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https://github.com/cemu-project/cemu_graphic_packs.git
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[BotW] blur shaders updates and fixes
update this first before adding splatoon caution: gpu taxing at high res, if get framerate drop, try replacing them with ones from lower res, bloom will appear smaller and brighter (concentrated) hope cemu will get more specific texture exclude so we don't have to upscale the blurs... any advice on optimization is appreciated
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@ -1,6 +1,6 @@
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#version 420
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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// shader 10584c6fc5857351 // bloom pre-spread
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// shader 10584c6fc5857351 // bloom pre-blur
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uniform ivec4 uf_remappedPS[2];
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uniform ivec4 uf_remappedPS[2];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) in vec4 passParameterSem0;
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@ -36,7 +36,7 @@ bool predResult = true;
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vec3 cubeMapSTM;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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int cubeMapFaceId;
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R0f = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point
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R0f = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point
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vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y );
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vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y ) * uf_fragCoordScale;
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int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
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int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
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float count = 0.0;
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float count = 0.0;
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for( int x=-r; x<=r; x++ ) {
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for( int x=-r; x<=r; x++ ) {
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@ -10,8 +10,8 @@ uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float data = passParameterSem0.z - passParameterSem0.w;
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float h = data / 1.38461538 * uf_fragCoordScale.y;
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float h = data / 1.38461538 * uf_fragCoordScale.y;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_weight[] = float[]( 0.22702703, 0.31621622, 0.07027027 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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uniform float o_offset[] = float[]( 0.00000000, 1.38461538, 3.23076923 );
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uniform float weight[] = float[]( 0.11011604, 0.20071416, 0.13842356, 0.07060718, 0.02643049, 0.00717399, 0.00138786, 0.00018683, 0.00001693, 0.00000098 );
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uniform float weight[] = float[]( 0.11011604, 0.20071416, 0.13842356, 0.07060718, 0.02643049, 0.00717399, 0.00138786, 0.00018683, 0.00001693, 0.00000098 );
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uniform float offset[] = float[]( 0.00000000, 1.47169811, 3.43396226, 5.39622642, 7.35849057, 9.32075472, 11.28301887, 13.24528302, 15.20754717, 17.16981132 );
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uniform float offset[] = float[]( 0.00000000, 1.47169811, 3.43396226, 5.39622642, 7.35849057, 9.32075472, 11.28301887, 13.24528302, 15.20754717, 17.16981132 );
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@ -27,7 +27,7 @@ for (int i=1; i<10; i++) {
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}
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}
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vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
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vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
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for (int i=1; i<2; i++) {
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for (int i=1; i<3; i++) {
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R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
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R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
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R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
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R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
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}
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}
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@ -1,36 +1,35 @@
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#version 420
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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// shader 45d85f1d25e7d0de // vertical blur 2880
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const float factor = 2.0; //higher is less blur
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// shader 45d85f1d25e7d0de // vertical blur
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 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: 1
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 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: 1
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
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float data = passParameterSem0.z - passParameterSem0.w;
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uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
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float h = data / 1.38461538 * uf_fragCoordScale.y;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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uniform float weight[] = float[]( 0.08123271, 0.15437530, 0.12585196, 0.08706739, 0.05105315, 0.02532582, 0.01060251, 0.00373415, 0.00110209, 0.00027128 );
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uniform float offset[] = float[]( 0.00000000, 1.48453608, 3.46391753, 5.44329897, 7.42268041, 9.40206186, 11.38144330, 13.36082474, 15.34020619, 17.31958763 );
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ivec2 ires = textureSize(textureUnitPS0,0);
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vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
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vec2 scale = ores * factor;
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void main()
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void main()
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{
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{
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vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
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vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
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vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
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vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
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for (int i=1; i<4; i++) {
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for (int i=1; i<10; i++) {
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R1f += texture( textureUnitPS0, R0f+(vec2(0.0, offset[i]) / scale) ) * weight[i];
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R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i];
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R1f += texture( textureUnitPS0, R0f-(vec2(0.0, offset[i]) / scale) ) * weight[i];
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R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i];
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}
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}
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passPixelColor0 = R1f;
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vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
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for (int i=1; i<2; i++) {
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R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
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R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
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}
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passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
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}
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}
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@ -1,36 +1,38 @@
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#version 420
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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// shader 4dc5fdeced670c5e // horizontal blur 2880
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const float factor = 2.0; //higher is less blur
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// shader 4dc5fdeced670c5e // horizontal blur
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 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: 1
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 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: 1
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
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float data = passParameterSem0.z - passParameterSem0.w;
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uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
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float w = data / 1.38461538 * uf_fragCoordScale.x;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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uniform float weight[] = float[]( 0.08123271, 0.15437530, 0.12585196, 0.08706739, 0.05105315, 0.02532582, 0.01060251, 0.00373415, 0.00110209, 0.00027128 );
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uniform float offset[] = float[]( 0.00000000, 1.48453608, 3.46391753, 5.44329897, 7.42268041, 9.40206186, 11.38144330, 13.36082474, 15.34020619, 17.31958763 );
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ivec2 ires = textureSize(textureUnitPS0,0);
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vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
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vec2 scale = ores * factor;
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void main()
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void main()
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{
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{
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vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
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vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
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vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
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vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
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for (int i=1; i<4; i++) {
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for (int i=1; i<10; i++) {
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R1f += texture( textureUnitPS0, R0f+(vec2(offset[i], 0.0) / scale) ) * weight[i];
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R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i];
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R1f += texture( textureUnitPS0, R0f-(vec2(offset[i], 0.0) / scale) ) * weight[i];
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R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i];
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}
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}
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passPixelColor0 = R1f;
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vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
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for (int i=1; i<2; i++) {
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R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
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R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
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}
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passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
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}
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}
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//py blurninja.py --expand 30 --reduce 30 37 --linear
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//game original py blurninja.py --expand 2 --reduce 2 5 --linear
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@ -1,6 +1,6 @@
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#version 420
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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// shader 6279271034da8f93 // horizontal bloom 5120
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// shader 6279271034da8f93 // horizontal bloom 2880
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 1) in vec4 passParameterSem1;
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float data = passParameterSem0.z - passParameterSem0.w;
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float data = passParameterSem0.z - passParameterSem0.w;
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float w = data / 1.38461538 * uf_fragCoordScale.x;
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float w = data / 1.38461538 * uf_fragCoordScale.x;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_weight[] = float[]( 0.22702703, 0.31621622, 0.07027027 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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uniform float o_offset[] = float[]( 0.00000000, 1.38461538, 3.23076923 );
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uniform float weight[] = float[]( 0.11011604, 0.20071416, 0.13842356, 0.07060718, 0.02643049, 0.00717399, 0.00138786, 0.00018683, 0.00001693, 0.00000098 );
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uniform float weight[] = float[]( 0.11011604, 0.20071416, 0.13842356, 0.07060718, 0.02643049, 0.00717399, 0.00138786, 0.00018683, 0.00001693, 0.00000098 );
