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#version 420
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#extension GL_ARB_texture_gather : enable
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 04dcbf2655f94e03 //hoirzon cloud layer lighten up
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#ifdef VULKAN
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layout(set = 1, binding = 1) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[2];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[2];
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uniform vec2 uf_fragCoordScale;
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#endif
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const float skyboxRed = float($skyboxRed);
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const float skyboxGreen = float($skyboxGreen);
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const float skyboxBlue = float($skyboxBlue);
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const float skyboxMix = float($skyboxMix);
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TEXTURE_LAYOUT(3, 1, 0) uniform sampler2D textureUnitPS3;
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layout(location = 0) in vec4 passParameterSem6;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 1) out vec4 passPixelColor1;
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// uf_fragCoordScale was moved to the ufBlock
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem6;
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R0f.xyzw = (texture(textureUnitPS3, R0f.xy).xyzw);
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// 0
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backupReg0f = R0f.x;
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PV0f.x = R0f.w;
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PV0f.x = clamp(PV0f.x, 0.0, 1.0);
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R2f.y = (intBitsToFloat(uf_remappedPS[0].z) * 0.5 + 0.5);
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R1f.x = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[1].x));
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PS0f = R1f.x;
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// 1
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R2f.x = PV0f.x;
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R1f.y = mul_nonIEEE(R0f.y, intBitsToFloat(uf_remappedPS[1].y));
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PV1f.y = R1f.y;
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R1f.z = mul_nonIEEE(R0f.z, intBitsToFloat(uf_remappedPS[1].z));
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PV1f.z = R1f.z;
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R1f.w = PV0f.x;
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PV1f.w = R1f.w;
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// 2
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R0f.xyz = vec3(R1f.x,PV1f.y,PV1f.z);
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R0f.w = PV1f.w;
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// 3
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R1f.xyz = vec3(R2f.y,R2f.y,R2f.y);
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R1f.w = R2f.x;
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// export
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//passPixelColor0 = vec4(R0f.x*$skyboxRed, R0f.y, R0f.z*1.1, R0f.w)*1.3;
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passPixelColor0 = vec4(R0f.x*skyboxRed, R0f.y*skyboxGreen, R0f.z*skyboxBlue*1.1, R0f.w)*skyboxMix*1.3;
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passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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}
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#version 420
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#extension GL_ARB_texture_gather : enable
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 53141a02b3f78921
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//make gradient more white blue
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const float skyboxRed = float($skyboxRed);
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const float skyboxGreen = float($skyboxGreen);
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const float skyboxBlue = float($skyboxBlue);
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const float skyboxMix = float($skyboxMix);
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#ifdef VULKAN
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layout(set = 1, binding = 0) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[2];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[2];
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uniform vec2 uf_fragCoordScale;
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#endif
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layout(location = 0) in vec4 passParameterSem1;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 1) out vec4 passPixelColor1;
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// uf_fragCoordScale was moved to the ufBlock
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem1;
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// 0
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PV0f.x = R0f.w;
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PV0f.x = clamp(PV0f.x, 0.0, 1.0);
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R1f.y = (intBitsToFloat(uf_remappedPS[0].z) * 0.5 + 0.5);
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R0f.x = intBitsToFloat(uf_remappedPS[1].x);
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PS0f = R0f.x;
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// 1
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R0f.yzw = vec3(intBitsToFloat(uf_remappedPS[1].y),intBitsToFloat(uf_remappedPS[1].z),PV0f.x);
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PV1f.y = R0f.y;
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PV1f.z = R0f.z;
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PV1f.w = R0f.w;
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R1f.w = PV0f.x;
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PS1f = R1f.w;
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// 2
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R2f.xyz = vec3(R0f.x,PV1f.y,PV1f.z);
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R2f.w = PV1f.w;
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// 3
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R3f.xyz = vec3(R1f.y,R1f.y,R1f.y);
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R3f.w = R1f.w;
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// export
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//passPixelColor0 = vec4(R2f.x, R2f.y*0.75, R2f.z*1.25, R2f.w)*1.1;
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passPixelColor0 = vec4(R2f.x*skyboxRed, R2f.y*skyboxGreen*0.75, R2f.z*skyboxBlue*1.25, R2f.w)*skyboxMix*1.1;
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passPixelColor1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
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}
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#version 420
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#extension GL_ARB_texture_gather : enable
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 8a763b05908ba4e8
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//Third band horizon
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const float skyboxRed = float($skyboxRed);
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const float skyboxGreen = float($skyboxGreen);
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const float skyboxBlue = float($skyboxBlue);
