0].w)/ resScale); -// 1 + 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 R5f = vec4(0.0); + vec4 R6f = vec4(0.0); + vec4 R7f = vec4(0.0); + vec4 R8f = vec4(0.0); + vec4 R123f = 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; + R1f = passParameterSem1; + // 0er + R2f.x = R1f.x + (intBitsToFloat(uf_remappedPS[0].x) / resScale); + R2f.y = R1f.y + (intBitsToFloat(uf_remappedPS[0].y) / resScale); + R0f.z = R1f.x + (intBitsToFloat(uf_remappedPS[0].z) ); + R0f.w = R1f.y + (intBitsToFloat(uf_remappedPS[0].w) ); + // 1 backupReg0f = R1f.x; backupReg1f = R1f.y; backupReg0f = R1f.x; backupReg1f = R1f.y; -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); -R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w)/ resScale; +R1f.xyz = vec3(backupReg0f,backupReg1f,backupReg0f) + vec3(intBitsToFloat(uf_remappedPS[1].x) / resScale,intBitsToFloat(uf_remappedPS[1].y) / resScale,intBitsToFloat(uf_remappedPS[1].z)); +R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w) ; +R3f.xyz = (texture(textureUnitPS1, R2f.xy).xyz); +R4f.xyz = (texture(textureUnitPS1, R0f.zw).xyz); +R5f.xyz = (texture(textureUnitPS1, R1f.xy).xyz); +R6f.xyz = (texture(textureUnitPS1, R1f.zw).xyz); -vec2 texsizetest = vec2(1280.0, 720.0); -//R4f = blur9(textureUnitPS0, R1f.xy, texsizetest, vec2(1.0, 1.0)); -//R3f = blur9(textureUnitPS0, R0f.zw, texsizetest, vec2(1.0, 1.0)); - -//R3f.xyz = (texture(textureUnitPS1, R2f.xy).xyz); -R3f = (blur9(textureUnitPS1, R2f.xy, texsizetest, vec2(1.0, 1.0))); // remove, redundant, blur on next step -R4f = (blur9(textureUnitPS1, R0f.zw, texsizetest, vec2(1.0, 1.0))); -R5f = (blur9(textureUnitPS1, R1f.xy, texsizetest, vec2(1.0, 1.0))); -R6f = (blur9(textureUnitPS1, R1f.zw, texsizetest, vec2(1.0, 1.0))); -R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz); -R7f.xyz = (texture(textureUnitPS0, R0f.zw).xyz); -R8f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); -R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz); +//R6f = circleBlur(textureUnitPS0, R1f.xy, textureSize(textureUnitPS0, 0)); +R2f.xyz = (circleBlur(textureUnitPS0, R2f.xy, textureSize(textureUnitPS0, 0)).xyz); +R7f.xyz = (circleBlur(textureUnitPS0, R0f.zw, textureSize(textureUnitPS0, 0)).xyz); +R8f.xyz = (circleBlur(textureUnitPS0, R1f.xy, textureSize(textureUnitPS0, 0)).xyz); +R1f.xyz = (circleBlur(textureUnitPS0, R1f.zw, textureSize(textureUnitPS0, 0)).xyz); // 0 tempf.x = dot(vec4(R3f.x,R3f.y,R3f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0)); PV0f.x = tempf.x; diff --git a/Source/XenobladeX/8c1e55fd967b0496_0000000000000079_ps.txt b/Source/XenobladeX/8c1e55fd967b0496_0000000000000079_ps.txt index 0138d664..bf3daaf9 100644 --- a/Source/XenobladeX/8c1e55fd967b0496_0000000000000079_ps.txt +++ b/Source/XenobladeX/8c1e55fd967b0496_0000000000000079_ps.txt @@ -11,39 +11,27 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0); // shader 8c1e55fd967b0496 // ver/horz alignment tweak, just a magic value // To-do. Go back and re-center all passes instead. - const float resScale = ; -//const float resScale = 3.0; // +//const float resScale = 4.0; +const float repositionBloom = 1.00125; + uniform ivec4 uf_remappedPS[5]; 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 layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; -const float repositionBloom = 1.00125; -//mattdesl MIT - https://github.com/Jam3/glsl-fast-gaussian-blur -vec4 blur9(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) { - 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; -} int clampFI32(int v) { - if( v == 0x7FFFFFFF ) - return