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uniform float offset[] = float[]( 0.00000000, 1.47169811, 3.43396226, 5.39622642, 7.35849057, 9.32075472, 11.28301887, 13.24528302, 15.20754717, 17.16981132 );
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uniform float offset[] = float[]( 0.00000000, 1.47169811, 3.43396226, 5.39622642, 7.35849057, 9.32075472, 11.28301887, 13.24528302, 15.20754717, 17.16981132 );
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}
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}
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vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
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vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
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for (int i=1; i<2; i++) {
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for (int i=1; i<3; i++) {
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R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
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R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
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R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
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R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
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}
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}
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#version 420
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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// shader c92c1c4c0a2fb839
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// shader c92c1c4c0a2fb839 // camera rune dof
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uniform ivec4 uf_remappedPS[5];
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uniform ivec4 uf_remappedPS[5];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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if( activeMaskStackC[2] == true ) {
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if( activeMaskStackC[2] == true ) {
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vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
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vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
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ivec2 ires = textureSize(textureUnitPS1,0);
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vec2 res = vec2( R2i.x - R1i.x, R3i.x - R4i.y ) * uf_fragCoordScale;
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vec2 res = vec2( float(ires.x), float(ires.y) );
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int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
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int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
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vec3 R10f = vec3(0.0);
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vec3 R10f = vec3(0.0);
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float count = 0.0;
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float count = 0.0;
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||||||
for( int x=-r; x<=r; x++ ) {
|
for( int x=-r; x<=r; x++ ) {
|
||||||
for( int y=-r; y<=r; y++ ) {
|
for( int y=-r; y<=r; y++ ) {
|
||||||
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
||||||
R10f += textureLod( textureUnitPS1, R9f + vec2(x,y)/res, intBitsToFloat(R1i.w) ).xyz;
|
R10f += textureLod( textureUnitPS1, R9f + vec2(x,y)*res, intBitsToFloat(R1i.w) ).xyz;
|
||||||
count += 1.0;
|
count += 1.0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,33 +1,22 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader cb0e6e8cbec4502a
|
// shader cb0e6e8cbec4502a // dof blur
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem3;
|
layout(location = 0) in vec4 passParameterSem3;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
||||||
|
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y+passParameterSem3.w)/2); //center point
|
vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y + passParameterSem3.w)/2); //center point
|
||||||
ivec2 ires = textureSize(textureUnitPS0,0);
|
vec2 res = vec2( passParameterSem3.x - passParameterSem3.z, passParameterSem3.w - passParameterSem3.y ) * uf_fragCoordScale;
|
||||||
vec2 res = vec2( float(ires.x), float(ires.y) );
|
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
||||||
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
|
|
||||||
vec4 R1f = vec4(0.0);
|
vec4 R1f = vec4(0.0);
|
||||||
float count = 0.0;
|
float count = 0.0;
|
||||||
for( int x=-r; x<=r; x++ ) {
|
for( int x=-r; x<=r; x++ ) {
|
||||||
for( int y=-r; y<=r; y++ ) {
|
for( int y=-r; y<=r; y++ ) {
|
||||||
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
||||||
R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res );
|
R1f += texture( textureUnitPS0, R0f + vec2(x,y)*res );
|
||||||
count += 1.0;
|
count += 1.0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader 10584c6fc5857351 // bloom pre-spread
|
// shader 10584c6fc5857351 // bloom pre-blur
|
||||||
uniform ivec4 uf_remappedPS[2];
|
uniform ivec4 uf_remappedPS[2];
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
@ -36,7 +36,7 @@ bool predResult = true;
|
|||||||
vec3 cubeMapSTM;
|
vec3 cubeMapSTM;
|
||||||
int cubeMapFaceId;
|
int cubeMapFaceId;
|
||||||
R0f = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point
|
R0f = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point
|
||||||
vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y );
|
vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y ) * uf_fragCoordScale;
|
||||||
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
||||||
float count = 0.0;
|
float count = 0.0;
|
||||||
for( int x=-r; x<=r; x++ ) {
|
for( int x=-r; x<=r; x++ ) {
|
||||||
|
@ -10,8 +10,8 @@ uniform vec2 uf_fragCoordScale;
|
|||||||
float data = passParameterSem0.z - passParameterSem0.w;
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||||
|
|
||||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
uniform float o_weight[] = float[]( 0.22702703, 0.31621622, 0.07027027 );
|
||||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
uniform float o_offset[] = float[]( 0.00000000, 1.38461538, 3.23076923 );
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.08679764, 0.16377778, 0.12975631, 0.08523885, 0.04634210, 0.02079453, 0.00767262, 0.00231673, 0.00056902, 0.00011284, 0.00001790, 0.00000225, 0.00000022, 0.00000002 );
|
uniform float weight[] = float[]( 0.08679764, 0.16377778, 0.12975631, 0.08523885, 0.04634210, 0.02079453, 0.00767262, 0.00231673, 0.00056902, 0.00011284, 0.00001790, 0.00000225, 0.00000022, 0.00000002 );
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.48235294, 3.45882353, 5.43529412, 7.41176471, 9.38823529, 11.36470588, 13.34117647, 15.31764706, 17.29411765, 19.27058824, 21.24705882, 23.22352941, 25.20000000 );
|
uniform float offset[] = float[]( 0.00000000, 1.48235294, 3.45882353, 5.43529412, 7.41176471, 9.38823529, 11.36470588, 13.34117647, 15.31764706, 17.29411765, 19.27058824, 21.24705882, 23.22352941, 25.20000000 );
|
||||||
@ -27,7 +27,7 @@ for (int i=1; i<14; i++) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
for (int i=1; i<2; i++) {
|
for (int i=1; i<3; i++) {
|
||||||
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
}
|
}
|
||||||
|
@ -1,36 +1,35 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 45d85f1d25e7d0de // vertical blur 4320
|
||||||
const float factor = 2.0; //higher is less blur
|
|
||||||
|
|
||||||
// shader 45d85f1d25e7d0de // vertical blur
|
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
|
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||||
|
|
||||||
|
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||||
|
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||||
|
|
||||||
|
uniform float weight[] = float[]( 0.05721114, 0.11153873, 0.10071616, 0.08380551, 0.06425089, 0.04537556, 0.02951030, 0.01766751, 0.00973277, 0.00493097, 0.00229618, 0.00098211, 0.00038554, 0.00013879, 0.00004577, 0.00001382, 0.00000381 );
|
||||||
|
uniform float offset[] = float[]( 0.00000000, 1.49230769, 3.48205128, 5.47179487, 7.46153846, 9.45128205, 11.44102564, 13.43076923, 15.42051282, 17.41025641, 19.40000000, 21.38974359, 23.37948718, 25.36923077, 27.35897436, 29.34871795, 31.33846154 );
|
||||||
|
|
||||||
ivec2 ires = textureSize(textureUnitPS0,0);
|
|
||||||
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
|
|
||||||
vec2 scale = ores * factor;
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||||
|
|
||||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||||
for (int i=1; i<4; i++) {
|
for (int i=1; i<17; i++) {
|
||||||
R1f += texture( textureUnitPS0, R0f+(vec2(0.0, offset[i]) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i];
|
||||||
R1f += texture( textureUnitPS0, R0f-(vec2(0.0, offset[i]) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i];
|
||||||
}
|
}
|
||||||
passPixelColor0 = R1f;
|
|
||||||
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
|
for (int i=1; i<2; i++) {
|
||||||
|
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
|
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
|
}
|
||||||
|
|
||||||
|
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||||
}
|
}
|
||||||
|
@ -1,36 +1,38 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 4dc5fdeced670c5e // horizontal blur 4320
|
||||||
const float factor = 2.0; //higher is less blur
|
|
||||||
|
|
||||||
// shader 4dc5fdeced670c5e // horizontal blur
|
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
|
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||||
|
|
||||||
|
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||||
|
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||||
|
|
||||||
|
uniform float weight[] = float[]( 0.05721114, 0.11153873, 0.10071616, 0.08380551, 0.06425089, 0.04537556, 0.02951030, 0.01766751, 0.00973277, 0.00493097, 0.00229618, 0.00098211, 0.00038554, 0.00013879, 0.00004577, 0.00001382, 0.00000381 );
|
||||||
|
uniform float offset[] = float[]( 0.00000000, 1.49230769, 3.48205128, 5.47179487, 7.46153846, 9.45128205, 11.44102564, 13.43076923, 15.42051282, 17.41025641, 19.40000000, 21.38974359, 23.37948718, 25.36923077, 27.35897436, 29.34871795, 31.33846154 );
|
||||||
|
|
||||||
ivec2 ires = textureSize(textureUnitPS0,0);
|
|
||||||
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
|
|
||||||
vec2 scale = ores * factor;
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||||
|
|
||||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||||
for (int i=1; i<4; i++) {
|
for (int i=1; i<17; i++) {
|
||||||
R1f += texture( textureUnitPS0, R0f+(vec2(offset[i], 0.0) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||||
R1f += texture( textureUnitPS0, R0f-(vec2(offset[i], 0.0) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||||
}
|
}
|
||||||
passPixelColor0 = R1f;
|
|
||||||
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
|
for (int i=1; i<2; i++) {
|
||||||
|
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
|
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
|
}
|
||||||
|
|
||||||
|
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//py blurninja.py --expand 65 --reduce 65 65 --linear
|
||||||
|
//game original py blurninja.py --expand 2 --reduce 2 5 --linear
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader 6279271034da8f93 // horizontal bloom 7680
|
// shader 6279271034da8f93 // horizontal bloom 4320
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 1) in vec4 passParameterSem1;
|
layout(location = 1) in vec4 passParameterSem1;
|
||||||
@ -10,8 +10,8 @@ uniform vec2 uf_fragCoordScale;
|
|||||||
float data = passParameterSem0.z - passParameterSem0.w;
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||||
|
|
||||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
uniform float o_weight[] = float[]( 0.22702703, 0.31621622, 0.07027027 );
|
||||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
uniform float o_offset[] = float[]( 0.00000000, 1.38461538, 3.23076923 );
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.08679764, 0.16377778, 0.12975631, 0.08523885, 0.04634210, 0.02079453, 0.00767262, 0.00231673, 0.00056902, 0.00011284, 0.00001790, 0.00000225, 0.00000022, 0.00000002 );
|
uniform float weight[] = float[]( 0.08679764, 0.16377778, 0.12975631, 0.08523885, 0.04634210, 0.02079453, 0.00767262, 0.00231673, 0.00056902, 0.00011284, 0.00001790, 0.00000225, 0.00000022, 0.00000002 );
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.48235294, 3.45882353, 5.43529412, 7.41176471, 9.38823529, 11.36470588, 13.34117647, 15.31764706, 17.29411765, 19.27058824, 21.24705882, 23.22352941, 25.20000000 );
|
uniform float offset[] = float[]( 0.00000000, 1.48235294, 3.45882353, 5.43529412, 7.41176471, 9.38823529, 11.36470588, 13.34117647, 15.31764706, 17.29411765, 19.27058824, 21.24705882, 23.22352941, 25.20000000 );
|
||||||
@ -27,7 +27,7 @@ for (int i=1; i<14; i++) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
for (int i=1; i<2; i++) {
|
for (int i=1; i<3; i++) {
|
||||||
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
}
|
}
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader c92c1c4c0a2fb839
|
// shader c92c1c4c0a2fb839 // camera rune dof
|
||||||
uniform ivec4 uf_remappedPS[5];
|
uniform ivec4 uf_remappedPS[5];
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
@ -129,15 +129,14 @@ R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBi
|
|||||||
if( activeMaskStackC[2] == true ) {
|
if( activeMaskStackC[2] == true ) {
|
||||||
|
|
||||||
vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
|
vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
|
||||||
ivec2 ires = textureSize(textureUnitPS1,0);
|
vec2 res = vec2( R2i.x - R1i.x, R3i.x - R4i.y ) * uf_fragCoordScale;
|
||||||
vec2 res = vec2( float(ires.x), float(ires.y) );
|
|
||||||
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
||||||
vec3 R10f = vec3(0.0);
|
vec3 R10f = vec3(0.0);
|
||||||
float count = 0.0;
|
float count = 0.0;
|
||||||
for( int x=-r; x<=r; x++ ) {
|
for( int x=-r; x<=r; x++ ) {
|
||||||
for( int y=-r; y<=r; y++ ) {
|
for( int y=-r; y<=r; y++ ) {
|
||||||
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
||||||
R10f += textureLod( textureUnitPS1, R9f + vec2(x,y)/res, intBitsToFloat(R1i.w) ).xyz;
|
R10f += textureLod( textureUnitPS1, R9f + vec2(x,y)*res, intBitsToFloat(R1i.w) ).xyz;
|
||||||
count += 1.0;
|
count += 1.0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,33 +1,22 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader cb0e6e8cbec4502a
|
// shader cb0e6e8cbec4502a // dof blur
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem3;
|
layout(location = 0) in vec4 passParameterSem3;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