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const float skyboxMix = float($skyboxMix);
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#ifdef VULKAN
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layout(set = 1, binding = 0) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[3];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[3];
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uniform vec2 uf_fragCoordScale;
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#endif
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layout(location = 0) in vec4 passParameterSem1;
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layout(location = 1) in vec4 passParameterSem2;
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layout(location = 2) in vec4 passParameterSem4;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 1) out vec4 passPixelColor1;
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// uf_fragCoordScale was moved to the ufBlock
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem1;
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R1f = passParameterSem2;
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R2f = passParameterSem4;
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// 0
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backupReg0f = R0f.w;
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tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,-0.0),vec4(R2f.x,R2f.y,R2f.z,0.0));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R0f.w = backupReg0f;
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R0f.w = clamp(R0f.w, 0.0, 1.0);
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PS0f = R0f.w;
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// 1
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R127f.x = -(intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y);
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R127f.y = -(intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x);
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R2f.w = PS0f;
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PS1f = sqrt(PV0f.x);
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// 2
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R126f.x = -(intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z);
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R123f.w = (mul_nonIEEE(R1f.x,PS1f) + R1f.y);
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R123f.w = clamp(R123f.w, 0.0, 1.0);
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PV0f.w = R123f.w;
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// 3
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PV1f.z = mul_nonIEEE(PV0f.w, PV0f.w);
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// 4
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R0f.x = (mul_nonIEEE(R127f.y,PV1f.z) + intBitsToFloat(uf_remappedPS[0].x));
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R0f.y = (mul_nonIEEE(R127f.x,PV1f.z) + intBitsToFloat(uf_remappedPS[0].y));
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R0f.z = (mul_nonIEEE(R126f.x,PV1f.z) + intBitsToFloat(uf_remappedPS[0].z));
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// 0
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R2f.x = (intBitsToFloat(uf_remappedPS[2].z) * 0.5 + 0.5);
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// 1
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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backupReg2f = R0f.z;
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backupReg3f = R0f.w;
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R0f.xyz = vec3(backupReg0f,backupReg1f,backupReg2f);
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R0f.w = backupReg3f;
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// 2
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R1f.xyz = vec3(R2f.x,R2f.y,R2f.y);
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R1f.w = R2f.w;
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// export
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//passPixelColor0 = vec4(R0f.x, R0f.y*0.75, R0f.z*1.25, R0f.w)*1.2;
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passPixelColor0 = vec4(R0f.x*skyboxRed, R0f.y*skyboxGreen*0.75, R0f.z*skyboxBlue*1.25, R0f.w)*skyboxMix*1.2;
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passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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}
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@ -1,90 +0,0 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 90ed656e9c17616b
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//make second gradient more white blue
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const float skyboxRed = float($skyboxRed);
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const float skyboxGreen = float($skyboxGreen);
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const float skyboxBlue = float($skyboxBlue);
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const float skyboxMix = float($skyboxMix);
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#ifdef VULKAN
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layout(set = 1, binding = 0) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[3];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[3];
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uniform vec2 uf_fragCoordScale;
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#endif
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layout(location = 0) in vec4 passParameterSem1;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 1) out vec4 passPixelColor1;
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// uf_fragCoordScale was moved to the ufBlock
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int clampFI32(int v)
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{
|
||||
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()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
vec4 R3f = vec4(0.0);
|
||||
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
|
||||
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
|
||||
float PS0f = 0.0, PS1f = 0.0;
|
||||
vec4 tempf = vec4(0.0);
|
||||
float tempResultf;
|
||||
int tempResulti;
|
||||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0f = passParameterSem1;
|
||||
// 0
|
||||
PV0f.x = mul_nonIEEE(R0f.w, intBitsToFloat(uf_remappedPS[0].x));
|
||||
PV0f.x = clamp(PV0f.x, 0.0, 1.0);
|
||||
R1f.y = (intBitsToFloat(uf_remappedPS[1].z) * 0.5 + 0.5);
|
||||
// 1
|
||||
R0f.xyz = vec3(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z));
|
||||
PV1f.x = R0f.x;
|
||||
PV1f.y = R0f.y;
|
||||
PV1f.z = R0f.z;
|
||||
R0f.w = PV0f.x;
|
||||
PV1f.w = R0f.w;
|
||||
R1f.w = PV0f.x;
|
||||
PS1f = R1f.w;
|
||||
// 2
|
||||
R2f.xyz = vec3(PV1f.x,PV1f.y,PV1f.z);
|
||||
R2f.w = PV1f.w;
|
||||
// 3
|
||||
R3f.xyz = vec3(R1f.y,R1f.y,R1f.y);
|
||||
R3f.w = R1f.w;
|
||||
// export
|
||||
//passPixelColor0 = vec4(R2f.x, R2f.y*0.75, R2f.z*1.25, R2f.w)*1.2;
|
||||
passPixelColor0 = vec4(R2f.x*skyboxRed, R2f.y*skyboxGreen*0.75, R2f.z*skyboxBlue*1.25, R2f.w)*skyboxMix*1.2;
|
||||
passPixelColor1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
|
||||
}
|
@ -1,302 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#else
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader 92d5cf316124c301
|
||||
//beach cooking
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 5) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[7];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[7];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2DArray textureUnitPS0;
|
||||
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
|
||||
TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;
|
||||