floatBitsToInt(1.0); - else if( v == 0xFFFFFFFF ) - return floatBitsToInt(0.0); + 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)); } +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); @@ -68,13 +56,13 @@ void main() R0f = passParameterSem0; vec2 scaleFactor = vec2(repositionBloom, repositionBloom); //Added R0f.xy = R0f.xy * scaleFactor;// re-align bloom.. hack until issue source is found. - - // 0 + + // 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); - R5f.w = 1.0 ; + R5f.w = 1.0; PS0f = R5f.w; // 1 R2f.x = R0f.x + (intBitsToFloat(uf_remappedPS[2].x) / resScale); @@ -87,21 +75,13 @@ void main() R0f.x = backupReg0f + (intBitsToFloat(uf_remappedPS[4].x) / resScale); R0f.y = backupReg1f + (intBitsToFloat(uf_remappedPS[4].y) / resScale); - //hack aproximate 720 blur - //vec2 texsizetest = vec2(2560.0,1440.0 ); -R4f = blur9(textureUnitPS0, R1f.xy, textureSize(textureUnitPS0, 0), vec2(1.0, 1.0)); -R3f = blur9(textureUnitPS0, R0f.zw, textureSize(textureUnitPS0, 0), vec2(1.0, 1.0)); -R2f = blur9(textureUnitPS0, R2f.xy, textureSize(textureUnitPS0, 0), vec2(1.0, 1.0)); -R1f = blur9(textureUnitPS0, R1f.zw, textureSize(textureUnitPS0, 0), vec2(1.0, 1.0)); -R0f = blur9(textureUnitPS0, R0f.xy, textureSize(textureUnitPS0, 0), vec2(1.0, 1.0)); - - /* + R4f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); R3f.xyz = (texture(textureUnitPS0, R0f.zw).xyz); R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz); R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz); R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); - */ + // 0 PV0f.x = R4f.y * intBitsToFloat(uf_remappedPS[0].z); PV0f.y = R4f.x * intBitsToFloat(uf_remappedPS[0].z); @@ -110,7 +90,7 @@ R0f = blur9(textureUnitPS0, R0f.xy, textureSize(textureUnitPS0, 0), vec2(1.0, 1. R127f.z = max(R3f.y, R4f.y); PS0f = R127f.z; // 1 - R123f.x = (R3f.z * intBitsToFloat(uf_remappedPS[1].z) + PV0f.z); + R123f.x = (R3f.z * intBitsToFloat(uf_remappedPS[1].z) + PV0f.z); PV1f.x = R123f.x; PV1f.y = max(R3f.z, R4f.z); R123f.z = (R3f.y * intBitsToFloat(uf_remappedPS[1].z) + PV0f.x); @@ -157,11 +137,11 @@ R0f = blur9(textureUnitPS0, R0f.xy, textureSize(textureUnitPS0, 0), vec2(1.0, 1. PV1f.w = R127f.w; // 6 PV0f.x = PV1f.z + -(PV1f.w); - R5f.y = (PV1f.y * 0.25 + R127f.x);//degree of bloom - R5f.x = (PV1f.x * 0.25 + R127f.z); + R5f.y = (PV1f.y * 0.30 + R127f.x);//degree of bloom + R5f.x = (PV1f.x * 0.30 + R127f.z); PS0f = R5f.x; // 7 - R5f.z = (PV0f.x * 0.25 + R127f.w); + R5f.z = (PV0f.x * 0.30 + R127f.w); // export passPixelColor0 = vec4(R5f.x, R5f.y, R5f.z, R5f.w); } diff --git a/Source/XenobladeX/d8e69e8df8c227f5_00000000000003c9_ps.txt b/Source/XenobladeX/d8e69e8df8c227f5_00000000000003c9_ps.txt index a27415e5..a6ba3374 100644 --- a/Source/XenobladeX/d8e69e8df8c227f5_00000000000003c9_ps.txt +++ b/Source/XenobladeX/d8e69e8df8c227f5_00000000000003c9_ps.txt @@ -5,33 +5,167 @@ $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 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 = ; -//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 = ; +//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); } diff --git a/Source/XenobladeX/rules.txt b/Source/XenobladeX/rules.txt index 88e67a60..004b91c8 100644 --- a/Source/XenobladeX/rules.txt +++ b/Source/XenobladeX/rules.txt @@ -31,6 +31,12 @@ tileModesExcluded = 0x001 overwriteWidth = overwriteHeight = +[TextureRedefine] # Do not remove, must be scaled to TV or probe view breaks +width = 854 +height = 480 +overwriteWidth = +overwriteHeight = + [TextureRedefine] # half-res alpha width = 640 height = 360