||||||
|
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y+passParameterSem3.w)/2); //center point
|
vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y + passParameterSem3.w)/2); //center point
|
||||||
ivec2 ires = textureSize(textureUnitPS0,0);
|
vec2 res = vec2( passParameterSem3.x - passParameterSem3.z, passParameterSem3.w - passParameterSem3.y ) * uf_fragCoordScale;
|
||||||
vec2 res = vec2( float(ires.x), float(ires.y) );
|
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
||||||
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
|
|
||||||
vec4 R1f = vec4(0.0);
|
vec4 R1f = vec4(0.0);
|
||||||
float count = 0.0;
|
float count = 0.0;
|
||||||
for( int x=-r; x<=r; x++ ) {
|
for( int x=-r; x<=r; x++ ) {
|
||||||
for( int y=-r; y<=r; y++ ) {
|
for( int y=-r; y<=r; y++ ) {
|
||||||
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
||||||
R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res );
|
R1f += texture( textureUnitPS0, R0f + vec2(x,y)*res );
|
||||||
count += 1.0;
|
count += 1.0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader 10584c6fc5857351 // bloom pre-spread
|
// shader 10584c6fc5857351 // bloom pre-blur
|
||||||
uniform ivec4 uf_remappedPS[2];
|
uniform ivec4 uf_remappedPS[2];
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
@ -36,7 +36,7 @@ bool predResult = true;
|
|||||||
vec3 cubeMapSTM;
|
vec3 cubeMapSTM;
|
||||||
int cubeMapFaceId;
|
int cubeMapFaceId;
|
||||||
R0f = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point
|
R0f = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point
|
||||||
vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y );
|
vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y ) * uf_fragCoordScale;
|
||||||
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
||||||
float count = 0.0;
|
float count = 0.0;
|
||||||
for( int x=-r; x<=r; x++ ) {
|
for( int x=-r; x<=r; x++ ) {
|
||||||
|
@ -10,8 +10,8 @@ uniform vec2 uf_fragCoordScale;
|
|||||||
float data = passParameterSem0.z - passParameterSem0.w;
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||||
|
|
||||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
uniform float o_weight[] = float[]( 0.22702703, 0.31621622, 0.07027027 );
|
||||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
uniform float o_offset[] = float[]( 0.00000000, 1.38461538, 3.23076923 );
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.05842515, 0.11378184, 0.10229613, 0.08445599, 0.06401931, 0.04454418, 0.02843975, 0.01665463, 0.00894132, 0.00439816, 0.00198084, 0.00081621, 0.00030743, 0.00010575, 0.00003318, 0.00000949, 0.00000247, 0.00000058, 0.00000013, 0.00000002 );
|
uniform float weight[] = float[]( 0.05842515, 0.11378184, 0.10229613, 0.08445599, 0.06401931, 0.04454418, 0.02843975, 0.01665463, 0.00894132, 0.00439816, 0.00198084, 0.00081621, 0.00030743, 0.00010575, 0.00003318, 0.00000949, 0.00000247, 0.00000058, 0.00000013, 0.00000002 );
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.49197861, 3.48128342, 5.47058824, 7.45989305, 9.44919786, 11.43850267, 13.42780749, 15.41711230, 17.40641711, 19.39572193, 21.38502674, 23.37433155, 25.36363636, 27.35294118, 29.34224599, 31.33155080, 33.32085561, 35.31016043, 37.29946524 );
|
uniform float offset[] = float[]( 0.00000000, 1.49197861, 3.48128342, 5.47058824, 7.45989305, 9.44919786, 11.43850267, 13.42780749, 15.41711230, 17.40641711, 19.39572193, 21.38502674, 23.37433155, 25.36363636, 27.35294118, 29.34224599, 31.33155080, 33.32085561, 35.31016043, 37.29946524 );
|
||||||
@ -27,7 +27,7 @@ for (int i=1; i<20; i++) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
for (int i=1; i<2; i++) {
|
for (int i=1; i<3; i++) {
|
||||||
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
}
|
}
|
||||||
|
@ -1,36 +1,35 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 45d85f1d25e7d0de // vertical blur 5760
|
||||||
const float factor = 2.0; //higher is less blur
|
|
||||||
|
|
||||||
// shader 45d85f1d25e7d0de // vertical blur
|
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
|
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||||
|
|
||||||
|
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||||
|
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||||
|
|
||||||
|
uniform float weight[] = float[]( 0.04202302, 0.08289284, 0.07843703, 0.07101047, 0.06150497, 0.05096469, 0.04039985, 0.03063492, 0.02222034, 0.01541512, 0.01022743, 0.00648881, 0.00393634, 0.00228295, 0.00126565, 0.00067063, 0.00033957, 0.00016428, 0.00007592, 0.00003351, 0.00001412, 0.00000568, 0.00000218, 0.00000080, 0.00000028, 0.00000009 );
|
||||||
|
uniform float offset[] = float[]( 0.00000000, 1.49584488, 3.49030471, 5.48476454, 7.47922438, 9.47368421, 11.46814404, 13.46260388, 15.45706371, 17.45152355, 19.44598338, 21.44044321, 23.43490305, 25.42936288, 27.42382271, 29.41828255, 31.41274238, 33.40720222, 35.40166205, 37.39612188, 39.39058172, 41.38504155, 43.37950139, 45.37396122, 47.36842105, 49.36288089 );
|
||||||
|
|
||||||
ivec2 ires = textureSize(textureUnitPS0,0);
|
|
||||||
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
|
|
||||||
vec2 scale = ores * factor;
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||||
|
|
||||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||||
for (int i=1; i<4; i++) {
|
for (int i=1; i<26; i++) {
|
||||||
R1f += texture( textureUnitPS0, R0f+(vec2(0.0, offset[i]) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i];
|
||||||
R1f += texture( textureUnitPS0, R0f-(vec2(0.0, offset[i]) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i];
|
||||||
}
|
}
|
||||||
passPixelColor0 = R1f;
|
|
||||||
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
|
for (int i=1; i<2; i++) {
|
||||||
|
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
|
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
|
}
|
||||||
|
|
||||||
|
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||||
}
|
}
|
||||||
|
@ -1,36 +1,38 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 4dc5fdeced670c5e // horizontal blur 5760
|
||||||
const float factor = 2.0; //higher is less blur
|
|
||||||
|
|
||||||
// shader 4dc5fdeced670c5e // horizontal blur
|
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
|
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||||
|
|
||||||
|
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||||
|
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||||
|
|
||||||
|
uniform float weight[] = float[]( 0.04202302, 0.08289284, 0.07843703, 0.07101047, 0.06150497, 0.05096469, 0.04039985, 0.03063492, 0.02222034, 0.01541512, 0.01022743, 0.00648881, 0.00393634, 0.00228295, 0.00126565, 0.00067063, 0.00033957, 0.00016428, 0.00007592, 0.00003351, 0.00001412, 0.00000568, 0.00000218, 0.00000080, 0.00000028, 0.00000009 );
|
||||||
|
uniform float offset[] = float[]( 0.00000000, 1.49584488, 3.49030471, 5.48476454, 7.47922438, 9.47368421, 11.46814404, 13.46260388, 15.45706371, 17.45152355, 19.44598338, 21.44044321, 23.43490305, 25.42936288, 27.42382271, 29.41828255, 31.41274238, 33.40720222, 35.40166205, 37.39612188, 39.39058172, 41.38504155, 43.37950139, 45.37396122, 47.36842105, 49.36288089 );
|
||||||
|
|
||||||
ivec2 ires = textureSize(textureUnitPS0,0);
|
|
||||||
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
|
|
||||||
vec2 scale = ores * factor;
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||||
|
|
||||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||||
for (int i=1; i<4; i++) {
|
for (int i=1; i<26; i++) {
|
||||||
R1f += texture( textureUnitPS0, R0f+(vec2(offset[i], 0.0) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||||
R1f += texture( textureUnitPS0, R0f-(vec2(offset[i], 0.0) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||||
}
|
}
|
||||||
passPixelColor0 = R1f;
|
|
||||||
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
|
for (int i=1; i<2; i++) {
|
||||||
|
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
|
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
|
}
|
||||||
|
|
||||||
|
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//py blurninja.py --expand 130 --reduce 130 101 --linear
|
||||||
|
//game original py blurninja.py --expand 2 --reduce 2 5 --linear
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader 6279271034da8f93 // horizontal bloom 10240
|
// shader 6279271034da8f93 // horizontal bloom 5760
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 1) in vec4 passParameterSem1;
|
layout(location = 1) in vec4 passParameterSem1;
|
||||||
@ -10,8 +10,8 @@ uniform vec2 uf_fragCoordScale;
|
|||||||
float data = passParameterSem0.z - passParameterSem0.w;
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||||
|
|
||||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
uniform float o_weight[] = float[]( 0.22702703, 0.31621622, 0.07027027 );
|
||||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
uniform float o_offset[] = float[]( 0.00000000, 1.38461538, 3.23076923 );
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.05842515, 0.11378184, 0.10229613, 0.08445599, 0.06401931, 0.04454418, 0.02843975, 0.01665463, 0.00894132, 0.00439816, 0.00198084, 0.00081621, 0.00030743, 0.00010575, 0.00003318, 0.00000949, 0.00000247, 0.00000058, 0.00000013, 0.00000002 );
|
uniform float weight[] = float[]( 0.05842515, 0.11378184, 0.10229613, 0.08445599, 0.06401931, 0.04454418, 0.02843975, 0.01665463, 0.00894132, 0.00439816, 0.00198084, 0.00081621, 0.00030743, 0.00010575, 0.00003318, 0.00000949, 0.00000247, 0.00000058, 0.00000013, 0.00000002 );
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.49197861, 3.48128342, 5.47058824, 7.45989305, 9.44919786, 11.43850267, 13.42780749, 15.41711230, 17.40641711, 19.39572193, 21.38502674, 23.37433155, 25.36363636, 27.35294118, 29.34224599, 31.33155080, 33.32085561, 35.31016043, 37.29946524 );
|
uniform float offset[] = float[]( 0.00000000, 1.49197861, 3.48128342, 5.47058824, 7.45989305, 9.44919786, 11.43850267, 13.42780749, 15.41711230, 17.40641711, 19.39572193, 21.38502674, 23.37433155, 25.36363636, 27.35294118, 29.34224599, 31.33155080, 33.32085561, 35.31016043, 37.29946524 );
|
||||||
@ -27,7 +27,7 @@ for (int i=1; i<20; i++) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
for (int i=1; i<2; i++) {
|
for (int i=1; i<3; i++) {
|
||||||
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
}
|
}
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader c92c1c4c0a2fb839
|
// shader c92c1c4c0a2fb839 // camera rune dof
|
||||||
uniform ivec4 uf_remappedPS[5];
|
uniform ivec4 uf_remappedPS[5];
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
@ -129,15 +129,14 @@ R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBi
|
|||||||
if( activeMaskStackC[2] == true ) {
|
if( activeMaskStackC[2] == true ) {
|
||||||
|
|
||||||
vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
|
vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
|
||||||
ivec2 ires = textureSize(textureUnitPS1,0);
|
vec2 res = vec2( R2i.x - R1i.x, R3i.x - R4i.y ) * uf_fragCoordScale;
|
||||||
vec2 res = vec2( float(ires.x), float(ires.y) );
|
|
||||||
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
||||||
vec3 R10f = vec3(0.0);
|
vec3 R10f = vec3(0.0);
|
||||||
float count = 0.0;
|
float count = 0.0;
|
||||||
for( int x=-r; x<=r; x++ ) {
|
for( int x=-r; x<=r; x++ ) {
|
||||||
for( int y=-r; y<=r; y++ ) {
|
for( int y=-r; y<=r; y++ ) {
|
||||||
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
||||||
R10f += textureLod( textureUnitPS1, R9f + vec2(x,y)/res, intBitsToFloat(R1i.w) ).xyz;
|
R10f += textureLod( textureUnitPS1, R9f + vec2(x,y)*res, intBitsToFloat(R1i.w) ).xyz;
|
||||||
count += 1.0;
|
count += 1.0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,33 +1,22 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader cb0e6e8cbec4502a
|
// shader cb0e6e8cbec4502a // dof blur
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem3;
|
layout(location = 0) in vec4 passParameterSem3;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
||||||
|
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y+passParameterSem3.w)/2); //center point
|
vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y + passParameterSem3.w)/2); //center point
|
||||||
ivec2 ires = textureSize(textureUnitPS0,0);
|
vec2 res = vec2( passParameterSem3.x - passParameterSem3.z, passParameterSem3.w - passParameterSem3.y ) * uf_fragCoordScale;
|
||||||
vec2 res = vec2( float(ires.x), float(ires.y) );
|
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
||||||
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
|
|
||||||
vec4 R1f = vec4(0.0);
|
vec4 R1f = vec4(0.0);
|
||||||
float count = 0.0;
|
float count = 0.0;
|
||||||
for( int x=-r; x<=r; x++ ) {
|
for( int x=-r; x<=r; x++ ) {
|
||||||
for( int y=-r; y<=r; y++ ) {
|
for( int y=-r; y<=r; y++ ) {
|
||||||
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
||||||
R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res );
|
R1f += texture( textureUnitPS0, R0f + vec2(x,y)*res );
|
||||||
count += 1.0;
|
count += 1.0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader 10584c6fc5857351 // bloom pre-spread
|
// shader 10584c6fc5857351 // bloom pre-blur
|
||||||
uniform ivec4 uf_remappedPS[2];
|
uniform ivec4 uf_remappedPS[2];
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
@ -36,7 +36,7 @@ bool predResult = true;
|
|||||||
vec3 cubeMapSTM;
|
vec3 cubeMapSTM;
|
||||||
int cubeMapFaceId;
|
int cubeMapFaceId;
|
||||||
R0f = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point
|
R0f = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point
|
||||||
vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y );
|
vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y ) * uf_fragCoordScale;
|
||||||
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
||||||
float count = 0.0;
|
float count = 0.0;
|
||||||
for( int x=-r; x<=r; x++ ) {
|
for( int x=-r; x<=r; x++ ) {
|
||||||
|
@ -10,8 +10,8 @@ uniform vec2 uf_fragCoordScale;
|
|||||||
float data = passParameterSem0.z - passParameterSem0.w;
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||||
|
|
||||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
uniform float o_weight[] = float[]( 0.22702703, 0.31621622, 0.07027027 );
|
||||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
uniform float o_offset[] = float[]( 0.00000000, 1.38461538, 3.23076923 );
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
|
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
|
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
|
||||||
@ -27,7 +27,7 @@ for (int i=1; i<4; i++) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
for (int i=1; i<2; i++) {
|
for (int i=1; i<3; i++) {
|
||||||
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
}
|
}
|
||||||
|
@ -1,36 +1,35 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 45d85f1d25e7d0de // vertical blur 1080
|
||||||
const float factor = 2.0; //higher is less blur
|
|
||||||
|
|
||||||