TEXTURE_LAYOUT(3, 1, 3) uniform sampler2D textureUnitPS3;
|
||||
TEXTURE_LAYOUT(4, 1, 4) uniform sampler2D textureUnitPS4;
|
||||
layout(location = 0) in vec4 passParameterSem1;
|
||||
layout(location = 1) in vec4 passParameterSem2;
|
||||
layout(location = 2) in vec4 passParameterSem4;
|
||||
layout(location = 3) in vec4 passParameterSem5;
|
||||
layout(location = 4) in vec4 passParameterSem6;
|
||||
layout(location = 5) in vec4 passParameterSem7;
|
||||
layout(location = 6) in vec4 passParameterSem8;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
layout(location = 1) out vec4 passPixelColor1;
|
||||
// uf_fragCoordScale was moved to the ufBlock
|
||||
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()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
vec4 R3f = vec4(0.0);
|
||||
vec4 R4f = vec4(0.0);
|
||||
vec4 R5f = vec4(0.0);
|
||||
vec4 R6f = vec4(0.0);
|
||||
vec4 R7f = vec4(0.0);
|
||||
vec4 R8f = vec4(0.0);
|
||||
vec4 R9f = vec4(0.0);
|
||||
vec4 R10f = vec4(0.0);
|
||||
vec4 R11f = vec4(0.0);
|
||||
vec4 R12f = vec4(0.0);
|
||||
vec4 R13f = vec4(0.0);
|
||||
vec4 R122f = vec4(0.0);
|
||||
vec4 R123f = vec4(0.0);
|
||||
vec4 R124f = vec4(0.0);
|
||||
vec4 R125f = vec4(0.0);
|
||||
vec4 R126f = vec4(0.0);
|
||||
vec4 R127f = vec4(0.0);
|
||||
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
|
||||
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
|
||||
float PS0f = 0.0, PS1f = 0.0;
|
||||
vec4 tempf = vec4(0.0);
|
||||
float tempResultf;
|
||||
int tempResulti;
|
||||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0f = passParameterSem1;
|
||||
R1f = passParameterSem2;
|
||||
R2f = passParameterSem4;
|
||||
R3f = passParameterSem5;
|
||||
R4f = passParameterSem6;
|
||||
R5f = passParameterSem7;
|
||||
R6f = passParameterSem8;
|
||||
// 0
|
||||
R8f.x = R3f.w;
|
||||
R8f.x = clamp(R8f.x, 0.0, 1.0);
|
||||
PV0f.y = -(R3f.z) + -(intBitsToFloat(0x42700000));
|
||||
R12f.z = roundEven(0.0);
|
||||
R7f.w = 1.0;
|
||||
PS0f = 1.0 / R5f.z;
|
||||
// 1
|
||||
R7f.x = mul_nonIEEE(R5f.x, PS0f);
|
||||
PV1f.x = R7f.x;
|
||||
R7f.y = mul_nonIEEE(R5f.y, PS0f);
|
||||
PV1f.y = R7f.y;
|
||||
PV1f.z = PV0f.y * intBitsToFloat(0x3dcccccd);
|
||||
PV1f.z = clamp(PV1f.z, 0.0, 1.0);
|
||||
R127f.w = mul_nonIEEE(-(R3f.z), intBitsToFloat(uf_remappedPS[0].w));
|
||||
PS1f = 1.0 / R4f.z;
|
||||
// 2
|
||||
backupReg0f = R4f.x;
|
||||
R4f.x = mul_nonIEEE(backupReg0f, PS1f);
|
||||
R127f.y = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[1].y)) + 1.0)/2.0;
|
||||
PV0f.y = R127f.y;
|
||||
R127f.z = (mul_nonIEEE(PV1f.x,intBitsToFloat(uf_remappedPS[1].x)) + 1.0)/2.0;
|
||||
PV0f.z = R127f.z;
|
||||
R4f.w = mul_nonIEEE(R4f.y, PS1f);
|
||||
R0f.w = -(PV1f.z) + 1.0;
|
||||
PS0f = R0f.w;
|
||||
// 3
|
||||
PV1f.x = mul_nonIEEE(-(R3f.z), intBitsToFloat(uf_remappedPS[0].y));
|
||||
R4f.y = (mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[0].z)),intBitsToFloat(uf_remappedPS[0].w)) + R127f.w);
|
||||
R4f.y = clamp(R4f.y, 0.0, 1.0);
|
||||
PV1f.z = floor(PV0f.y);
|
||||
PV1f.w = floor(PV0f.z);
|
||||
R8f.w = 0.0;
|
||||
PS1f = R8f.w;
|
||||
// 4
|
||||
R11f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z), PV1f.w);
|
||||
R11f.x *= 2.0;
|
||||
R11f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w), PV1f.z);
|
||||
R11f.y *= 2.0;
|
||||
R4f.z = R127f.z + -(PV1f.w);
|
||||
R6f.w = R127f.y + -(PV1f.z);
|
||||
R1f.w = (mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[0].x)),intBitsToFloat(uf_remappedPS[0].y)) + PV1f.x);
|
||||
R1f.w = clamp(R1f.w, 0.0, 1.0);
|
||||
PS0f = R1f.w;
|
||||
R9f.xyzw = (textureGather(textureUnitPS1, R11f.xy).xyzw);
|
||||
R10f.xyw = (textureLod(textureUnitPS3, R7f.xy,R7f.w).xyw);
|
||||
R7f.xw = (textureLod(textureUnitPS3, R7f.xy,0.0).xw);
|
||||
R4f.x = (texture(textureUnitPS2, R4f.xw).x);
|
||||
R6f.xyz = (texture(textureUnitPS4, R6f.xy).xyz);
|
||||
// 0
|
||||
PV0f.x = -(R6f.w);
|
||||
R127f.y = -(R8f.x) + R9f.x;
|
||||
PV0f.z = mul_nonIEEE(R4f.z, R6f.w);
|
||||
R127f.w = -(R8f.x) + R9f.y;
|
||||
R127f.x = -(R8f.x) + R9f.z;
|
||||
PS0f = R127f.x;
|
||||
// 1
|
||||
R126f.x = -(R8f.x) + R9f.w;
|
||||
PV1f.y = PV0f.z;
|
||||
R127f.z = mul_nonIEEE(R5f.w, R4f.z);
|
||||
PV1f.w = -(PV0f.z);
|
||||
R125f.z = mul_nonIEEE(R5f.w, PV0f.x);
|
||||
PS1f = R125f.z;
|
||||
// 2
|
||||
backupReg0f = R127f.x;
|
||||
backupReg0f = R127f.x;
|
||||
R127f.x = max(R127f.y, -(R127f.y));
|
||||
R127f.y = mul_nonIEEE(R5f.w, PV1f.y);
|
||||
R126f.z = max(backupReg0f, -(backupReg0f));
|
||||
R126f.w = mul_nonIEEE(R5f.w, PV1f.w);
|
||||
R126f.y = max(R127f.w, -(R127f.w));
|
||||
PS0f = R126f.y;
|
||||
// 3
|
||||
PV1f.x = R10f.y + R0f.w;
|
||||
R125f.y = -(R7f.x) + R10f.x;
|
||||
R9f.z = (mul_nonIEEE(-(R1f.w),intBitsToFloat(uf_remappedPS[2].w)) + intBitsToFloat(uf_remappedPS[2].z));
|
||||
R127f.w = max(R126f.x, -(R126f.x));
|
||||
PV1f.w = R127f.w;
|
||||
R13f.w = 1.0;
|
||||
PS1f = R13f.w;
|
||||
// 4
|
||||
tempf.x = dot(vec4(R127f.z,R127f.y,R125f.z,R126f.w),vec4(PV1f.w,R127f.x,R126f.z,R126f.y));
|
||||
PV0f.x = tempf.x;
|
||||
PV0f.y = tempf.x;
|
||||
PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R124f.z = tempf.x;
|
||||
R5f.z = R4f.y + PV1f.x;
|
||||
R5f.z = clamp(R5f.z, 0.0, 1.0);
|
||||
PS0f = R5f.z;
|
||||
// 5
|
||||
tempf.x = dot(vec4(R127f.z,R127f.y,R125f.z,R126f.w),vec4(R127f.w,R126f.z,R127f.x,R126f.y));
|
||||
PV1f.x = tempf.x;
|
||||
PV1f.y = tempf.x;
|
||||
PV1f.z = tempf.x;
|
||||
PV1f.w = tempf.x;
|
||||
R122f.x = (mul_nonIEEE(R125f.y,PS0f) + R7f.x);
|
||||
PS1f = R122f.x;
|
||||
// 6
|
||||
PV0f.x = R4f.z + R124f.z;
|
||||
PV0f.x = clamp(PV0f.x, 0.0, 1.0);
|
||||
PV0f.y = mul_nonIEEE(PS1f, intBitsToFloat(uf_remappedPS[2].y));
|
||||
PV0f.z = R6f.w + PV1f.x;
|
||||
PV0f.z = clamp(PV0f.z, 0.0, 1.0);
|
||||
PV0f.w = -(R9f.z) + 1.0;
|
||||
PS0f = mul_nonIEEE(R7f.w, R10f.w);
|
||||
// 7
|
||||
R10f.x = mul_nonIEEE(R10f.w, PS0f);
|
||||
PV1f.x = R10f.x;
|
||||
R123f.y = (PV0f.x * 2.0 + -(1.0));
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (PV0f.z * 2.0 + -(1.0));
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(PV0f.w,R5f.z) + R9f.z);
|
||||
PV1f.w = R123f.w;
|
||||
tempResultf = log2(PV0f.y);
|
||||
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
||||
PS1f = tempResultf;
|
||||
// 8
|
||||
R12f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),PV1f.y) + R11f.x);
|
||||
R12f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),PV1f.z) + R11f.y);
|
||||
R5f.z = mul_nonIEEE(PV1f.w, PS1f);
|
||||
R10f.w = intBitsToFloat(uf_remappedPS[3].y) + R4f.x;
|
||||
R10f.w = clamp(R10f.w, 0.0, 1.0);
|
||||
R9f.z = mul_nonIEEE(R2f.x, PV1f.x);
|
||||
PS0f = R9f.z;
|
||||
R12f.xyz = (texture(textureUnitPS0, vec3(R12f.x,R12f.y,R12f.z)).xyz);
|
||||
// 0
|
||||
backupReg0f = R8f.y;
|
||||
backupReg0f = R8f.y;
|
||||
backupReg0f = R8f.y;
|
||||
R8f.xyz = vec3(R8f.w,backupReg0f,backupReg0f);
|
||||
R8f.w = backupReg0f;
|
||||
// 1
|
||||
R126f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].x), R10f.x);
|
||||
R126f.y = mul_nonIEEE(R2f.y, R10f.x);
|
||||
PV1f.y = R126f.y;
|
||||
R124f.z = -(R9f.z) + intBitsToFloat(uf_remappedPS[5].x);
|
||||
R127f.w = mul_nonIEEE(R2f.z, R10f.x);
|
||||
PS1f = exp2(R5f.z);
|
||||
// 2
|
||||
PV0f.x = mul_nonIEEE(R3f.z, R3f.z);
|
||||
R127f.y = -(PV1f.y) + intBitsToFloat(uf_remappedPS[5].y);
|
||||
PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x), PS1f);
|
||||
PV0f.w = clamp(PV0f.w, 0.0, 1.0);
|
||||
// 3
|
||||
R127f.x = -(R127f.w) + intBitsToFloat(uf_remappedPS[5].z);
|
||||
PV1f.z = PV0f.w + intBitsToFloat(uf_remappedPS[3].x);
|
||||
PV1f.z = clamp(PV1f.z, 0.0, 1.0);
|
||||
R122f.x = (mul_nonIEEE(R3f.y,R3f.y) + PV0f.x);
|
||||
PS1f = R122f.x;
|
||||
// 4
|
||||
PV0f.x = mul_nonIEEE(PV1f.z, R10f.w);
|
||||
R123f.z = (mul_nonIEEE(R3f.x,R3f.x) + PS1f);
|
||||
PV0f.z = R123f.z;
|
||||
// 5
|
||||
PV1f.w = mul_nonIEEE(R2f.w, PV0f.x);