// shader 45d85f1d25e7d0de // vertical blur
|
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
|
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||||
|
|
||||||
|
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||||
|
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||||
|
|
||||||
|
uniform float weight[] = float[]( 0.20064856, 0.30320227, 0.09647345 );
|
||||||
|
uniform float offset[] = float[]( 0.00000000, 1.41176471, 3.29411765 );
|
||||||
|
|
||||||
ivec2 ires = textureSize(textureUnitPS0,0);
|
|
||||||
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
|
|
||||||
vec2 scale = ores * factor;
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||||
|
|
||||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||||
for (int i=1; i<4; i++) {
|
for (int i=1; i<3; i++) {
|
||||||
R1f += texture( textureUnitPS0, R0f+(vec2(0.0, offset[i]) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i];
|
||||||
R1f += texture( textureUnitPS0, R0f-(vec2(0.0, offset[i]) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i];
|
||||||
}
|
}
|
||||||
passPixelColor0 = R1f;
|
|
||||||
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
|
for (int i=1; i<2; i++) {
|
||||||
|
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
|
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
|
}
|
||||||
|
|
||||||
|
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||||
}
|
}
|
||||||
|
@ -1,36 +1,38 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 4dc5fdeced670c5e // horizontal blur 1080
|
||||||
const float factor = 2.0; //higher is less blur
|
|
||||||
|
|
||||||
// shader 4dc5fdeced670c5e // horizontal blur
|
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
|
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||||
|
|
||||||
|
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||||
|
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||||
|
|
||||||
|
uniform float weight[] = float[]( 0.20064856, 0.30320227, 0.09647345 );
|
||||||
|
uniform float offset[] = float[]( 0.00000000, 1.41176471, 3.29411765 );
|
||||||
|
|
||||||
ivec2 ires = textureSize(textureUnitPS0,0);
|
|
||||||
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
|
|
||||||
vec2 scale = ores * factor;
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||||
|
|
||||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||||
for (int i=1; i<4; i++) {
|
for (int i=1; i<3; i++) {
|
||||||
R1f += texture( textureUnitPS0, R0f+(vec2(offset[i], 0.0) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||||
R1f += texture( textureUnitPS0, R0f-(vec2(offset[i], 0.0) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||||
}
|
}
|
||||||
passPixelColor0 = R1f;
|
|
||||||
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
|
for (int i=1; i<2; i++) {
|
||||||
|
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
|
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
|
}
|
||||||
|
|
||||||
|
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//py blurninja.py --expand 4 --reduce 4 9 --linear
|
||||||
|
//game original py blurninja.py --expand 2 --reduce 2 5 --linear
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader 6279271034da8f93 // horizontal bloom 1920
|
// shader 6279271034da8f93 // horizontal bloom 1080
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 1) in vec4 passParameterSem1;
|
layout(location = 1) in vec4 passParameterSem1;
|
||||||
@ -10,8 +10,8 @@ uniform vec2 uf_fragCoordScale;
|
|||||||
float data = passParameterSem0.z - passParameterSem0.w;
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||||
|
|
||||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
uniform float o_weight[] = float[]( 0.22702703, 0.31621622, 0.07027027 );
|
||||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
uniform float o_offset[] = float[]( 0.00000000, 1.38461538, 3.23076923 );
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
|
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
|
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
|
||||||
@ -27,7 +27,7 @@ for (int i=1; i<4; i++) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
for (int i=1; i<2; i++) {
|
for (int i=1; i<3; i++) {
|
||||||
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
}
|
}
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader c92c1c4c0a2fb839
|
// shader c92c1c4c0a2fb839 // camera rune dof
|
||||||
uniform ivec4 uf_remappedPS[5];
|
uniform ivec4 uf_remappedPS[5];
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
@ -129,15 +129,14 @@ R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBi
|
|||||||
if( activeMaskStackC[2] == true ) {
|
if( activeMaskStackC[2] == true ) {
|
||||||
|
|
||||||
vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
|
vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
|
||||||
ivec2 ires = textureSize(textureUnitPS1,0);
|
vec2 res = vec2( R2i.x - R1i.x, R3i.x - R4i.y ) * uf_fragCoordScale;
|
||||||
vec2 res = vec2( float(ires.x), float(ires.y) );
|
|
||||||
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
||||||
vec3 R10f = vec3(0.0);
|
vec3 R10f = vec3(0.0);
|
||||||
float count = 0.0;
|
float count = 0.0;
|
||||||
for( int x=-r; x<=r; x++ ) {
|
for( int x=-r; x<=r; x++ ) {
|
||||||
for( int y=-r; y<=r; y++ ) {
|
for( int y=-r; y<=r; y++ ) {
|
||||||
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
||||||
R10f += textureLod( textureUnitPS1, R9f + vec2(x,y)/res, intBitsToFloat(R1i.w) ).xyz;
|
R10f += textureLod( textureUnitPS1, R9f + vec2(x,y)*res, intBitsToFloat(R1i.w) ).xyz;
|
||||||
count += 1.0;
|
count += 1.0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,33 +1,22 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader cb0e6e8cbec4502a
|
// shader cb0e6e8cbec4502a // dof blur
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem3;
|
layout(location = 0) in vec4 passParameterSem3;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
||||||
|
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y+passParameterSem3.w)/2); //center point
|
vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y + passParameterSem3.w)/2); //center point
|
||||||
ivec2 ires = textureSize(textureUnitPS0,0);
|
vec2 res = vec2( passParameterSem3.x - passParameterSem3.z, passParameterSem3.w - passParameterSem3.y ) * uf_fragCoordScale;
|
||||||
vec2 res = vec2( float(ires.x), float(ires.y) );
|
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
||||||
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
|
|
||||||
vec4 R1f = vec4(0.0);
|
vec4 R1f = vec4(0.0);
|
||||||
float count = 0.0;
|
float count = 0.0;
|
||||||
for( int x=-r; x<=r; x++ ) {
|
for( int x=-r; x<=r; x++ ) {
|
||||||
for( int y=-r; y<=r; y++ ) {
|
for( int y=-r; y<=r; y++ ) {
|
||||||
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
||||||
R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res );
|
R1f += texture( textureUnitPS0, R0f + vec2(x,y)*res );
|
||||||
count += 1.0;
|
count += 1.0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader 10584c6fc5857351 // bloom pre-spread
|
// shader 10584c6fc5857351 // bloom pre-blur
|
||||||
uniform ivec4 uf_remappedPS[2];
|
uniform ivec4 uf_remappedPS[2];
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
@ -36,7 +36,7 @@ bool predResult = true;
|
|||||||
vec3 cubeMapSTM;
|
vec3 cubeMapSTM;
|
||||||
int cubeMapFaceId;
|
int cubeMapFaceId;
|
||||||
R0f = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point
|
R0f = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point
|
||||||
vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y );
|
vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y ) * uf_fragCoordScale;
|
||||||
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
||||||
float count = 0.0;
|
float count = 0.0;
|
||||||
for( int x=-r; x<=r; x++ ) {
|
for( int x=-r; x<=r; x++ ) {
|
||||||
|
@ -10,8 +10,8 @@ uniform vec2 uf_fragCoordScale;
|
|||||||
float data = passParameterSem0.z - passParameterSem0.w;
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||||
|
|
||||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
uniform float o_weight[] = float[]( 0.22702703, 0.31621622, 0.07027027 );
|
||||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
uniform float o_offset[] = float[]( 0.00000000, 1.38461538, 3.23076923 );
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
|
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
|
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
|
||||||
@ -27,7 +27,7 @@ for (int i=1; i<4; i++) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
for (int i=1; i<2; i++) {
|
for (int i=1; i<3; i++) {
|
||||||
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
}
|
}
|
||||||
|
@ -1,36 +1,35 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 45d85f1d25e7d0de // vertical blur 1080
|
||||||
const float factor = 2.0; //higher is less blur
|
|
||||||
|
|
||||||
// shader 45d85f1d25e7d0de // vertical blur
|
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
|
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||||
|
|
||||||
|
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||||
|
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||||
|
|
||||||
|
uniform float weight[] = float[]( 0.20064856, 0.30320227, 0.09647345 );
|
||||||
|
uniform float offset[] = float[]( 0.00000000, 1.41176471, 3.29411765 );
|
||||||
|
|
||||||
ivec2 ires = textureSize(textureUnitPS0,0);
|
|
||||||
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
|
|
||||||
vec2 scale = ores * factor;
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||||
|
|
||||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||||
for (int i=1; i<4; i++) {
|
for (int i=1; i<3; i++) {
|
||||||
R1f += texture( textureUnitPS0, R0f+(vec2(0.0, offset[i]) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i];
|
||||||
R1f += texture( textureUnitPS0, R0f-(vec2(0.0, offset[i]) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i];
|
||||||
}
|
}
|
||||||
passPixelColor0 = R1f;
|
|
||||||
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
|
for (int i=1; i<2; i++) {
|
||||||
|
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
|
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
|
}
|
||||||
|
|
||||||
|
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||||
}
|
}
|
||||||
|
@ -1,36 +1,38 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 4dc5fdeced670c5e // horizontal blur 1080
|
||||||
const float factor = 2.0; //higher is less blur
|
|
||||||
|
|
||||||
// shader 4dc5fdeced670c5e // horizontal blur
|
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
|
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||||
|
|
||||||
|
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||||
|
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||||
|
|
||||||
|
uniform float weight[] = float[]( 0.20064856, 0.30320227, 0.09647345 );
|
||||||
|
uniform float offset[] = float[]( 0.00000000, 1.41176471, 3.29411765 );
|
||||||
|
|
||||||
ivec2 ires = textureSize(textureUnitPS0,0);
|
|
||||||
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
|
|
||||||
vec2 scale = ores * factor;
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||||
|
|
||||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||||
for (int i=1; i<4; i++) {
|
for (int i=1; i<3; i++) {
|
||||||
R1f += texture( textureUnitPS0, R0f+(vec2(offset[i], 0.0) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||||
R1f += texture( textureUnitPS0, R0f-(vec2(offset[i], 0.0) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||||
}
|
}
|
||||||
passPixelColor0 = R1f;
|
|
||||||
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
|
for (int i=1; i<2; i++) {
|
||||||
|
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
|
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
|
}
|
||||||
|
|
||||||
|
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//py blurninja.py --expand 4 --reduce 4 9 --linear
|
||||||
|
//game original py blurninja.py --expand 2 --reduce 2 5 --linear
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader 6279271034da8f93 // horizontal bloom 2560
|
// shader 6279271034da8f93 // horizontal bloom 1080
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 1) in vec4 passParameterSem1;
|
layout(location = 1) in vec4 passParameterSem1;
|
||||||
@ -10,24 +10,24 @@ uniform vec2 uf_fragCoordScale;
|
|||||||
float data = passParameterSem0.z - passParameterSem0.w;
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||||
|
|
||||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
uniform float o_weight[] = float[]( 0.22702703, 0.31621622, 0.07027027 );
|
||||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
uniform float o_offset[] = float[]( 0.00000000, 1.38461538, 3.23076923 );
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767 );
|
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000 );
|
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||||
|
|
||||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||||
for (int i=1; i<5; i++) {
|
for (int i=1; i<4; i++) {
|
||||||
R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||||
R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||||
}
|
}
|
||||||
|
|
||||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
for (int i=1; i<2; i++) {
|
for (int i=1; i<3; i++) {
|
||||||
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
}
|
}
|
||||||
@ -35,5 +35,5 @@ for (int i=1; i<2; i++) {
|
|||||||
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||||
}
|
}
|
||||||
|
|
||||||
//py blurninja.py --expand 4 --reduce 4 17 --linear
|
//py blurninja.py --expand 3 --reduce 3 13 --linear
|
||||||
//game original --expand 2 --reduce 2 9 --linear
|
//game original --expand 2 --reduce 2 9 --linear
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader c92c1c4c0a2fb839
|
// shader c92c1c4c0a2fb839 // camera rune dof
|
||||||
uniform ivec4 uf_remappedPS[5];
|
uniform ivec4 uf_remappedPS[5];
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
@ -129,15 +129,14 @@ R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBi
|
|||||||
if( activeMaskStackC[2] == true ) {
|
if( activeMaskStackC[2] == true ) {
|
||||||
|
|
||||||
vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
|
vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
|
||||||
ivec2 ires = textureSize(textureUnitPS1,0);
|
vec2 res = vec2( R2i.x - R1i.x, R3i.x - R4i.y ) * uf_fragCoordScale;
|
||||||
vec2 res = vec2( float(ires.x), float(ires.y) );
|
|
||||||
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
||||||
vec3 R10f = vec3(0.0);
|
vec3 R10f = vec3(0.0);
|
||||||
float count = 0.0;
|
float count = 0.0;
|
||||||
for( int x=-r; x<=r; x++ ) {
|
for( int x=-r; x<=r; x++ ) {
|
||||||
for( int y=-r; y<=r; y++ ) {
|
for( int y=-r; y<=r; y++ ) {
|
||||||
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
||||||
R10f += textureLod( textureUnitPS1, R9f + vec2(x,y)/res, intBitsToFloat(R1i.w) ).xyz;
|
R10f += textureLod( textureUnitPS1, R9f + vec2(x,y)*res, intBitsToFloat(R1i.w) ).xyz;
|
||||||
count += 1.0;
|
count += 1.0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,33 +1,22 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader cb0e6e8cbec4502a
|
// shader cb0e6e8cbec4502a // dof blur
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem3;
|
layout(location = 0) in vec4 passParameterSem3;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
||||||
|
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y+passParameterSem3.w)/2); //center point
|
vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y + passParameterSem3.w)/2); //center point
|
||||||
ivec2 ires = textureSize(textureUnitPS0,0);
|
vec2 res = vec2( passParameterSem3.x - passParameterSem3.z, passParameterSem3.w - passParameterSem3.y ) * uf_fragCoordScale;
|
||||||
vec2 res = vec2( float(ires.x), float(ires.y) );
|
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
||||||
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
|
|
||||||
vec4 R1f = vec4(0.0);
|
vec4 R1f = vec4(0.0);
|
||||||
float count = 0.0;
|
float count = 0.0;
|
||||||
for( int x=-r; x<=r; x++ ) {
|
for( int x=-r; x<=r; x++ ) {
|
||||||
for( int y=-r; y<=r; y++ ) {
|
for( int y=-r; y<=r; y++ ) {
|
||||||
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
||||||
R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res );
|
R1f += texture( textureUnitPS0, R0f + vec2(x,y)*res );
|
||||||
count += 1.0;
|
count += 1.0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader 10584c6fc5857351 // bloom pre-spread
|
// shader 10584c6fc5857351 // bloom pre-blur
|
||||||
uniform ivec4 uf_remappedPS[2];
|
uniform ivec4 uf_remappedPS[2];
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
@ -36,7 +36,7 @@ bool predResult = true;
|
|||||||
vec3 cubeMapSTM;
|
vec3 cubeMapSTM;
|
||||||
int cubeMapFaceId;
|
int cubeMapFaceId;
|
||||||
R0f = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point
|
R0f = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point
|
||||||
vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y );
|
vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y ) * uf_fragCoordScale;
|
||||||
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
||||||
float count = 0.0;
|
float count = 0.0;
|
||||||
for( int x=-r; x<=r; x++ ) {
|
for( int x=-r; x<=r; x++ ) {
|
||||||
|
@ -10,8 +10,8 @@ uniform vec2 uf_fragCoordScale;
|
|||||||
float data = passParameterSem0.z - passParameterSem0.w;
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||||
|
|
||||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
uniform float o_weight[] = float[]( 0.22702703, 0.31621622, 0.07027027 );
|
||||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
uniform float o_offset[] = float[]( 0.00000000, 1.38461538, 3.23076923 );
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767 );
|
uniform float weight[] = float[]( 0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767 );
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000 );
|
uniform float offset[] = float[]( 0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000 );
|
||||||
@ -27,7 +27,7 @@ for (int i=1; i<5; i++) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
for (int i=1; i<2; i++) {
|
for (int i=1; i<3; i++) {
|
||||||
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
}
|
}
|
||||||
|
@ -1,36 +1,35 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 45d85f1d25e7d0de // vertical blur 1440
|
||||||
const float factor = 2.0; //higher is less blur
|
|
||||||
|
|
||||||
// shader 45d85f1d25e7d0de // vertical blur
|
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
|
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||||
|
|
||||||
|
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||||
|
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||||
|
|
||||||
|
uniform float weight[] = float[]( 0.15644460, 0.26148598, 0.12689761, 0.03339411 );
|
||||||
|
uniform float offset[] = float[]( 0.00000000, 1.44444444, 3.37037037, 5.29629630 );
|
||||||
|
|
||||||
ivec2 ires = textureSize(textureUnitPS0,0);
|
|
||||||
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
|
|
||||||
vec2 scale = ores * factor;
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||||
|
|
||||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||||
for (int i=1; i<4; i++) {
|
for (int i=1; i<4; i++) {
|
||||||
R1f += texture( textureUnitPS0, R0f+(vec2(0.0, offset[i]) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i];
|
||||||
R1f += texture( textureUnitPS0, R0f-(vec2(0.0, offset[i]) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i];
|
||||||
}
|
}
|
||||||
passPixelColor0 = R1f;
|
|
||||||
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
|
for (int i=1; i<2; i++) {
|
||||||
|
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
|
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
|
}
|
||||||
|
|
||||||
|
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||||
}
|
}
|
||||||
|
@ -1,36 +1,38 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 4dc5fdeced670c5e // horizontal blur 1440
|
||||||
const float factor = 2.0; //higher is less blur
|
|
||||||
|
|
||||||
// shader 4dc5fdeced670c5e // horizontal blur
|
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
|
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||||
|
|
||||||
|
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||||
|
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||||
|
|
||||||
|
uniform float weight[] = float[]( 0.15644460, 0.26148598, 0.12689761, 0.03339411 );
|
||||||
|
uniform float offset[] = float[]( 0.00000000, 1.44444444, 3.37037037, 5.29629630 );
|
||||||
|
|
||||||
ivec2 ires = textureSize(textureUnitPS0,0);
|
|
||||||
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
|
|
||||||
vec2 scale = ores * factor;
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||||
|
|
||||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||||
for (int i=1; i<4; i++) {
|
for (int i=1; i<4; i++) {
|
||||||
R1f += texture( textureUnitPS0, R0f+(vec2(offset[i], 0.0) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||||
R1f += texture( textureUnitPS0, R0f-(vec2(offset[i], 0.0) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||||
}
|
}
|
||||||
passPixelColor0 = R1f;
|
|
||||||
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
|
for (int i=1; i<2; i++) {
|
||||||
|
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
|
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
|
}
|
||||||
|
|
||||||
|
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//py blurninja.py --expand 7 --reduce 7 13 --linear
|
||||||
|
//game original py blurninja.py --expand 2 --reduce 2 5 --linear
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader 6279271034da8f93 // horizontal bloom 2560
|
// shader 6279271034da8f93 // horizontal bloom 1440
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 1) in vec4 passParameterSem1;
|
layout(location = 1) in vec4 passParameterSem1;
|
||||||
@ -10,8 +10,8 @@ uniform vec2 uf_fragCoordScale;
|
|||||||
float data = passParameterSem0.z - passParameterSem0.w;
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||||
|
|
||||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
uniform float o_weight[] = float[]( 0.22702703, 0.31621622, 0.07027027 );
|
||||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
uniform float o_offset[] = float[]( 0.00000000, 1.38461538, 3.23076923 );
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767 );
|
uniform float weight[] = float[]( 0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767 );
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000 );
|
uniform float offset[] = float[]( 0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000 );
|
||||||
@ -27,7 +27,7 @@ for (int i=1; i<5; i++) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
for (int i=1; i<2; i++) {
|
for (int i=1; i<3; i++) {
|
||||||
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
}
|
}
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader c92c1c4c0a2fb839
|
// shader c92c1c4c0a2fb839 // camera rune dof
|
||||||
uniform ivec4 uf_remappedPS[5];
|
uniform ivec4 uf_remappedPS[5];
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
@ -129,15 +129,14 @@ R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBi
|
|||||||
if( activeMaskStackC[2] == true ) {
|
if( activeMaskStackC[2] == true ) {
|
||||||
|
|
||||||
vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
|
vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
|
||||||
ivec2 ires = textureSize(textureUnitPS1,0);
|
vec2 res = vec2( R2i.x - R1i.x, R3i.x - R4i.y ) * uf_fragCoordScale;
|
||||||
vec2 res = vec2( float(ires.x), float(ires.y) );
|
|
||||||
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
||||||
vec3 R10f = vec3(0.0);
|
vec3 R10f = vec3(0.0);
|
||||||
float count = 0.0;
|
float count = 0.0;
|
||||||
for( int x=-r; x<=r; x++ ) {
|
for( int x=-r; x<=r; x++ ) {
|
||||||
for( int y=-r; y<=r; y++ ) {
|
for( int y=-r; y<=r; y++ ) {
|
||||||
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
||||||
R10f += textureLod( textureUnitPS1, R9f + vec2(x,y)/res, intBitsToFloat(R1i.w) ).xyz;
|
R10f += textureLod( textureUnitPS1, R9f + vec2(x,y)*res, intBitsToFloat(R1i.w) ).xyz;
|
||||||
count += 1.0;
|
count += 1.0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,33 +1,22 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader cb0e6e8cbec4502a
|
// shader cb0e6e8cbec4502a // dof blur
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem3;
|
layout(location = 0) in vec4 passParameterSem3;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
||||||
|
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y+passParameterSem3.w)/2); //center point
|
vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y + passParameterSem3.w)/2); //center point
|
||||||
ivec2 ires = textureSize(textureUnitPS0,0);
|
vec2 res = vec2( passParameterSem3.x - passParameterSem3.z, passParameterSem3.w - passParameterSem3.y ) * uf_fragCoordScale;
|
||||||
vec2 res = vec2( float(ires.x), float(ires.y) );
|
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
||||||
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
|
|
||||||
vec4 R1f = vec4(0.0);
|
vec4 R1f = vec4(0.0);
|
||||||
float count = 0.0;
|
float count = 0.0;
|
||||||
for( int x=-r; x<=r; x++ ) {
|
for( int x=-r; x<=r; x++ ) {
|
||||||
for( int y=-r; y<=r; y++ ) {
|
for( int y=-r; y<=r; y++ ) {
|
||||||
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
||||||
R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res );
|
R1f += texture( textureUnitPS0, R0f + vec2(x,y)*res );
|
||||||
count += 1.0;
|
count += 1.0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader 10584c6fc5857351 // bloom pre-spread
|
// shader 10584c6fc5857351 // bloom pre-blur
|
||||||
uniform ivec4 uf_remappedPS[2];
|
uniform ivec4 uf_remappedPS[2];
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
@ -36,7 +36,7 @@ bool predResult = true;
|
|||||||
vec3 cubeMapSTM;
|
vec3 cubeMapSTM;
|
||||||
int cubeMapFaceId;
|
int cubeMapFaceId;
|
||||||
R0f = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point
|
R0f = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point
|
||||||
vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y );
|
vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y ) * uf_fragCoordScale;
|
||||||
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
||||||
float count = 0.0;
|
float count = 0.0;
|
||||||
for( int x=-r; x<=r; x++ ) {
|
for( int x=-r; x<=r; x++ ) {
|
||||||
|
@ -10,8 +10,8 @@ uniform vec2 uf_fragCoordScale;
|
|||||||
float data = passParameterSem0.z - passParameterSem0.w;
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||||
|
|
||||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
uniform float o_weight[] = float[]( 0.22702703, 0.31621622, 0.07027027 );
|
||||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
uniform float o_offset[] = float[]( 0.00000000, 1.38461538, 3.23076923 );
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767 );
|
uniform float weight[] = float[]( 0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767 );
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000 );
|
uniform float offset[] = float[]( 0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000 );
|
||||||
@ -27,7 +27,7 @@ for (int i=1; i<5; i++) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
for (int i=1; i<2; i++) {
|
for (int i=1; i<3; i++) {
|
||||||
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
}
|
}
|
||||||
|
@ -1,36 +1,35 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 45d85f1d25e7d0de // vertical blur 1440
|
||||||
const float factor = 2.0; //higher is less blur
|
|
||||||
|
|
||||||
// shader 45d85f1d25e7d0de // vertical blur
|
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
|
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||||
|
|
||||||
|
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||||
|
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||||
|
|
||||||
|
uniform float weight[] = float[]( 0.15644460, 0.26148598, 0.12689761, 0.03339411 );
|
||||||
|
uniform float offset[] = float[]( 0.00000000, 1.44444444, 3.37037037, 5.29629630 );
|
||||||
|
|
||||||
ivec2 ires = textureSize(textureUnitPS0,0);
|
|
||||||
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
|
|
||||||
vec2 scale = ores * factor;
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||||
|
|
||||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||||
for (int i=1; i<4; i++) {
|
for (int i=1; i<4; i++) {
|
||||||
R1f += texture( textureUnitPS0, R0f+(vec2(0.0, offset[i]) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i];
|
||||||
R1f += texture( textureUnitPS0, R0f-(vec2(0.0, offset[i]) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i];
|
||||||
}
|
}
|
||||||
passPixelColor0 = R1f;
|
|
||||||
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
|
for (int i=1; i<2; i++) {
|
||||||
|
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
|
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
|
}
|
||||||
|
|
||||||
|
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||||
}
|
}
|
||||||
|
@ -1,36 +1,38 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 4dc5fdeced670c5e // horizontal blur 1440
|
||||||
const float factor = 2.0; //higher is less blur
|
|
||||||
|
|
||||||
// shader 4dc5fdeced670c5e // horizontal blur
|
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
|
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||||
|
|
||||||
|
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||||
|
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||||
|
|
||||||
|
uniform float weight[] = float[]( 0.15644460, 0.26148598, 0.12689761, 0.03339411 );
|
||||||
|
uniform float offset[] = float[]( 0.00000000, 1.44444444, 3.37037037, 5.29629630 );
|
||||||
|
|
||||||
ivec2 ires = textureSize(textureUnitPS0,0);
|
|
||||||
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
|
|
||||||
vec2 scale = ores * factor;
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||||
|
|