|
||||
PS1f = sqrt(PV0f.z);
|
||||
// 6
|
||||
R123f.x = (mul_nonIEEE(R1f.x,PS1f) + R1f.y);
|
||||
R123f.x = clamp(R123f.x, 0.0, 1.0);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(R127f.x,PV1f.w) + R127f.w);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(R127f.y,PV1f.w) + R126f.y);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(R124f.z,PV1f.w) + R9f.z);
|
||||
PV0f.w = R123f.w;
|
||||
// 7
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.z;
|
||||
backupReg2f = R0f.y;
|
||||
PV1f.x = mul_nonIEEE(backupReg0f, PV0f.w);
|
||||
R0f.y = mul_nonIEEE(PV0f.x, PV0f.x);
|
||||
PV1f.z = mul_nonIEEE(backupReg1f, PV0f.y);
|
||||
PV1f.w = mul_nonIEEE(backupReg2f, PV0f.z);
|
||||
// 8
|
||||
R123f.x = (mul_nonIEEE(R126f.x,R12f.y) + PV1f.w);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(R126f.x,R12f.x) + PV1f.x);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.w = (mul_nonIEEE(R126f.x,R12f.z) + PV1f.z);
|
||||
PV0f.w = R123f.w;
|
||||
// 9
|
||||
backupReg0f = R6f.y;
|
||||
backupReg1f = R6f.x;
|
||||
R6f.x = mul_nonIEEE(R6f.z, PV0f.w);
|
||||
R6f.y = mul_nonIEEE(backupReg0f, PV0f.x);
|
||||
R6f.z = mul_nonIEEE(backupReg1f, PV0f.y);
|
||||
// 0
|
||||
PV0f.x = -(R6f.y) + intBitsToFloat(uf_remappedPS[6].y);
|
||||
PV0f.y = -(R6f.z) + intBitsToFloat(uf_remappedPS[6].x);
|
||||
PV0f.w = -(R6f.x) + intBitsToFloat(uf_remappedPS[6].z);
|
||||
// 1
|
||||
R13f.x = (mul_nonIEEE(PV0f.y,R0f.y) + R6f.z);
|
||||
PV1f.x = R13f.x;
|
||||
R13f.y = (mul_nonIEEE(PV0f.x,R0f.y) + R6f.y);
|
||||
PV1f.y = R13f.y;
|
||||
R13f.z = (mul_nonIEEE(PV0f.w,R0f.y) + R6f.x);
|
||||
PV1f.z = R13f.z;
|
||||
// 2
|
||||
R7f.xyz = vec3(PV1f.x,PV1f.y,PV1f.z);
|
||||
R7f.w = R13f.w;
|
||||
// export
|
||||
passPixelColor0 = vec4(R7f.x, R7f.y, R7f.z, R7f.w)*$beach;
|
||||
passPixelColor1 = vec4(R8f.x, R8f.y, R8f.z, R8f.w);
|
||||
}
|
@ -1,71 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#ifdef VULKAN
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#else
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader 960d3ef6662043c7//bloom blend
|
||||
const float skyboxRed = float($skyboxRed);
|
||||
const float skyboxGreen = float($skyboxGreen);
|
||||
const float skyboxBlue = float($skyboxBlue);
|
||||
const float skyboxMix = float($skyboxMix);
|
||||
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 1) uniform ufBlock
|
||||
{
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
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()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
|
||||
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
|
||||
float PS0f = 0.0, PS1f = 0.0;
|
||||
vec4 tempf = vec4(0.0);
|
||||
float tempResultf;
|
||||
int tempResulti;
|
||||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0f = passParameterSem0;
|
||||
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
|
||||
// 0
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
backupReg2f = R0f.z;
|
||||
R0f.xyz = vec3(backupReg0f,backupReg1f,backupReg2f);
|
||||
// export
|
||||
|
||||
//passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z*1.1, R0f.w)*0.75;
|
||||
passPixelColor0 = vec4(R0f.x*skyboxRed, R0f.y*skyboxGreen, R0f.z*skyboxBlue*1.1, R0f.w)*skyboxMix*0.75;
|
||||
|
||||
}
|
@ -1,280 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#ifdef VULKAN
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#else
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader b77c717f243c0b08
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 5) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[9];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[9];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
const float skyboxRed = float($skyboxRed);
|
||||
const float skyboxGreen = float($skyboxGreen);
|
||||
const float skyboxBlue = float($skyboxBlue);
|
||||
const float skyboxMix = float($skyboxMix);
|
||||
|
||||
|
||||
TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;
|
||||
TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;
|
||||
TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3;
|
||||
TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4;
|
||||
TEXTURE_LAYOUT(5, 1, 4) uniform sampler2D textureUnitPS5;
|
||||
layout(location = 0) in vec4 passParameterSem2;
|
||||
layout(location = 1) in vec4 passParameterSem4;
|
||||
layout(location = 2) in vec4 passParameterSem5;
|
||||
layout(location = 3) in vec4 passParameterSem6;
|
||||
layout(location = 4) in vec4 passParameterSem7;
|
||||
layout(location = 5) in vec4 passParameterSem8;
|
||||
layout(location = 6) in vec4 passParameterSem9;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
layout(location = 1) out vec4 passPixelColor1;
|
||||
// uf_fragCoordScale was moved to the ufBlock
|
||||
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()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
vec4 R3f = vec4(0.0);
|
||||
vec4 R4f = vec4(0.0);
|
||||
vec4 R5f = vec4(0.0);
|
||||
vec4 R6f = vec4(0.0);
|
||||
vec4 R7f = vec4(0.0);
|
||||
vec4 R8f = vec4(0.0);
|
||||
vec4 R122f = vec4(0.0);
|
||||
vec4 R123f = vec4(0.0);
|
||||
vec4 R125f = vec4(0.0);
|
||||
vec4 R126f = vec4(0.0);
|
||||
vec4 R127f = vec4(0.0);
|
||||
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
|
||||
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
|
||||
float PS0f = 0.0, PS1f = 0.0;
|
||||
vec4 tempf = vec4(0.0);
|
||||
float tempResultf;
|
||||
int tempResulti;
|
||||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0f = passParameterSem2;
|
||||
R1f = passParameterSem4;
|
||||
R2f = passParameterSem5;
|
||||
R3f = passParameterSem6;
|
||||
R4f = passParameterSem7;
|
||||
R5f = passParameterSem8;
|
||||
R6f = passParameterSem9;
|
||||
R5f.yzw = (texture(textureUnitPS4, R5f.xy).yzw);
|
||||
// 0
|
||||
R127f.x = R5f.y + -(0.5);
|
||||
R127f.y = -(R1f.z) + -(intBitsToFloat(0x42700000));
|
||||
PV0f.z = R5f.w + -(0.5);
|
||||
R127f.w = R5f.z + -(0.5);
|
||||
PS0f = 1.0 / R3f.z;
|
||||
// 1
|
||||
backupReg0f = R3f.y;
|
||||
PV1f.x = mul_nonIEEE(PV0f.z, intBitsToFloat(uf_remappedPS[0].z));
|
||||
PV1f.y = mul_nonIEEE(PV0f.z, intBitsToFloat(uf_remappedPS[0].x));
|
||||
R3f.z = mul_nonIEEE(R3f.x, PS0f);
|
||||
R3f.w = 1.0;
|
||||
R3f.y = mul_nonIEEE(backupReg0f, PS0f);
|
||||
PS1f = R3f.y;
|
||||
// 2
|
||||
R126f.x = R127f.y * intBitsToFloat(0x3dcccccd);
|
||||
R126f.x = clamp(R126f.x, 0.0, 1.0);
|
||||
R8f.y = 0.0;
|
||||
R123f.z = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[0].w)) + PV1f.x);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[0].y)) + PV1f.y);
|
||||
PV0f.w = R123f.w;
|
||||
PS0f = 1.0 / R2f.z;
|
||||
// 3
|
||||
R123f.x = (mul_nonIEEE(R127f.x,intBitsToFloat(uf_remappedPS[1].y)) + PV0f.z);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(R127f.x,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.w);
|
||||
PV1f.y = R123f.y;
|
||||
R5f.z = mul_nonIEEE(R2f.x, PS0f);
|
||||
R5f.w = mul_nonIEEE(R2f.y, PS0f);
|
||||
PS1f = exp2(intBitsToFloat(uf_remappedPS[1].z));
|
||||
PS1f *= 4.0;
|
||||
// 4
|
||||
PV0f.x = mul_nonIEEE(-(R1f.z), intBitsToFloat(uf_remappedPS[2].y));
|
||||
PV0f.y = mul_nonIEEE(PS1f, PV1f.x);
|
||||
PV0f.z = mul_nonIEEE(PS1f, PV1f.y);
|
||||
PV0f.w = mul_nonIEEE(-(R1f.z), intBitsToFloat(uf_remappedPS[2].w));
|
||||
R127f.z = -(R126f.x) + 1.0;
|
||||
PS0f = R127f.z;
|
||||
// 5
|
||||
PV1f.x = PV0f.z * intBitsToFloat(0x3e7f0000);
|
||||
R123f.y = (mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[2].z)),intBitsToFloat(uf_remappedPS[2].w)) + PV0f.w);
|
||||
R123f.y = clamp(R123f.y, 0.0, 1.0);
|
||||
PV1f.y = R123f.y;
|
||||
R0f.z = (mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[2].x)),intBitsToFloat(uf_remappedPS[2].y)) + PV0f.x);
|
||||
R0f.z = clamp(R0f.z, 0.0, 1.0);
|
||||
PV1f.w = PV0f.y * intBitsToFloat(0x3e7f0000);
|
||||
R2f.x = mul_nonIEEE(R1f.z, R1f.z);
|
||||
PS1f = R2f.x;