||||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||||
for (int i=1; i<4; i++) {
|
for (int i=1; i<4; i++) {
|
||||||
R1f += texture( textureUnitPS0, R0f+(vec2(offset[i], 0.0) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||||
R1f += texture( textureUnitPS0, R0f-(vec2(offset[i], 0.0) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||||
}
|
}
|
||||||
passPixelColor0 = R1f;
|
|
||||||
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
|
for (int i=1; i<2; i++) {
|
||||||
|
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
|
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
|
}
|
||||||
|
|
||||||
|
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//py blurninja.py --expand 7 --reduce 7 13 --linear
|
||||||
|
//game original py blurninja.py --expand 2 --reduce 2 5 --linear
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader 6279271034da8f93 // horizontal bloom 3440
|
// shader 6279271034da8f93 // horizontal bloom 1440
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 1) in vec4 passParameterSem1;
|
layout(location = 1) in vec4 passParameterSem1;
|
||||||
@ -10,24 +10,24 @@ uniform vec2 uf_fragCoordScale;
|
|||||||
float data = passParameterSem0.z - passParameterSem0.w;
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||||
|
|
||||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
uniform float o_weight[] = float[]( 0.22702703, 0.31621622, 0.07027027 );
|
||||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
uniform float o_offset[] = float[]( 0.00000000, 1.38461538, 3.23076923 );
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.12858845, 0.22686677, 0.13719611, 0.05487844, 0.01422774, 0.00231288, 0.00022383 );
|
uniform float weight[] = float[]( 0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767 );
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.46153846, 3.41025641, 5.35897436, 7.30769231, 9.25641026, 11.20512821 );
|
uniform float offset[] = float[]( 0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000 );
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||||
|
|
||||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||||
for (int i=1; i<7; i++) {
|
for (int i=1; i<5; i++) {
|
||||||
R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||||
R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||||
}
|
}
|
||||||
|
|
||||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
for (int i=1; i<2; i++) {
|
for (int i=1; i<3; i++) {
|
||||||
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
}
|
}
|
||||||
@ -35,5 +35,5 @@ for (int i=1; i<2; i++) {
|
|||||||
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||||
}
|
}
|
||||||
|
|
||||||
//py blurninja.py --expand 7 --reduce 7 25 --linear
|
//py blurninja.py --expand 4 --reduce 4 17 --linear
|
||||||
//game original --expand 2 --reduce 2 9 --linear
|
//game original --expand 2 --reduce 2 9 --linear
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader c92c1c4c0a2fb839
|
// shader c92c1c4c0a2fb839 // camera rune dof
|
||||||
uniform ivec4 uf_remappedPS[5];
|
uniform ivec4 uf_remappedPS[5];
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
@ -129,15 +129,14 @@ R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBi
|
|||||||
if( activeMaskStackC[2] == true ) {
|
if( activeMaskStackC[2] == true ) {
|
||||||
|
|
||||||
vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
|
vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
|
||||||
ivec2 ires = textureSize(textureUnitPS1,0);
|
vec2 res = vec2( R2i.x - R1i.x, R3i.x - R4i.y ) * uf_fragCoordScale;
|
||||||
vec2 res = vec2( float(ires.x), float(ires.y) );
|
|
||||||
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
||||||
vec3 R10f = vec3(0.0);
|
vec3 R10f = vec3(0.0);
|
||||||
float count = 0.0;
|
float count = 0.0;
|
||||||
for( int x=-r; x<=r; x++ ) {
|
for( int x=-r; x<=r; x++ ) {
|
||||||
for( int y=-r; y<=r; y++ ) {
|
for( int y=-r; y<=r; y++ ) {
|
||||||
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
||||||
R10f += textureLod( textureUnitPS1, R9f + vec2(x,y)/res, intBitsToFloat(R1i.w) ).xyz;
|
R10f += textureLod( textureUnitPS1, R9f + vec2(x,y)*res, intBitsToFloat(R1i.w) ).xyz;
|
||||||
count += 1.0;
|
count += 1.0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,33 +1,22 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader cb0e6e8cbec4502a
|
// shader cb0e6e8cbec4502a // dof blur
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem3;
|
layout(location = 0) in vec4 passParameterSem3;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
||||||
|
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y+passParameterSem3.w)/2); //center point
|
vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y + passParameterSem3.w)/2); //center point
|
||||||
ivec2 ires = textureSize(textureUnitPS0,0);
|
vec2 res = vec2( passParameterSem3.x - passParameterSem3.z, passParameterSem3.w - passParameterSem3.y ) * uf_fragCoordScale;
|
||||||
vec2 res = vec2( float(ires.x), float(ires.y) );
|
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
||||||
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
|
|
||||||
vec4 R1f = vec4(0.0);
|
vec4 R1f = vec4(0.0);
|
||||||
float count = 0.0;
|
float count = 0.0;
|
||||||
for( int x=-r; x<=r; x++ ) {
|
for( int x=-r; x<=r; x++ ) {
|
||||||
for( int y=-r; y<=r; y++ ) {
|
for( int y=-r; y<=r; y++ ) {
|
||||||
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
||||||
R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res );
|
R1f += texture( textureUnitPS0, R0f + vec2(x,y)*res );
|
||||||
count += 1.0;
|
count += 1.0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader 10584c6fc5857351 // bloom pre-spread
|
// shader 10584c6fc5857351 // bloom pre-blur
|
||||||
uniform ivec4 uf_remappedPS[2];
|
uniform ivec4 uf_remappedPS[2];
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
@ -36,7 +36,7 @@ bool predResult = true;
|
|||||||
vec3 cubeMapSTM;
|
vec3 cubeMapSTM;
|
||||||
int cubeMapFaceId;
|
int cubeMapFaceId;
|
||||||
R0f = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point
|
R0f = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point
|
||||||
vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y );
|
vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y ) * uf_fragCoordScale;
|
||||||
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
||||||
float count = 0.0;
|
float count = 0.0;
|
||||||
for( int x=-r; x<=r; x++ ) {
|
for( int x=-r; x<=r; x++ ) {
|
||||||
|
@ -10,8 +10,8 @@ uniform vec2 uf_fragCoordScale;
|
|||||||
float data = passParameterSem0.z - passParameterSem0.w;
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||||
|
|
||||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
uniform float o_weight[] = float[]( 0.22702703, 0.31621622, 0.07027027 );
|
||||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
uniform float o_offset[] = float[]( 0.00000000, 1.38461538, 3.23076923 );
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.13583460, 0.23632042, 0.13504024, 0.04857179, 0.01068579, 0.00136997, 0.00009448 );
|
uniform float weight[] = float[]( 0.13583460, 0.23632042, 0.13504024, 0.04857179, 0.01068579, 0.00136997, 0.00009448 );
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.45714286, 3.40000000, 5.34285714, 7.28571429, 9.22857143, 11.17142857 );
|
uniform float offset[] = float[]( 0.00000000, 1.45714286, 3.40000000, 5.34285714, 7.28571429, 9.22857143, 11.17142857 );
|
||||||
@ -27,7 +27,7 @@ for (int i=1; i<7; i++) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
for (int i=1; i<2; i++) {
|
for (int i=1; i<3; i++) {
|
||||||
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
}
|
}
|
||||||
|
@ -1,36 +1,35 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 45d85f1d25e7d0de // vertical blur 1800
|
||||||
const float factor = 2.0; //higher is less blur
|
|
||||||
|
|
||||||
// shader 45d85f1d25e7d0de // vertical blur
|
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
|
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||||
|
|
||||||
|
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||||
|
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||||
|
|
||||||
|
uniform float weight[] = float[]( 0.12618160, 0.22395869, 0.13875701, 0.05806447, 0.01612902 );
|
||||||
|
uniform float offset[] = float[]( 0.00000000, 1.46341463, 3.41463415, 5.36585366, 7.31707317 );
|
||||||
|
|
||||||
ivec2 ires = textureSize(textureUnitPS0,0);
|
|
||||||
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
|
|
||||||
vec2 scale = ores * factor;
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||||
|
|
||||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||||
for (int i=1; i<4; i++) {
|
for (int i=1; i<5; i++) {
|
||||||
R1f += texture( textureUnitPS0, R0f+(vec2(0.0, offset[i]) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i];
|
||||||
R1f += texture( textureUnitPS0, R0f-(vec2(0.0, offset[i]) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i];
|
||||||
}
|
}
|
||||||
passPixelColor0 = R1f;
|
|
||||||
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
|
for (int i=1; i<2; i++) {
|
||||||
|
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
|
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
|
}
|
||||||
|
|
||||||
|
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||||
}
|
}
|
||||||
|
@ -1,36 +1,38 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 4dc5fdeced670c5e // horizontal blur 1800
|
||||||
const float factor = 2.0; //higher is less blur
|
|
||||||
|
|
||||||
// shader 4dc5fdeced670c5e // horizontal blur
|
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
|
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||||
|
|
||||||
|
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||||
|
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||||
|
|
||||||
|
uniform float weight[] = float[]( 0.12618160, 0.22395869, 0.13875701, 0.05806447, 0.01612902 );
|
||||||
|
uniform float offset[] = float[]( 0.00000000, 1.46341463, 3.41463415, 5.36585366, 7.31707317 );
|
||||||
|
|
||||||
ivec2 ires = textureSize(textureUnitPS0,0);
|
|
||||||
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
|
|
||||||
vec2 scale = ores * factor;
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||||
|
|
||||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||||
for (int i=1; i<4; i++) {
|
for (int i=1; i<5; i++) {
|
||||||
R1f += texture( textureUnitPS0, R0f+(vec2(offset[i], 0.0) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||||
R1f += texture( textureUnitPS0, R0f-(vec2(offset[i], 0.0) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||||
}
|
}
|
||||||
passPixelColor0 = R1f;
|
|
||||||
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
|
for (int i=1; i<2; i++) {
|
||||||
|
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
|
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
|
}
|
||||||
|
|
||||||
|
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//py blurninja.py --expand 12 --reduce 12 17 --linear
|
||||||
|
//game original py blurninja.py --expand 2 --reduce 2 5 --linear
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader 6279271034da8f93 // horizontal bloom 3200
|
// shader 6279271034da8f93 // horizontal bloom 1800
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 1) in vec4 passParameterSem1;
|
layout(location = 1) in vec4 passParameterSem1;
|
||||||
@ -10,8 +10,8 @@ uniform vec2 uf_fragCoordScale;
|
|||||||
float data = passParameterSem0.z - passParameterSem0.w;
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||||
|
|
||||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
uniform float o_weight[] = float[]( 0.22702703, 0.31621622, 0.07027027 );
|
||||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
uniform float o_offset[] = float[]( 0.00000000, 1.38461538, 3.23076923 );
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.13583460, 0.23632042, 0.13504024, 0.04857179, 0.01068579, 0.00136997, 0.00009448 );
|
uniform float weight[] = float[]( 0.13583460, 0.23632042, 0.13504024, 0.04857179, 0.01068579, 0.00136997, 0.00009448 );
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.45714286, 3.40000000, 5.34285714, 7.28571429, 9.22857143, 11.17142857 );
|
uniform float offset[] = float[]( 0.00000000, 1.45714286, 3.40000000, 5.34285714, 7.28571429, 9.22857143, 11.17142857 );
|
||||||
@ -27,7 +27,7 @@ for (int i=1; i<7; i++) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
for (int i=1; i<2; i++) {
|
for (int i=1; i<3; i++) {
|
||||||
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
}
|
}
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader c92c1c4c0a2fb839
|
// shader c92c1c4c0a2fb839 // camera rune dof
|
||||||
uniform ivec4 uf_remappedPS[5];
|
uniform ivec4 uf_remappedPS[5];
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
@ -129,15 +129,14 @@ R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBi
|
|||||||
if( activeMaskStackC[2] == true ) {
|
if( activeMaskStackC[2] == true ) {
|
||||||
|
|
||||||
vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
|
vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
|
||||||
ivec2 ires = textureSize(textureUnitPS1,0);
|
vec2 res = vec2( R2i.x - R1i.x, R3i.x - R4i.y ) * uf_fragCoordScale;
|
||||||
vec2 res = vec2( float(ires.x), float(ires.y) );
|
|
||||||
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
||||||
vec3 R10f = vec3(0.0);
|
vec3 R10f = vec3(0.0);
|
||||||
float count = 0.0;
|
float count = 0.0;
|
||||||
for( int x=-r; x<=r; x++ ) {
|
for( int x=-r; x<=r; x++ ) {
|
||||||
for( int y=-r; y<=r; y++ ) {
|
for( int y=-r; y<=r; y++ ) {
|
||||||
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
||||||
R10f += textureLod( textureUnitPS1, R9f + vec2(x,y)/res, intBitsToFloat(R1i.w) ).xyz;
|
R10f += textureLod( textureUnitPS1, R9f + vec2(x,y)*res, intBitsToFloat(R1i.w) ).xyz;
|
||||||
count += 1.0;
|
count += 1.0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,33 +1,22 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader cb0e6e8cbec4502a
|
// shader cb0e6e8cbec4502a // dof blur
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem3;
|
layout(location = 0) in vec4 passParameterSem3;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
||||||
|
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y+passParameterSem3.w)/2); //center point
|
vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y + passParameterSem3.w)/2); //center point
|
||||||
ivec2 ires = textureSize(textureUnitPS0,0);
|
vec2 res = vec2( passParameterSem3.x - passParameterSem3.z, passParameterSem3.w - passParameterSem3.y ) * uf_fragCoordScale;
|
||||||
vec2 res = vec2( float(ires.x), float(ires.y) );
|
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
||||||
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
|
|
||||||
vec4 R1f = vec4(0.0);
|
vec4 R1f = vec4(0.0);
|
||||||
float count = 0.0;
|
float count = 0.0;
|
||||||
for( int x=-r; x<=r; x++ ) {
|
for( int x=-r; x<=r; x++ ) {
|
||||||
for( int y=-r; y<=r; y++ ) {
|
for( int y=-r; y<=r; y++ ) {
|
||||||