|
||||
// 6
|
||||
backupReg0f = R4f.x;
|
||||
backupReg1f = R4f.y;
|
||||
R4f.x = backupReg0f + PV1f.x;
|
||||
R4f.y = backupReg1f + PV1f.w;
|
||||
R2f.z = R6f.x + PV1f.x;
|
||||
R2f.w = R6f.y + PV1f.w;
|
||||
R6f.y = PV1f.y + R127f.z;
|
||||
R6f.y = clamp(R6f.y, 0.0, 1.0);
|
||||
PS0f = R6f.y;
|
||||
R3f.x = (textureLod(textureUnitPS2, R3f.zy,0.0).x);
|
||||
R6f.x = (textureLod(textureUnitPS2, R3f.zy,R3f.w).x);
|
||||
R4f.xyzw = (texture(textureUnitPS3, R4f.xy).xyzw);
|
||||
R7f.xyz = (texture(textureUnitPS5, R2f.zw).xyz);
|
||||
R5f.x = (texture(textureUnitPS1, R5f.zw).x);
|
||||
// 0
|
||||
PV0f.x = -(R3f.x) + R6f.x;
|
||||
R127f.y = (mul_nonIEEE(-(R0f.z),intBitsToFloat(uf_remappedPS[3].w)) + intBitsToFloat(uf_remappedPS[3].z));
|
||||
PV0f.y = R127f.y;
|
||||
R126f.z = mul_nonIEEE(R4f.w, intBitsToFloat(uf_remappedPS[4].w));
|
||||
R126f.z = clamp(R126f.z, 0.0, 1.0);
|
||||
R122f.x = (mul_nonIEEE(R1f.y,R1f.y) + R2f.x);
|
||||
PS0f = R122f.x;
|
||||
// 1
|
||||
PV1f.x = -(PV0f.y) + 1.0;
|
||||
PV1f.y = -(intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(uf_remappedPS[4].y);
|
||||
PV1f.z = -(intBitsToFloat(uf_remappedPS[5].x)) + intBitsToFloat(uf_remappedPS[4].x);
|
||||
R123f.w = (mul_nonIEEE(PV0f.x,R6f.y) + R3f.x);
|
||||
PV1f.w = R123f.w;
|
||||
R122f.x = (mul_nonIEEE(R1f.x,R1f.x) + PS0f);
|
||||
PS1f = R122f.x;
|
||||
// 2
|
||||
R127f.x = (mul_nonIEEE(PV1f.z,R4f.x) + intBitsToFloat(uf_remappedPS[5].x));
|
||||
R127f.x = clamp(R127f.x, 0.0, 1.0);
|
||||
R126f.y = (mul_nonIEEE(PV1f.y,R4f.y) + intBitsToFloat(uf_remappedPS[5].y));
|
||||
R126f.y = clamp(R126f.y, 0.0, 1.0);
|
||||
PV0f.z = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[3].y));
|
||||
R127f.w = (mul_nonIEEE(PV1f.x,R6f.y) + R127f.y);
|
||||
PS0f = sqrt(PS1f);
|
||||
// 3
|
||||
R126f.x = -(intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(uf_remappedPS[4].z);
|
||||
R123f.w = (mul_nonIEEE(R0f.x,PS0f) + R0f.y);
|
||||
R123f.w = clamp(R123f.w, 0.0, 1.0);
|
||||
PV1f.w = R123f.w;
|
||||
tempResultf = log2(PV0f.z);
|
||||
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
||||
PS1f = tempResultf;
|
||||
// 4
|
||||
PV0f.x = mul_nonIEEE(R127f.w, PS1f);
|
||||
R127f.y = -(intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(uf_remappedPS[6].y);
|
||||
R127f.z = -(intBitsToFloat(uf_remappedPS[5].x)) + intBitsToFloat(uf_remappedPS[6].x);
|
||||
R0f.w = R126f.z;
|
||||
R0f.w = clamp(R0f.w, 0.0, 1.0);
|
||||
R1f.z = mul_nonIEEE(PV1f.w, PV1f.w);
|
||||
PS0f = R1f.z;
|
||||
// 5
|
||||
PV1f.x = -(intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(uf_remappedPS[6].z);
|
||||
R127f.w = (mul_nonIEEE(R126f.x,R4f.z) + intBitsToFloat(uf_remappedPS[5].z));
|
||||
R127f.w = clamp(R127f.w, 0.0, 1.0);
|
||||
R126f.x = exp2(PV0f.x);
|
||||
PS1f = R126f.x;
|
||||
// 6
|
||||
backupReg0f = R127f.y;
|
||||
backupReg1f = R127f.z;
|
||||
R127f.y = (mul_nonIEEE(PV1f.x,R7f.z) + intBitsToFloat(uf_remappedPS[5].z));
|
||||
R127f.y = clamp(R127f.y, 0.0, 1.0);
|
||||
PV0f.y = R127f.y;
|
||||
R127f.z = (mul_nonIEEE(backupReg0f,R7f.y) + intBitsToFloat(uf_remappedPS[5].y));
|
||||
R127f.z = clamp(R127f.z, 0.0, 1.0);
|
||||
PV0f.z = R127f.z;
|
||||
R126f.w = (mul_nonIEEE(backupReg1f,R7f.x) + intBitsToFloat(uf_remappedPS[5].x));
|
||||
R126f.w = clamp(R126f.w, 0.0, 1.0);
|
||||
PV0f.w = R126f.w;
|
||||
R8f.w = R0f.w;
|
||||
PS0f = R8f.w;
|
||||
// 7
|
||||
PV1f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].x), R126f.x);
|
||||
PV1f.x = clamp(PV1f.x, 0.0, 1.0);
|
||||
PV1f.y = R127f.w + -(PV0f.y);
|
||||
PV1f.z = R126f.y + -(PV0f.z);
|
||||
PV1f.w = R127f.x + -(PV0f.w);
|
||||
R125f.z = intBitsToFloat(uf_remappedPS[7].y) + R5f.x;
|
||||
R125f.z = clamp(R125f.z, 0.0, 1.0);
|
||||
PS1f = R125f.z;
|
||||
// 8
|
||||
backupReg0f = R127f.z;
|
||||
R127f.x = (mul_nonIEEE(PV1f.w,R126f.z) + R126f.w);
|
||||
R127f.x = clamp(R127f.x, 0.0, 1.0);
|
||||
PV0f.x = R127f.x;
|
||||
PV0f.y = PV1f.x + intBitsToFloat(uf_remappedPS[7].x);
|
||||
PV0f.y = clamp(PV0f.y, 0.0, 1.0);
|
||||
R127f.z = (mul_nonIEEE(PV1f.y,R126f.z) + R127f.y);
|
||||
R127f.z = clamp(R127f.z, 0.0, 1.0);
|
||||
PV0f.z = R127f.z;
|
||||
R126f.w = (mul_nonIEEE(PV1f.z,R126f.z) + backupReg0f);
|
||||
R126f.w = clamp(R126f.w, 0.0, 1.0);
|
||||
PV0f.w = R126f.w;
|
||||
// 9
|
||||
backupReg0f = R125f.z;
|
||||
R126f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[7].z), PV0f.w);
|
||||
PV1f.x = R126f.x;
|
||||
R127f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[7].z), PV0f.x);
|
||||
PV1f.y = R127f.y;
|
||||
R125f.z = mul_nonIEEE(PV0f.y, backupReg0f);
|
||||
R127f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[7].z), PV0f.z);
|
||||
PV1f.w = R127f.w;
|
||||
// 10
|
||||
PV0f.x = R127f.z + -(PV1f.w);
|
||||
PV0f.y = R126f.w + -(PV1f.x);
|
||||
PV0f.z = R127f.x + -(PV1f.y);
|
||||
// 11
|
||||
R5f.x = (mul_nonIEEE(R125f.z,R127f.w) + PV0f.x);
|
||||
R7f.y = (mul_nonIEEE(R125f.z,R126f.x) + PV0f.y);
|
||||
R7f.z = (mul_nonIEEE(R125f.z,R127f.y) + PV0f.z);
|
||||
// 0
|
||||
PV0f.x = -(R7f.y) + intBitsToFloat(uf_remappedPS[8].y);
|
||||
PV0f.y = -(R7f.z) + intBitsToFloat(uf_remappedPS[8].x);
|
||||
PV0f.w = -(R5f.x) + intBitsToFloat(uf_remappedPS[8].z);
|
||||
// 1
|
||||
R0f.x = (mul_nonIEEE(PV0f.y,R1f.z) + R7f.z);
|
||||
PV1f.x = R0f.x;
|
||||
R0f.y = (mul_nonIEEE(PV0f.x,R1f.z) + R7f.y);
|
||||
PV1f.y = R0f.y;
|
||||
R0f.z = (mul_nonIEEE(PV0f.w,R1f.z) + R5f.x);
|
||||
PV1f.z = R0f.z;
|
||||
// 2
|
||||
backupReg0f = R0f.w;
|
||||
R0f.xyz = vec3(PV1f.x,PV1f.y,PV1f.z);
|
||||
R0f.w = backupReg0f;
|
||||
// 3
|
||||
R1f.xyz = vec3(R8f.y,R8f.y,R8f.y);
|
||||
R1f.w = R8f.w;
|
||||
// export
|
||||
//passPixelColor0 = vec4(R0f.x, R0f.y*0.9, R0f.z*1.1, R0f.w);
|
||||
passPixelColor0 = vec4(R0f.x*skyboxRed, R0f.y*skyboxGreen*0.9, R0f.z*skyboxBlue*1.1, R0f.w)*skyboxMix;
|
||||
passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
}
|
@ -1,322 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#else
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader c2cae30e906be2d5
|
||||
//Ao scale
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 3) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[8];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[8];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
|
||||
TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;
|
||||
layout(location = 0) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
// uf_fragCoordScale was moved to the ufBlock
|
||||
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()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
vec4 R3f = vec4(0.0);
|
||||
vec4 R4f = vec4(0.0);
|
||||
vec4 R5f = vec4(0.0);
|
||||
vec4 R6f = vec4(0.0);
|
||||
vec4 R122f = vec4(0.0);
|
||||
vec4 R123f = vec4(0.0);
|
||||
vec4 R124f = vec4(0.0);
|
||||
vec4 R125f = vec4(0.0);
|
||||
vec4 R126f = vec4(0.0);
|
||||
vec4 R127f = vec4(0.0);
|
||||
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
|
||||
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
|
||||
float PS0f = 0.0, PS1f = 0.0;
|
||||
vec4 tempf = vec4(0.0);
|
||||
float tempResultf;
|
||||
int tempResulti;
|
||||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0f = passParameterSem1;
|
||||
R2f.x = (texture(textureUnitPS0, R0f.xy).x);
|
||||
R1f.xy = (texture(textureUnitPS2, R0f.zw).xy)*$AO;
|
||||
// 0
|
||||
R4f.x = (R1f.y * 2.0 + -(1.0));
|
||||
PV0f.x = R4f.x;
|
||||
R4f.y = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[0].z));
|
||||
R5f.z = (R1f.x * 2.0 + -(1.0));
|
||||
PV0f.z = R5f.z;
|
||||
R123f.w = (mul_nonIEEE(-(R2f.x),intBitsToFloat(uf_remappedPS[1].y)) + 1.0);
|
||||
R123f.w = clamp(R123f.w, 0.0, 1.0);
|
||||
PV0f.w = R123f.w;
|
||||
// 1
|
||||
R5f.x = mul_nonIEEE(-(PV0f.x), intBitsToFloat(uf_remappedPS[2].z));
|
||||
R3f.y = mul_nonIEEE(PV0f.z, intBitsToFloat(uf_remappedPS[2].z));
|
||||
R4f.z = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[1].x));
|
||||
PV1f.z = R4f.z;
|
||||
// 2
|
||||
R127f.x = mul_nonIEEE(PV1f.z, intBitsToFloat(uf_remappedPS[3].x));
|
||||
PV0f.x = R127f.x;
|
||||
R127f.y = mul_nonIEEE(PV1f.z, intBitsToFloat(uf_remappedPS[3].y));
|
||||
PV0f.z = mul_nonIEEE(PV1f.z, intBitsToFloat(uf_remappedPS[4].x));
|
||||
R127f.w = mul_nonIEEE(PV1f.z, intBitsToFloat(uf_remappedPS[4].y));
|
||||
PS0f = 1.0 / PV1f.z;
|
||||
// 3
|
||||
R6f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].z), PS0f);
|
||||
PV1f.y = mul_nonIEEE(R3f.y, PV0f.z);
|
||||
PV1f.z = mul_nonIEEE(R4f.x, PV0f.z);
|
||||
R4f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].z), PS0f);
|
||||
PS1f = mul_nonIEEE(R3f.y, PV0f.x);
|
||||
// 4
|
||||
PV0f.x = mul_nonIEEE(R4f.x, R127f.x);
|
||||
R126f.y = (mul_nonIEEE(R5f.x,R127f.y) + PS1f);
|
||||
R123f.z = (mul_nonIEEE(R5f.z,R127f.w) + PV1f.z);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(R5f.x,R127f.w) + PV1f.y);
|
||||
PV0f.w = R123f.w;
|
||||
R3f.x = mul_nonIEEE(R4f.z, intBitsToFloat(uf_remappedPS[6].x));
|
||||
PS0f = R3f.x;
|
||||
// 5
|
||||
R1f.xyz = vec3(R0f.x,R0f.y,R0f.x) + vec3(PV0f.w,PV0f.z,-(PV0f.w));
|
||||
R1f.w = R0f.y + -(PV0f.z);
|
||||
R122f.x = (mul_nonIEEE(R5f.z,R127f.y) + PV0f.x);
|
||||
PS1f = R122f.x;
|
||||
// 6
|
||||
R2f.xyz = vec3(R0f.x,R0f.y,R0f.x) + vec3(R126f.y,PS1f,-(R126f.y));
|
||||
R2f.w = R0f.y + -(PS1f);
|
||||
R3f.z = mul_nonIEEE(R4f.z, intBitsToFloat(uf_remappedPS[6].y));
|
||||
PS0f = R3f.z;
|
||||
R1f.x = (texture(textureUnitPS1, R1f.xy).x);
|
||||
R1f.y = (texture(textureUnitPS1, R1f.zw).x);
|
||||
R2f.x = (texture(textureUnitPS1, R2f.xy).x);
|
||||
R2f.y = (texture(textureUnitPS1, R2f.zw).x);
|
||||
// 0
|
||||
R127f.x = R4f.y + -(R2f.x);
|
||||
PV0f.x = R127f.x;
|
||||
R126f.y = R4f.y + -(R2f.y);
|
||||
PV0f.z = -(R1f.y) + R4f.y;
|
||||
PV0f.w = -(R1f.x) + R4f.y;
|
||||
// 1
|
||||
PV1f.x = mul_nonIEEE(PV0f.z, R4f.w);
|
||||
PV1f.x /= 2.0;
|
||||
PV1f.y = mul_nonIEEE(PV0f.w, R6f.x);
|
||||
PV1f.y /= 2.0;
|
||||
R126f.z = (mul_nonIEEE(-(PV0f.w),intBitsToFloat(uf_remappedPS[1].z)) + 1.0);
|
||||
R126f.z = clamp(R126f.z, 0.0, 1.0);
|
||||
R125f.w = (mul_nonIEEE(-(PV0f.z),intBitsToFloat(uf_remappedPS[1].z)) + 1.0);
|
||||
R125f.w = clamp(R125f.w, 0.0, 1.0);
|
||||
PS1f = mul_nonIEEE(PV0f.x, R6f.x);
|
||||
PS1f /= 2.0;
|
||||
// 2
|
||||
R126f.x = (mul_nonIEEE(PS1f,intBitsToFloat(uf_remappedPS[3].z)) + 0.5);
|
||||
R126f.x = clamp(R126f.x, 0.0, 1.0);
|
||||
PV0f.y = mul_nonIEEE(R126f.y, R4f.w);
|
||||
PV0f.y /= 2.0;
|
||||
R127f.z = (mul_nonIEEE(PV1f.x,intBitsToFloat(uf_remappedPS[4].z)) + 0.5);
|
||||
R127f.z = clamp(R127f.z, 0.0, 1.0);
|
||||
PV0f.z = R127f.z;
|
||||
R127f.w = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[4].z)) + 0.5);
|
||||
R127f.w = clamp(R127f.w, 0.0, 1.0);
|
||||
PV0f.w = R127f.w;
|
||||
R126f.w = mul_nonIEEE(R3f.y, R3f.x);
|
||||
PS0f = R126f.w;
|
||||
// 3
|
||||
R125f.x = (mul_nonIEEE(PV0f.y,intBitsToFloat(uf_remappedPS[3].z)) + 0.5);
|
||||
R125f.x = clamp(R125f.x, 0.0, 1.0);
|
||||
PV1f.x = R125f.x;
|
||||
R127f.y = (mul_nonIEEE(-(R127f.x),intBitsToFloat(uf_remappedPS[1].z)) + 1.0);
|
||||
R127f.y = clamp(R127f.y, 0.0, 1.0);
|
||||
PV1f.z = 0.5 + -(PV0f.w);
|
||||
PV1f.w = 0.5 + -(PV0f.z);
|
||||
R125f.y = (mul_nonIEEE(-(R126f.y),intBitsToFloat(uf_remappedPS[1].z)) + 1.0);
|
||||
R125f.y = clamp(R125f.y, 0.0, 1.0);
|
||||
PS1f = R125f.y;
|
||||
// 4
|
||||
R127f.x = (mul_nonIEEE(PV1f.z,R126f.z) + 0.5);
|
||||
PV0f.x = R127f.x;
|
||||
R126f.y = (mul_nonIEEE(PV1f.w,R125f.w) + 0.5);
|
||||
PV0f.y = R126f.y;
|
||||
PV0f.z = 0.5 + -(PV1f.x);
|
||||
PV0f.w = 0.5 + -(R126f.x);
|
||||
R125f.z = mul_nonIEEE(R4f.x, R3f.x);
|
||||
PS0f = R125f.z;
|
||||
// 5
|
||||
R124f.x = (mul_nonIEEE(PV0f.z,R125f.y) + 0.5);
|
||||
PV1f.x = R124f.x;
|
||||
R124f.y = (mul_nonIEEE(PV0f.w,R127f.y) + 0.5);
|
||||
PV1f.y = R124f.y;
|
||||
PV1f.z = R127f.z + -(PV0f.x);
|
||||
PV1f.w = R127f.w + -(PV0f.y);
|
||||
R127f.w = (mul_nonIEEE(R5f.x,R3f.z) + R126f.w);
|
||||
PS1f = R127f.w;
|
||||
// 6
|
||||
backupReg0f = R127f.x;
|
||||
backupReg1f = R126f.y;
|
||||
R127f.x = (mul_nonIEEE(PV1f.z,R125f.w) + backupReg0f);
|
||||
R126f.y = (mul_nonIEEE(PV1f.w,R126f.z) + backupReg1f);
|
||||
PV0f.z = R126f.x + -(PV1f.x);
|
||||
PV0f.w = R125f.x + -(PV1f.y);
|
||||
// 7
|
||||
R1f.x = R0f.x + R127f.w;
|
||||
R123f.y = (mul_nonIEEE(PV0f.w,R125f.y) + R124f.y);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(R5f.z,R3f.z) + R125f.z);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(PV0f.z,R127f.y) + R124f.x);
|
||||
PV1f.w = R123f.w;
|
||||
R3f.x = R0f.x + -(R127f.w);
|
||||
PS1f = R3f.x;
|
||||
// 8
|
||||
PV0f.x = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[3].w));
|
||||
R1f.y = R0f.y + PV1f.z;
|
||||
PV0f.z = mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[3].w));
|
||||
R3f.w = R0f.y + -(PV1f.z);
|
||||
PS0f = mul_nonIEEE(R4f.z, intBitsToFloat(uf_remappedPS[7].x));
|
||||
// 9
|
||||
PV1f.x = mul_nonIEEE(R3f.y, PS0f);
|
||||
R3f.y = (mul_nonIEEE(R127f.x,intBitsToFloat(uf_remappedPS[4].w)) + PV0f.z);
|
||||
PV1f.z = mul_nonIEEE(R4f.z, intBitsToFloat(uf_remappedPS[7].y));
|
||||
R2f.w = (mul_nonIEEE(R126f.y,intBitsToFloat(uf_remappedPS[4].w)) + PV0f.x);
|
||||
PS1f = mul_nonIEEE(R4f.x, PS0f);
|
||||
// 10
|
||||
R5f.y = 0.0;
|
||||
R123f.z = (mul_nonIEEE(R5f.x,PV1f.z) + PV1f.x);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(R5f.z,PV1f.z) + PS1f);
|
||||
PV0f.w = R123f.w;
|
||||
R5f.w = 1.0;
|
||||
PS0f = R5f.w;
|
||||
// 11
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
R0f.xyz = vec3(backupReg0f,backupReg1f,backupReg0f) + vec3(PV0f.z,PV0f.w,-(PV0f.z));
|
||||
R0f.w = backupReg1f + -(PV0f.w);
|
||||
R1f.x = (texture(textureUnitPS1, R1f.xy).x);
|
||||
R1f.y = (texture(textureUnitPS1, R3f.xw).x);
|
||||
R0f.x = (texture(textureUnitPS1, R0f.xy).x);
|
||||
R0f.y = (texture(textureUnitPS1, R0f.zw).x);
|
||||
// 0
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
PV0f.x = R4f.y + -(R1f.y);
|
||||
PV0f.y = R4f.y + -(R1f.x);
|
||||
R125f.z = R4f.y + -(backupReg0f);
|
||||
PV0f.z = R125f.z;
|
||||
R127f.w = R4f.y + -(backupReg1f);
|
||||
// 1
|
||||
R124f.x = (mul_nonIEEE(-(PV0f.y),intBitsToFloat(uf_remappedPS[1].z)) + 1.0);
|
||||
R124f.x = clamp(R124f.x, 0.0, 1.0);
|
||||
R127f.y = (mul_nonIEEE(-(PV0f.x),intBitsToFloat(uf_remappedPS[1].z)) + 1.0);
|
||||
R127f.y = clamp(R127f.y, 0.0, 1.0);
|
||||
PV1f.z = mul_nonIEEE(PV0f.x, R4f.w);
|
||||
PV1f.z /= 2.0;
|
||||
PV1f.w = mul_nonIEEE(PV0f.y, R6f.x);
|
||||
PV1f.w /= 2.0;
|
||||
PS1f = mul_nonIEEE(PV0f.z, R6f.x);
|
||||
PS1f /= 2.0;
|
||||
// 2
|
||||
R127f.x = (mul_nonIEEE(PV1f.z,intBitsToFloat(uf_remappedPS[6].z)) + 0.5);
|
||||
R127f.x = clamp(R127f.x, 0.0, 1.0);
|
||||
PV0f.x = R127f.x;
|
||||
R126f.y = (mul_nonIEEE(PV1f.w,intBitsToFloat(uf_remappedPS[6].z)) + 0.5);
|
||||
R126f.y = clamp(R126f.y, 0.0, 1.0);
|
||||
PV0f.y = R126f.y;
|
||||
PV0f.z = mul_nonIEEE(R127f.w, R4f.w);
|
||||
PV0f.z /= 2.0;
|
||||
R125f.w = (mul_nonIEEE(PS1f,intBitsToFloat(uf_remappedPS[7].z)) + 0.5);
|
||||
R125f.w = clamp(R125f.w, 0.0, 1.0);
|
||||
// 3
|
||||
PV1f.x = 0.5 + -(PV0f.y);
|
||||
PV1f.y = 0.5 + -(PV0f.x);
|
||||
R126f.z = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[7].z)) + 0.5);
|
||||
R126f.z = clamp(R126f.z, 0.0, 1.0);
|
||||
PV1f.z = R126f.z;
|
||||
R126f.w = (mul_nonIEEE(-(R125f.z),intBitsToFloat(uf_remappedPS[1].z)) + 1.0);
|
||||
R126f.w = clamp(R126f.w, 0.0, 1.0);
|
||||
R125f.y = (mul_nonIEEE(-(R127f.w),intBitsToFloat(uf_remappedPS[1].z)) + 1.0);
|
||||
R125f.y = clamp(R125f.y, 0.0, 1.0);
|
||||
PS1f = R125f.y;
|
||||
// 4
|
||||
PV0f.x = 0.5 + -(PV1f.z);
|
||||
PV0f.y = 0.5 + -(R125f.w);
|
||||
R125f.z = (mul_nonIEEE(PV1f.x,R124f.x) + 0.5);
|
||||
PV0f.z = R125f.z;
|
||||
R127f.w = (mul_nonIEEE(PV1f.y,R127f.y) + 0.5);
|
||||
PV0f.w = R127f.w;
|
||||