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
||||||
R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res );
|
R1f += texture( textureUnitPS0, R0f + vec2(x,y)*res );
|
||||||
count += 1.0;
|
count += 1.0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader 10584c6fc5857351 // bloom pre-spread
|
// shader 10584c6fc5857351 // bloom pre-blur
|
||||||
uniform ivec4 uf_remappedPS[2];
|
uniform ivec4 uf_remappedPS[2];
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
@ -36,7 +36,7 @@ bool predResult = true;
|
|||||||
vec3 cubeMapSTM;
|
vec3 cubeMapSTM;
|
||||||
int cubeMapFaceId;
|
int cubeMapFaceId;
|
||||||
R0f = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point
|
R0f = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point
|
||||||
vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y );
|
vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y ) * uf_fragCoordScale;
|
||||||
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
||||||
float count = 0.0;
|
float count = 0.0;
|
||||||
for( int x=-r; x<=r; x++ ) {
|
for( int x=-r; x<=r; x++ ) {
|
||||||
|
@ -10,8 +10,8 @@ uniform vec2 uf_fragCoordScale;
|
|||||||
float data = passParameterSem0.z - passParameterSem0.w;
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||||
|
|
||||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
uniform float o_weight[] = float[]( 0.22702703, 0.31621622, 0.07027027 );
|
||||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
uniform float o_offset[] = float[]( 0.00000000, 1.38461538, 3.23076923 );
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.12537086, 0.22251971, 0.13786547, 0.05769140, 0.01602539, 0.00287352, 0.00031864, 0.00002045 );
|
uniform float weight[] = float[]( 0.12537086, 0.22251971, 0.13786547, 0.05769140, 0.01602539, 0.00287352, 0.00031864, 0.00002045 );
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.46341463, 3.41463415, 5.36585366, 7.31707317, 9.26829268, 11.21951220, 13.17073171 );
|
uniform float offset[] = float[]( 0.00000000, 1.46341463, 3.41463415, 5.36585366, 7.31707317, 9.26829268, 11.21951220, 13.17073171 );
|
||||||
@ -27,7 +27,7 @@ for (int i=1; i<8; i++) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
for (int i=1; i<2; i++) {
|
for (int i=1; i<3; i++) {
|
||||||
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
}
|
}
|
||||||
|
@ -1,36 +1,35 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 45d85f1d25e7d0de // vertical blur 2160
|
||||||
const float factor = 2.0; //higher is less blur
|
|
||||||
|
|
||||||
// shader 45d85f1d25e7d0de // vertical blur
|
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
|
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||||
|
|
||||||
|
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||||
|
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||||
|
|
||||||
|
uniform float weight[] = float[]( 0.10621973, 0.19485826, 0.13789364, 0.07373992, 0.02961301, 0.00884599, 0.00193931 );
|
||||||
|
uniform float offset[] = float[]( 0.00000000, 1.47368421, 3.43859649, 5.40350877, 7.36842105, 9.33333333, 11.29824561 );
|
||||||
|
|
||||||
ivec2 ires = textureSize(textureUnitPS0,0);
|
|
||||||
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
|
|
||||||
vec2 scale = ores * factor;
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||||
|
|
||||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||||
for (int i=1; i<4; i++) {
|
for (int i=1; i<7; i++) {
|
||||||
R1f += texture( textureUnitPS0, R0f+(vec2(0.0, offset[i]) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i];
|
||||||
R1f += texture( textureUnitPS0, R0f-(vec2(0.0, offset[i]) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i];
|
||||||
}
|
}
|
||||||
passPixelColor0 = R1f;
|
|
||||||
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
|
for (int i=1; i<2; i++) {
|
||||||
|
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
|
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
|
}
|
||||||
|
|
||||||
|
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||||
}
|
}
|
||||||
|
@ -1,36 +1,38 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 4dc5fdeced670c5e // horizontal blur 2160
|
||||||
const float factor = 2.0; //higher is less blur
|
|
||||||
|
|
||||||
// shader 4dc5fdeced670c5e // horizontal blur
|
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
|
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||||
|
|
||||||
|
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||||
|
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||||
|
|
||||||
|
uniform float weight[] = float[]( 0.10621973, 0.19485826, 0.13789364, 0.07373992, 0.02961301, 0.00884599, 0.00193931 );
|
||||||
|
uniform float offset[] = float[]( 0.00000000, 1.47368421, 3.43859649, 5.40350877, 7.36842105, 9.33333333, 11.29824561 );
|
||||||
|
|
||||||
ivec2 ires = textureSize(textureUnitPS0,0);
|
|
||||||
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
|
|
||||||
vec2 scale = ores * factor;
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||||
|
|
||||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||||
for (int i=1; i<4; i++) {
|
for (int i=1; i<7; i++) {
|
||||||
R1f += texture( textureUnitPS0, R0f+(vec2(offset[i], 0.0) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||||
R1f += texture( textureUnitPS0, R0f-(vec2(offset[i], 0.0) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||||
}
|
}
|
||||||
passPixelColor0 = R1f;
|
|
||||||
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
|
for (int i=1; i<2; i++) {
|
||||||
|
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
|
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
|
}
|
||||||
|
|
||||||
|
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//py blurninja.py --expand 16 --reduce 16 25 --linear
|
||||||
|
//game original py blurninja.py --expand 2 --reduce 2 5 --linear
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader 6279271034da8f93 // horizontal bloom 3840
|
// shader 6279271034da8f93 // horizontal bloom 2160
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 1) in vec4 passParameterSem1;
|
layout(location = 1) in vec4 passParameterSem1;
|
||||||
@ -10,8 +10,8 @@ uniform vec2 uf_fragCoordScale;
|
|||||||
float data = passParameterSem0.z - passParameterSem0.w;
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||||
|
|
||||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
uniform float o_weight[] = float[]( 0.22702703, 0.31621622, 0.07027027 );
|
||||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
uniform float o_offset[] = float[]( 0.00000000, 1.38461538, 3.23076923 );
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.12537086, 0.22251971, 0.13786547, 0.05769140, 0.01602539, 0.00287352, 0.00031864, 0.00002045 );
|
uniform float weight[] = float[]( 0.12537086, 0.22251971, 0.13786547, 0.05769140, 0.01602539, 0.00287352, 0.00031864, 0.00002045 );
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.46341463, 3.41463415, 5.36585366, 7.31707317, 9.26829268, 11.21951220, 13.17073171 );
|
uniform float offset[] = float[]( 0.00000000, 1.46341463, 3.41463415, 5.36585366, 7.31707317, 9.26829268, 11.21951220, 13.17073171 );
|
||||||
@ -27,7 +27,7 @@ for (int i=1; i<8; i++) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
for (int i=1; i<2; i++) {
|
for (int i=1; i<3; i++) {
|
||||||
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
}
|
}
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader c92c1c4c0a2fb839
|
// shader c92c1c4c0a2fb839 // camera rune dof
|
||||||
uniform ivec4 uf_remappedPS[5];
|
uniform ivec4 uf_remappedPS[5];
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
@ -129,15 +129,14 @@ R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBi
|
|||||||
if( activeMaskStackC[2] == true ) {
|
if( activeMaskStackC[2] == true ) {
|
||||||
|
|
||||||
vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
|
vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
|
||||||
ivec2 ires = textureSize(textureUnitPS1,0);
|
vec2 res = vec2( R2i.x - R1i.x, R3i.x - R4i.y ) * uf_fragCoordScale;
|
||||||
vec2 res = vec2( float(ires.x), float(ires.y) );
|
|
||||||
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
||||||
vec3 R10f = vec3(0.0);
|
vec3 R10f = vec3(0.0);
|
||||||
float count = 0.0;
|
float count = 0.0;
|
||||||
for( int x=-r; x<=r; x++ ) {
|
for( int x=-r; x<=r; x++ ) {
|
||||||
for( int y=-r; y<=r; y++ ) {
|
for( int y=-r; y<=r; y++ ) {
|
||||||
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
||||||
R10f += textureLod( textureUnitPS1, R9f + vec2(x,y)/res, intBitsToFloat(R1i.w) ).xyz;
|
R10f += textureLod( textureUnitPS1, R9f + vec2(x,y)*res, intBitsToFloat(R1i.w) ).xyz;
|
||||||
count += 1.0;
|
count += 1.0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,33 +1,22 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader cb0e6e8cbec4502a
|
// shader cb0e6e8cbec4502a // dof blur
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem3;
|
layout(location = 0) in vec4 passParameterSem3;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
||||||
|
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y+passParameterSem3.w)/2); //center point
|
vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y + passParameterSem3.w)/2); //center point
|
||||||
ivec2 ires = textureSize(textureUnitPS0,0);
|
vec2 res = vec2( passParameterSem3.x - passParameterSem3.z, passParameterSem3.w - passParameterSem3.y ) * uf_fragCoordScale;
|
||||||
vec2 res = vec2( float(ires.x), float(ires.y) );
|
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
||||||
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
|
|
||||||
vec4 R1f = vec4(0.0);
|
vec4 R1f = vec4(0.0);
|
||||||
float count = 0.0;
|
float count = 0.0;
|
||||||
for( int x=-r; x<=r; x++ ) {
|
for( int x=-r; x<=r; x++ ) {
|
||||||
for( int y=-r; y<=r; y++ ) {
|
for( int y=-r; y<=r; y++ ) {
|
||||||
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
||||||
R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res );
|
R1f += texture( textureUnitPS0, R0f + vec2(x,y)*res );
|
||||||
count += 1.0;
|
count += 1.0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader 10584c6fc5857351 // bloom pre-spread
|
// shader 10584c6fc5857351 // bloom pre-blur
|
||||||
uniform ivec4 uf_remappedPS[2];
|
uniform ivec4 uf_remappedPS[2];
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
@ -36,7 +36,7 @@ bool predResult = true;
|
|||||||
vec3 cubeMapSTM;
|
vec3 cubeMapSTM;
|
||||||
int cubeMapFaceId;
|
int cubeMapFaceId;
|
||||||
R0f = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point
|
R0f = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point
|
||||||
vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y );
|
vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y ) * uf_fragCoordScale;
|
||||||
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
||||||
float count = 0.0;
|
float count = 0.0;
|
||||||
for( int x=-r; x<=r; x++ ) {
|
for( int x=-r; x<=r; x++ ) {
|
||||||
|
@ -10,8 +10,8 @@ uniform vec2 uf_fragCoordScale;
|
|||||||
float data = passParameterSem0.z - passParameterSem0.w;
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||||
|
|
||||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
uniform float o_weight[] = float[]( 0.22702703, 0.31621622, 0.07027027 );
|
||||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
uniform float o_offset[] = float[]( 0.00000000, 1.38461538, 3.23076923 );
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.12537086, 0.22251971, 0.13786547, 0.05769140, 0.01602539, 0.00287352, 0.00031864, 0.00002045 );
|
uniform float weight[] = float[]( 0.12537086, 0.22251971, 0.13786547, 0.05769140, 0.01602539, 0.00287352, 0.00031864, 0.00002045 );
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.46341463, 3.41463415, 5.36585366, 7.31707317, 9.26829268, 11.21951220, 13.17073171 );
|
uniform float offset[] = float[]( 0.00000000, 1.46341463, 3.41463415, 5.36585366, 7.31707317, 9.26829268, 11.21951220, 13.17073171 );
|
||||||
@ -27,7 +27,7 @@ for (int i=1; i<8; i++) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
for (int i=1; i<2; i++) {
|
for (int i=1; i<3; i++) {
|
||||||
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
}
|
}
|
||||||
|
@ -1,36 +1,35 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 45d85f1d25e7d0de // vertical blur 2160
|
||||||
const float factor = 2.0; //higher is less blur
|
|
||||||
|
|
||||||
// shader 45d85f1d25e7d0de // vertical blur
|
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
|
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||||
|
|
||||||
|
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||||
|
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||||
|
|
||||||
|
uniform float weight[] = float[]( 0.10621973, 0.19485826, 0.13789364, 0.07373992, 0.02961301, 0.00884599, 0.00193931 );
|
||||||
|
uniform float offset[] = float[]( 0.00000000, 1.47368421, 3.43859649, 5.40350877, 7.36842105, 9.33333333, 11.29824561 );
|
||||||
|
|
||||||
ivec2 ires = textureSize(textureUnitPS0,0);
|
|
||||||
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
|
|
||||||
vec2 scale = ores * factor;
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||||
|
|
||||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||||
for (int i=1; i<4; i++) {
|
for (int i=1; i<7; i++) {
|
||||||
R1f += texture( textureUnitPS0, R0f+(vec2(0.0, offset[i]) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f + vec2(0.0, offset[i]*h) ) * weight[i];
|
||||||
R1f += texture( textureUnitPS0, R0f-(vec2(0.0, offset[i]) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f - vec2(0.0, offset[i]*h) ) * weight[i];
|
||||||
}
|
}
|
||||||
passPixelColor0 = R1f;
|
|
||||||
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
|
for (int i=1; i<2; i++) {
|
||||||
|
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
|
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
|
}
|
||||||
|
|
||||||
|
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||||
}
|
}
|
||||||
|
@ -1,36 +1,38 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 4dc5fdeced670c5e // horizontal blur 2160
|
||||||
const float factor = 2.0; //higher is less blur
|
|
||||||
|
|
||||||
// shader 4dc5fdeced670c5e // horizontal blur
|
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
|
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||||
|
|
||||||
|
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||||
|
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||||
|
|
||||||
|
uniform float weight[] = float[]( 0.10621973, 0.19485826, 0.13789364, 0.07373992, 0.02961301, 0.00884599, 0.00193931 );
|
||||||
|
uniform float offset[] = float[]( 0.00000000, 1.47368421, 3.43859649, 5.40350877, 7.36842105, 9.33333333, 11.29824561 );
|
||||||
|
|
||||||
ivec2 ires = textureSize(textureUnitPS0,0);
|
|
||||||
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
|
|
||||||
vec2 scale = ores * factor;
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||||
|
|
||||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||||