// 5
|
||||
PV1f.x = R127f.x + -(PV0f.z);
|
||||
PV1f.y = R126f.y + -(PV0f.w);
|
||||
R127f.z = (mul_nonIEEE(PV0f.y,R126f.w) + 0.5);
|
||||
PV1f.z = R127f.z;
|
||||
R124f.w = (mul_nonIEEE(PV0f.x,R125f.y) + 0.5);
|
||||
PV1f.w = R124f.w;
|
||||
// 6
|
||||
PV0f.x = R125f.w + -(PV1f.w);
|
||||
PV0f.y = R126f.z + -(PV1f.z);
|
||||
R123f.z = (mul_nonIEEE(PV1f.x,R127f.y) + R125f.z);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(PV1f.y,R124f.x) + R127f.w);
|
||||
PV0f.w = R123f.w;
|
||||
// 7
|
||||
R123f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[6].w)) + R2f.w);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(PV0f.y,R125f.y) + R127f.z);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[6].w)) + R3f.y);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(PV0f.x,R126f.w) + R124f.w);
|
||||
PV1f.w = R123f.w;
|
||||
// 8
|
||||
R123f.x = (mul_nonIEEE(PV1f.w,intBitsToFloat(uf_remappedPS[7].w)) + PV1f.x);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.z = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[7].w)) + PV1f.z);
|
||||
PV0f.z = R123f.z;
|
||||
// 9
|
||||
PV1f.w = PV0f.x + PV0f.z;
|
||||
// 10
|
||||
PV0f.y = PV1f.w + intBitsToFloat(uf_remappedPS[1].w);
|
||||
// 11
|
||||
PV1f.x = PV0f.y + -(0.5);
|
||||
// 12
|
||||
PV0f.z = mul_nonIEEE(PV1f.x, intBitsToFloat(uf_remappedPS[0].y));
|
||||
PV0f.z = clamp(PV0f.z, 0.0, 1.0);
|
||||
// 13
|
||||
R5f.x = -(PV0f.z) + 1.0;
|
||||
// export
|
||||
passPixelColor0 = vec4(R5f.x, R5f.y, R5f.y, R5f.w);
|
||||
}
|
@ -1,191 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#ifdef VULKAN
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#else
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader e1ea1127489fd281 // horizon
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 2) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[5];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[5];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
const float skyboxRed = float($skyboxRed);
|
||||
const float skyboxGreen = float($skyboxGreen);
|
||||
const float skyboxBlue = float($skyboxBlue);
|
||||
const float skyboxMix = float($skyboxMix);
|
||||
|
||||
TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;
|
||||
TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;
|
||||
layout(location = 0) in vec4 passParameterSem2;
|
||||
layout(location = 1) in vec4 passParameterSem4;
|
||||
layout(location = 2) in vec4 passParameterSem5;
|
||||
layout(location = 3) in vec4 passParameterSem6;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
layout(location = 1) out vec4 passPixelColor1;
|
||||
// uf_fragCoordScale was moved to the ufBlock
|
||||
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()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
vec4 R3f = vec4(0.0);
|
||||
vec4 R4f = vec4(0.0);
|
||||
vec4 R5f = vec4(0.0);
|
||||
vec4 R123f = vec4(0.0);
|
||||
vec4 R125f = vec4(0.0);
|
||||
vec4 R126f = vec4(0.0);
|
||||
vec4 R127f = vec4(0.0);
|
||||
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
|
||||
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
|
||||
float PS0f = 0.0, PS1f = 0.0;
|
||||
vec4 tempf = vec4(0.0);
|
||||
float tempResultf;
|
||||
int tempResulti;
|
||||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0f = passParameterSem2;
|
||||
R1f = passParameterSem4;
|
||||
R2f = passParameterSem5;
|
||||
R3f = passParameterSem6;
|
||||
// 0
|
||||
PV0f.x = mul_nonIEEE(-(R1f.z), intBitsToFloat(uf_remappedPS[0].w));
|
||||
PV0f.y = -(R1f.z) + -(intBitsToFloat(0x42700000));
|
||||
R127f.z = mul_nonIEEE(-(R1f.z), intBitsToFloat(uf_remappedPS[0].y));
|
||||
R4f.w = 1.0;
|
||||
PS0f = 1.0 / R3f.z;
|
||||
// 1
|
||||
R4f.x = mul_nonIEEE(R3f.x, PS0f);
|
||||
R4f.y = mul_nonIEEE(R3f.y, PS0f);
|
||||
R3f.z = (mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[0].z)),intBitsToFloat(uf_remappedPS[0].w)) + PV0f.x);
|
||||
R3f.z = clamp(R3f.z, 0.0, 1.0);
|
||||
PV1f.w = PV0f.y * intBitsToFloat(0x3dcccccd);
|
||||
PV1f.w = clamp(PV1f.w, 0.0, 1.0);
|
||||
PS1f = 1.0 / R2f.z;
|
||||
// 2
|
||||
backupReg0f = R2f.x;
|
||||
backupReg1f = R2f.y;
|
||||
R2f.x = mul_nonIEEE(backupReg0f, PS1f);
|
||||
R2f.y = mul_nonIEEE(backupReg1f, PS1f);
|
||||
R2f.z = -(PV1f.w) + 1.0;
|
||||
R0f.w = (mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[0].x)),intBitsToFloat(uf_remappedPS[0].y)) + R127f.z);
|
||||
R0f.w = clamp(R0f.w, 0.0, 1.0);
|
||||
R5f.x = intBitsToFloat(uf_remappedPS[1].x);
|
||||
R5f.x = clamp(R5f.x, 0.0, 1.0);
|
||||
PS0f = R5f.x;
|
||||
R3f.x = (textureLod(textureUnitPS2, R4f.xy,0.0).x);
|
||||
R4f.x = (textureLod(textureUnitPS2, R4f.xy,R4f.w).x);
|
||||
R2f.x = (texture(textureUnitPS1, R2f.xy).x);
|
||||
// 0
|
||||
R127f.x = R3f.z + R2f.z;
|
||||
R127f.x = clamp(R127f.x, 0.0, 1.0);
|
||||
PV0f.x = R127f.x;
|
||||
PV0f.y = -(R3f.x) + R4f.x;
|
||||
R127f.z = (mul_nonIEEE(-(R0f.w),intBitsToFloat(uf_remappedPS[2].w)) + intBitsToFloat(uf_remappedPS[2].z));
|
||||
PV0f.z = R127f.z;
|
||||
R126f.w = intBitsToFloat(uf_remappedPS[1].y);
|
||||
R126f.w = clamp(R126f.w, 0.0, 1.0);
|
||||
R4f.w = 1.0;
|
||||
PS0f = R4f.w;
|
||||
// 1
|
||||
R126f.x = intBitsToFloat(uf_remappedPS[1].z);
|
||||
R126f.x = clamp(R126f.x, 0.0, 1.0);
|
||||
PV1f.x = R126f.x;
|
||||
PV1f.y = -(PV0f.z) + 1.0;
|
||||
R126f.z = intBitsToFloat(uf_remappedPS[3].y) + R2f.x;
|
||||
R126f.z = clamp(R126f.z, 0.0, 1.0);
|
||||
R123f.w = (mul_nonIEEE(PV0f.y,PV0f.x) + R3f.x);
|
||||
PV1f.w = R123f.w;
|
||||
R3f.z = 0.0;
|
||||
PS1f = R3f.z;
|
||||
// 2
|
||||
backupReg0f = R127f.x;
|
||||
R127f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z), R5f.x);
|
||||
R126f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z), R126f.w);
|
||||
PV0f.z = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[2].y));
|
||||
R127f.w = (mul_nonIEEE(PV1f.y,backupReg0f) + R127f.z);
|
||||
R125f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z), PV1f.x);
|
||||
PS0f = R125f.z;
|
||||
// 3
|
||||
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,-0.0),vec4(R1f.x,R1f.y,R1f.z,0.0));
|
||||
PV1f.x = tempf.x;
|
||||
PV1f.y = tempf.x;
|
||||
PV1f.z = tempf.x;
|
||||
PV1f.w = tempf.x;
|
||||
tempResultf = log2(PV0f.z);
|
||||
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
||||
PS1f = tempResultf;
|
||||
// 4
|
||||
PV0f.x = mul_nonIEEE(R127f.w, PS1f);
|
||||
R127f.yzw = vec3(R5f.x,R126f.w,R126f.x) + vec3(-(R127f.x),-(R126f.y),-(R125f.z));
|
||||
PS0f = sqrt(PV1f.x);
|
||||
// 5
|
||||
R123f.w = (mul_nonIEEE(R0f.x,PS0f) + R0f.y);
|
||||
R123f.w = clamp(R123f.w, 0.0, 1.0);
|
||||
PV1f.w = R123f.w;
|
||||
PS1f = exp2(PV0f.x);
|
||||
// 6
|
||||
R2f.z = mul_nonIEEE(PV1f.w, PV1f.w);
|
||||
PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x), PS1f);
|
||||
PV0f.w = clamp(PV0f.w, 0.0, 1.0);
|
||||
// 7
|
||||
PV1f.z = PV0f.w + intBitsToFloat(uf_remappedPS[3].x);
|
||||
PV1f.z = clamp(PV1f.z, 0.0, 1.0);
|
||||
// 8
|
||||
PV0f.y = mul_nonIEEE(PV1f.z, R126f.z);
|
||||
// 9
|
||||
R0f.x = (mul_nonIEEE(PV0f.y,R125f.z) + R127f.w);
|
||||
R0f.y = (mul_nonIEEE(PV0f.y,R126f.y) + R127f.z);
|
||||
R1f.z = (mul_nonIEEE(PV0f.y,R127f.x) + R127f.y);
|
||||
// 0
|
||||
backupReg0f = R0f.x;
|
||||
PV0f.x = -(R0f.y) + intBitsToFloat(uf_remappedPS[4].y);
|
||||
PV0f.y = -(R1f.z) + intBitsToFloat(uf_remappedPS[4].x);
|
||||
PV0f.w = -(backupReg0f) + intBitsToFloat(uf_remappedPS[4].z);
|
||||
// 1
|
||||
R4f.x = (mul_nonIEEE(PV0f.y,R2f.z) + R1f.z);
|
||||
PV1f.x = R4f.x;
|
||||
R4f.y = (mul_nonIEEE(PV0f.x,R2f.z) + R0f.y);
|
||||
PV1f.y = R4f.y;
|
||||
R4f.z = (mul_nonIEEE(PV0f.w,R2f.z) + R0f.x);
|
||||
PV1f.z = R4f.z;
|
||||
// 2
|
||||
R0f.xyz = vec3(PV1f.x,PV1f.y,PV1f.z);
|
||||
R0f.w = R4f.w;
|
||||
// 3
|
||||
R1f.xyz = vec3(R3f.z,R3f.y,R3f.y);
|
||||
R1f.w = R3f.y;
|
||||
// export
|
||||
//passPixelColor0 = vec4(R0f.x, R0f.y*0.9, R0f.z*1.1, R0f.w);
|
||||