for (int i=1; i<4; i++) {
|
for (int i=1; i<7; i++) {
|
||||||
R1f += texture( textureUnitPS0, R0f+(vec2(offset[i], 0.0) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||||
R1f += texture( textureUnitPS0, R0f-(vec2(offset[i], 0.0) / scale) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||||
}
|
}
|
||||||
passPixelColor0 = R1f;
|
|
||||||
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
|
for (int i=1; i<2; i++) {
|
||||||
|
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
|
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
|
}
|
||||||
|
|
||||||
|
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//py blurninja.py --expand 16 --reduce 16 25 --linear
|
||||||
|
//game original py blurninja.py --expand 2 --reduce 2 5 --linear
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader 6279271034da8f93 // horizontal bloom 5120
|
// shader 6279271034da8f93 // horizontal bloom 2160
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 1) in vec4 passParameterSem1;
|
layout(location = 1) in vec4 passParameterSem1;
|
||||||
@ -10,24 +10,24 @@ uniform vec2 uf_fragCoordScale;
|
|||||||
float data = passParameterSem0.z - passParameterSem0.w;
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||||
|
|
||||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
uniform float o_weight[] = float[]( 0.22702703, 0.31621622, 0.07027027 );
|
||||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
uniform float o_offset[] = float[]( 0.00000000, 1.38461538, 3.23076923 );
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.11011604, 0.20071416, 0.13842356, 0.07060718, 0.02643049, 0.00717399, 0.00138786, 0.00018683, 0.00001693, 0.00000098 );
|
uniform float weight[] = float[]( 0.12537086, 0.22251971, 0.13786547, 0.05769140, 0.01602539, 0.00287352, 0.00031864, 0.00002045 );
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.47169811, 3.43396226, 5.39622642, 7.35849057, 9.32075472, 11.28301887, 13.24528302, 15.20754717, 17.16981132 );
|
uniform float offset[] = float[]( 0.00000000, 1.46341463, 3.41463415, 5.36585366, 7.31707317, 9.26829268, 11.21951220, 13.17073171 );
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||||
|
|
||||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
||||||
for (int i=1; i<10; i++) {
|
for (int i=1; i<8; i++) {
|
||||||
R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f + vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||||
R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i];
|
R1f += texture( textureUnitPS0, R0f - vec2(offset[i]*w, 0.0) ) * weight[i];
|
||||||
}
|
}
|
||||||
|
|
||||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
for (int i=1; i<2; i++) {
|
for (int i=1; i<3; i++) {
|
||||||
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
}
|
}
|
||||||
@ -35,5 +35,5 @@ for (int i=1; i<2; i++) {
|
|||||||
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
passPixelColor0 = ( (uf_fragCoordScale.y == 1.0) ? R2f : R1f );
|
||||||
}
|
}
|
||||||
|
|
||||||
//py blurninja.py --expand 8 --reduce 8 37 --linear
|
//py blurninja.py --expand 6 --reduce 6 29 --linear
|
||||||
//game original --expand 2 --reduce 2 9 --linear
|
//game original --expand 2 --reduce 2 9 --linear
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader c92c1c4c0a2fb839
|
// shader c92c1c4c0a2fb839 // camera rune dof
|
||||||
uniform ivec4 uf_remappedPS[5];
|
uniform ivec4 uf_remappedPS[5];
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
@ -129,15 +129,14 @@ R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBi
|
|||||||
if( activeMaskStackC[2] == true ) {
|
if( activeMaskStackC[2] == true ) {
|
||||||
|
|
||||||
vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
|
vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
|
||||||
ivec2 ires = textureSize(textureUnitPS1,0);
|
vec2 res = vec2( R2i.x - R1i.x, R3i.x - R4i.y ) * uf_fragCoordScale;
|
||||||
vec2 res = vec2( float(ires.x), float(ires.y) );
|
|
||||||
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
||||||
vec3 R10f = vec3(0.0);
|
vec3 R10f = vec3(0.0);
|
||||||
float count = 0.0;
|
float count = 0.0;
|
||||||
for( int x=-r; x<=r; x++ ) {
|
for( int x=-r; x<=r; x++ ) {
|
||||||
for( int y=-r; y<=r; y++ ) {
|
for( int y=-r; y<=r; y++ ) {
|
||||||
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
||||||
R10f += textureLod( textureUnitPS1, R9f + vec2(x,y)/res, intBitsToFloat(R1i.w) ).xyz;
|
R10f += textureLod( textureUnitPS1, R9f + vec2(x,y)*res, intBitsToFloat(R1i.w) ).xyz;
|
||||||
count += 1.0;
|
count += 1.0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,33 +1,22 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader cb0e6e8cbec4502a
|
// shader cb0e6e8cbec4502a // dof blur
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem3;
|
layout(location = 0) in vec4 passParameterSem3;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
||||||
|
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y+passParameterSem3.w)/2); //center point
|
vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y + passParameterSem3.w)/2); //center point
|
||||||
ivec2 ires = textureSize(textureUnitPS0,0);
|
vec2 res = vec2( passParameterSem3.x - passParameterSem3.z, passParameterSem3.w - passParameterSem3.y ) * uf_fragCoordScale;
|
||||||
vec2 res = vec2( float(ires.x), float(ires.y) );
|
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
||||||
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
|
|
||||||
vec4 R1f = vec4(0.0);
|
vec4 R1f = vec4(0.0);
|
||||||
float count = 0.0;
|
float count = 0.0;
|
||||||
for( int x=-r; x<=r; x++ ) {
|
for( int x=-r; x<=r; x++ ) {
|
||||||
for( int y=-r; y<=r; y++ ) {
|
for( int y=-r; y<=r; y++ ) {
|
||||||
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
||||||
R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res );
|
R1f += texture( textureUnitPS0, R0f + vec2(x,y)*res );
|
||||||
count += 1.0;
|
count += 1.0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader 10584c6fc5857351 // bloom pre-spread
|
// shader 10584c6fc5857351 // bloom pre-blur
|
||||||
uniform ivec4 uf_remappedPS[2];
|
uniform ivec4 uf_remappedPS[2];
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
@ -36,7 +36,7 @@ bool predResult = true;
|
|||||||
vec3 cubeMapSTM;
|
vec3 cubeMapSTM;
|
||||||
int cubeMapFaceId;
|
int cubeMapFaceId;
|
||||||
R0f = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point
|
R0f = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point
|
||||||
vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y );
|
vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y ) * uf_fragCoordScale;
|
||||||
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
||||||
float count = 0.0;
|
float count = 0.0;
|
||||||
for( int x=-r; x<=r; x++ ) {
|
for( int x=-r; x<=r; x++ ) {
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader 12d8627fe9906695 // vertical bloom 1080
|
// shader 12d8627fe9906695 // vertical bloom 720
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 1) in vec4 passParameterSem1;
|
layout(location = 1) in vec4 passParameterSem1;
|
||||||
@ -10,15 +10,15 @@ uniform vec2 uf_fragCoordScale;
|
|||||||
float data = passParameterSem0.z - passParameterSem0.w;
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||||
|
|
||||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
uniform float o_weight[] = float[]( 0.22702703, 0.31621622, 0.07027027 );
|
||||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
uniform float o_offset[] = float[]( 0.00000000, 1.38461538, 3.23076923 );
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||||
|
|
||||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
for (int i=1; i<2; i++) {
|
for (int i=1; i<3; i++) {
|
||||||
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
}
|
}
|
||||||
|
@ -1,36 +1,26 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 45d85f1d25e7d0de // vertical blur 720
|
||||||
const float factor = 2.0; //higher is less blur
|
|
||||||
|
|
||||||
// shader 45d85f1d25e7d0de // vertical blur
|
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
|
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||||
|
|
||||||
|
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||||
|
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||||
|
|
||||||
ivec2 ires = textureSize(textureUnitPS0,0);
|
|
||||||
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
|
|
||||||
vec2 scale = ores * factor;
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
|
||||||
for (int i=1; i<4; i++) {
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
R1f += texture( textureUnitPS0, R0f+(vec2(0.0, offset[i]) / scale) ) * weight[i];
|
for (int i=1; i<2; i++) {
|
||||||
R1f += texture( textureUnitPS0, R0f-(vec2(0.0, offset[i]) / scale) ) * weight[i];
|
R2f += texture( textureUnitPS0, R0f + vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
|
R2f += texture( textureUnitPS0, R0f - vec2(0.0, o_offset[i]*h) ) * o_weight[i];
|
||||||
}
|
}
|
||||||
passPixelColor0 = R1f;
|
|
||||||
|
passPixelColor0 = R2f;
|
||||||
}
|
}
|
||||||
|
@ -1,36 +1,28 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 4dc5fdeced670c5e // horizontal blur 720
|
||||||
const float factor = 2.0; //higher is less blur
|
|
||||||
|
|
||||||
// shader 4dc5fdeced670c5e // horizontal blur
|
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
||||||
|
|
||||||
uniform float weight[] = float[]( 0.18571429, 0.28870130, 0.10363636, 0.01480519 );
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
uniform float offset[] = float[]( 0.00000000, 1.42105263, 3.31578947, 5.21052632 );
|
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||||
|
|
||||||
|
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||||
|
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||||
|
|
||||||
ivec2 ires = textureSize(textureUnitPS0,0);
|
|
||||||
vec2 ores = vec2( float(ires.x), float(ires.y) ) * uf_fragCoordScale;
|
|
||||||
vec2 scale = ores * factor;
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||||
vec4 R1f = texture( textureUnitPS0, R0f ) * weight[0];
|
|
||||||
for (int i=1; i<4; i++) {
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
R1f += texture( textureUnitPS0, R0f+(vec2(offset[i], 0.0) / scale) ) * weight[i];
|
for (int i=1; i<2; i++) {
|
||||||
R1f += texture( textureUnitPS0, R0f-(vec2(offset[i], 0.0) / scale) ) * weight[i];
|
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
|
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
}
|
}
|
||||||
passPixelColor0 = R1f;
|
|
||||||
|
passPixelColor0 = R2f;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//game original py blurninja.py --expand 2 --reduce 2 5 --linear
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader 6279271034da8f93 // horizontal bloom 1920
|
// shader 6279271034da8f93 // horizontal bloom 720
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4247000 res 96x96x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
layout(location = 0) in vec4 passParameterSem0;
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
layout(location = 1) in vec4 passParameterSem1;
|
layout(location = 1) in vec4 passParameterSem1;
|
||||||
@ -10,15 +10,15 @@ uniform vec2 uf_fragCoordScale;
|
|||||||
float data = passParameterSem0.z - passParameterSem0.w;
|
float data = passParameterSem0.z - passParameterSem0.w;
|
||||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||||
|
|
||||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
uniform float o_weight[] = float[]( 0.22702703, 0.31621622, 0.07027027 );
|
||||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
uniform float o_offset[] = float[]( 0.00000000, 1.38461538, 3.23076923 );
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||||
|
|
||||||
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
vec4 R2f = texture( textureUnitPS0, R0f ) * o_weight[0];
|
||||||
for (int i=1; i<2; i++) {
|
for (int i=1; i<3; i++) {
|
||||||
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f + vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
R2f += texture( textureUnitPS0, R0f - vec2(o_offset[i]*w, 0.0) ) * o_weight[i];
|
||||||
}
|
}
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader c92c1c4c0a2fb839
|
// shader c92c1c4c0a2fb839 // camera rune dof
|
||||||
uniform ivec4 uf_remappedPS[5];
|
uniform ivec4 uf_remappedPS[5];
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
@ -129,15 +129,14 @@ R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBi
|
|||||||
if( activeMaskStackC[2] == true ) {
|
if( activeMaskStackC[2] == true ) {
|
||||||
|
|
||||||
vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
|
vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
|
||||||
ivec2 ires = textureSize(textureUnitPS1,0);
|
vec2 res = vec2( R2i.x - R1i.x, R3i.x - R4i.y ) * uf_fragCoordScale;
|
||||||
vec2 res = vec2( float(ires.x), float(ires.y) );
|
|
||||||
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
||||||
vec3 R10f = vec3(0.0);
|
vec3 R10f = vec3(0.0);
|
||||||
float count = 0.0;
|
float count = 0.0;
|
||||||
for( int x=-r; x<=r; x++ ) {
|
for( int x=-r; x<=r; x++ ) {
|
||||||
for( int y=-r; y<=r; y++ ) {
|
for( int y=-r; y<=r; y++ ) {
|
||||||
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
||||||
R10f += textureLod( textureUnitPS1, R9f + vec2(x,y)/res, intBitsToFloat(R1i.w) ).xyz;
|
R10f += textureLod( textureUnitPS1, R9f + vec2(x,y)*res, intBitsToFloat(R1i.w) ).xyz;
|
||||||
count += 1.0;
|
count += 1.0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,33 +1,22 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader cb0e6e8cbec4502a
|
// shader cb0e6e8cbec4502a // dof blur
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
||||||
layout(location = 0) in vec4 passParameterSem3;
|
layout(location = 0) in vec4 passParameterSem3;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
uniform vec2 uf_fragCoordScale;
|
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
||||||
|
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y+passParameterSem3.w)/2); //center point
|
vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y + passParameterSem3.w)/2); //center point
|
||||||
ivec2 ires = textureSize(textureUnitPS0,0);
|
vec2 res = vec2( passParameterSem3.x - passParameterSem3.z, passParameterSem3.w - passParameterSem3.y ) * uf_fragCoordScale;
|
||||||
vec2 res = vec2( float(ires.x), float(ires.y) );
|
int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
|
||||||
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
|
|
||||||
vec4 R1f = vec4(0.0);
|
vec4 R1f = vec4(0.0);
|
||||||
float count = 0.0;
|
float count = 0.0;
|
||||||
for( int x=-r; x<=r; x++ ) {
|
for( int x=-r; x<=r; x++ ) {
|
||||||
for( int y=-r; y<=r; y++ ) {
|
for( int y=-r; y<=r; y++ ) {
|
||||||
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
||||||
R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res );
|
R1f += texture( textureUnitPS0, R0f + vec2(x,y)*res );
|
||||||
count += 1.0;
|
count += 1.0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user