passPixelColor0 = vec4(R0f.x*skyboxRed, R0f.y*skyboxGreen*0.9, R0f.z*skyboxBlue*1.1, R0f.w)*skyboxMix;
|
||||
passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
}
|
@ -1,192 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#else
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader ef821134ed8dd294 // horizon 2 missing shader
|
||||
const float skyboxRed = float($skyboxRed);
|
||||
const float skyboxGreen = float($skyboxGreen);
|
||||
const float skyboxBlue = float($skyboxBlue);
|
||||
const float skyboxMix = float($skyboxMix);
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 2) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[5];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[5];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;
|
||||
TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;
|
||||
layout(location = 0) in vec4 passParameterSem2;
|
||||
layout(location = 1) in vec4 passParameterSem4;
|
||||
layout(location = 2) in vec4 passParameterSem5;
|
||||
layout(location = 3) in vec4 passParameterSem6;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
layout(location = 1) out vec4 passPixelColor1;
|
||||
// uf_fragCoordScale was moved to the ufBlock
|
||||
int clampFI32(int v)
|
||||
{
|
||||
if( v == 0x7FFFFFFF )
|
||||
return floatBitsToInt(1.0);
|
||||
else if( v == 0xFFFFFFFF )
|
||||
return floatBitsToInt(0.0);
|
||||
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
|
||||
}
|
||||
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
vec4 R3f = vec4(0.0);
|
||||
vec4 R4f = vec4(0.0);
|
||||
vec4 R5f = vec4(0.0);
|
||||
vec4 R123f = vec4(0.0);
|
||||
vec4 R125f = vec4(0.0);
|
||||
vec4 R126f = vec4(0.0);
|
||||
vec4 R127f = vec4(0.0);
|
||||
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
|
||||
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
|
||||
float PS0f = 0.0, PS1f = 0.0;
|
||||
vec4 tempf = vec4(0.0);
|
||||
float tempResultf;
|
||||
int tempResulti;
|
||||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0f = passParameterSem2;
|
||||
R1f = passParameterSem4;
|
||||
R2f = passParameterSem5;
|
||||
R3f = passParameterSem6;
|
||||
// 0
|
||||
PV0f.x = mul_nonIEEE(-(R1f.z), intBitsToFloat(uf_remappedPS[0].w));
|
||||
PV0f.y = -(R1f.z) + -(intBitsToFloat(0x42700000));
|
||||
R127f.z = mul_nonIEEE(-(R1f.z), intBitsToFloat(uf_remappedPS[0].y));
|
||||
R4f.w = 1.0;
|
||||
PS0f = 1.0 / R3f.z;
|
||||
// 1
|
||||
R4f.x = mul_nonIEEE(R3f.x, PS0f);
|
||||
R4f.y = mul_nonIEEE(R3f.y, PS0f);
|
||||
R3f.z = (mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[0].z)),intBitsToFloat(uf_remappedPS[0].w)) + PV0f.x);
|
||||
R3f.z = clamp(R3f.z, 0.0, 1.0);
|
||||
PV1f.w = PV0f.y * intBitsToFloat(0x3dcccccd);
|
||||
PV1f.w = clamp(PV1f.w, 0.0, 1.0);
|
||||
PS1f = 1.0 / R2f.z;
|
||||
// 2
|
||||
backupReg0f = R2f.x;
|
||||
backupReg1f = R2f.y;
|
||||
R2f.x = mul_nonIEEE(backupReg0f, PS1f);
|
||||
R2f.y = mul_nonIEEE(backupReg1f, PS1f);
|
||||
R2f.z = -(PV1f.w) + 1.0;
|
||||
R0f.w = (mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[0].x)),intBitsToFloat(uf_remappedPS[0].y)) + R127f.z);
|
||||
R0f.w = clamp(R0f.w, 0.0, 1.0);
|
||||
R5f.x = intBitsToFloat(uf_remappedPS[1].x);
|
||||
R5f.x = clamp(R5f.x, 0.0, 1.0);
|
||||
PS0f = R5f.x;
|
||||
R3f.x = (textureLod(textureUnitPS2, R4f.xy,0.0).x);
|
||||
R4f.x = (textureLod(textureUnitPS2, R4f.xy,R4f.w).x);
|
||||
R2f.x = (texture(textureUnitPS1, R2f.xy).x);
|
||||
// 0
|
||||
R127f.x = R3f.z + R2f.z;
|
||||
R127f.x = clamp(R127f.x, 0.0, 1.0);
|
||||
PV0f.x = R127f.x;
|
||||
PV0f.y = -(R3f.x) + R4f.x;
|
||||
R127f.z = (mul_nonIEEE(-(R0f.w),intBitsToFloat(uf_remappedPS[2].w)) + intBitsToFloat(uf_remappedPS[2].z));
|
||||
PV0f.z = R127f.z;
|
||||
R126f.w = intBitsToFloat(uf_remappedPS[1].y);
|
||||
R126f.w = clamp(R126f.w, 0.0, 1.0);
|
||||
R4f.w = 1.0;
|
||||
PS0f = R4f.w;
|
||||
// 1
|
||||
R126f.x = intBitsToFloat(uf_remappedPS[1].z);
|
||||
R126f.x = clamp(R126f.x, 0.0, 1.0);
|
||||
PV1f.x = R126f.x;
|
||||
PV1f.y = -(PV0f.z) + 1.0;
|
||||
R126f.z = intBitsToFloat(uf_remappedPS[3].y) + R2f.x;
|
||||
R126f.z = clamp(R126f.z, 0.0, 1.0);
|
||||
R123f.w = (mul_nonIEEE(PV0f.y,PV0f.x) + R3f.x);
|
||||
PV1f.w = R123f.w;
|
||||
R3f.z = 0.0;
|
||||
PS1f = R3f.z;
|
||||
// 2
|
||||
backupReg0f = R127f.x;
|
||||
R127f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z), R5f.x);
|
||||
R126f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z), R126f.w);
|
||||
PV0f.z = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[2].y));
|
||||
R127f.w = (mul_nonIEEE(PV1f.y,backupReg0f) + R127f.z);
|
||||
R125f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z), PV1f.x);
|
||||
PS0f = R125f.z;
|
||||
// 3
|
||||
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,-0.0),vec4(R1f.x,R1f.y,R1f.z,0.0));
|
||||
PV1f.x = tempf.x;
|
||||
PV1f.y = tempf.x;
|
||||
PV1f.z = tempf.x;
|
||||
PV1f.w = tempf.x;
|
||||
tempResultf = log2(PV0f.z);
|
||||
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
||||
PS1f = tempResultf;
|
||||
// 4
|
||||
PV0f.x = mul_nonIEEE(R127f.w, PS1f);
|
||||
R127f.yzw = vec3(R5f.x,R126f.w,R126f.x) + vec3(-(R127f.x),-(R126f.y),-(R125f.z));
|
||||
PS0f = sqrt(PV1f.x);
|
||||
// 5
|
||||
R123f.w = (mul_nonIEEE(R0f.x,PS0f) + R0f.y);
|
||||
R123f.w = clamp(R123f.w, 0.0, 1.0);
|
||||
PV1f.w = R123f.w;
|
||||
PS1f = exp2(PV0f.x);
|
||||
// 6
|
||||
R2f.z = mul_nonIEEE(PV1f.w, PV1f.w);
|
||||
PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x), PS1f);
|
||||
PV0f.w = clamp(PV0f.w, 0.0, 1.0);
|
||||
// 7
|
||||
PV1f.z = PV0f.w + intBitsToFloat(uf_remappedPS[3].x);
|
||||
PV1f.z = clamp(PV1f.z, 0.0, 1.0);
|
||||
// 8
|
||||
PV0f.y = mul_nonIEEE(PV1f.z, R126f.z);
|
||||
// 9
|
||||
R0f.x = (mul_nonIEEE(PV0f.y,R125f.z) + R127f.w);
|
||||
R0f.y = (mul_nonIEEE(PV0f.y,R126f.y) + R127f.z);
|
||||
R1f.z = (mul_nonIEEE(PV0f.y,R127f.x) + R127f.y);
|
||||
// 0
|
||||
backupReg0f = R0f.x;
|
||||
PV0f.x = -(R0f.y) + intBitsToFloat(uf_remappedPS[4].y);
|
||||
PV0f.y = -(R1f.z) + intBitsToFloat(uf_remappedPS[4].x);
|
||||
PV0f.w = -(backupReg0f) + intBitsToFloat(uf_remappedPS[4].z);
|
||||
// 1
|
||||
R4f.x = (mul_nonIEEE(PV0f.y,R2f.z) + R1f.z);
|
||||
PV1f.x = R4f.x;
|
||||
R4f.y = (mul_nonIEEE(PV0f.x,R2f.z) + R0f.y);
|
||||
PV1f.y = R4f.y;
|
||||
R4f.z = (mul_nonIEEE(PV0f.w,R2f.z) + R0f.x);
|
||||
PV1f.z = R4f.z;
|
||||
// 2
|
||||
R0f.xyz = vec3(PV1f.x,PV1f.y,PV1f.z);
|
||||
R0f.w = R4f.w;
|
||||
// 3
|
||||
R1f.xyz = vec3(R3f.z,R3f.y,R3f.y);
|
||||
R1f.w = R3f.y;
|
||||
// export
|
||||
//passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z*1.1, R0f.w)*0.93;
|
||||
passPixelColor0 = vec4(R0f.x*skyboxRed, R0f.y*skyboxGreen, R0f.z*skyboxBlue*1.1, R0f.w)*skyboxMix*0.93;
|
||||
passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
}
|
@ -1,84 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#ifdef VULKAN
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#else
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader f1a49f43d95bec30 //skybox
|
||||
const float skyboxRed = float($skyboxRed);
|
||||
const float skyboxGreen = float($skyboxGreen);
|
||||
const float skyboxBlue = float($skyboxBlue);
|
||||
const float skyboxMix = float($skyboxMix);
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 0) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[2];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[2];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
layout(location = 1) out vec4 passPixelColor1;
|
||||
// uf_fragCoordScale was moved to the ufBlock
|
||||
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()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
vec4 R3f = vec4(0.0);
|
||||
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
|
||||
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
|
||||
float PS0f = 0.0, PS1f = 0.0;
|
||||
vec4 tempf = vec4(0.0);
|
||||
float tempResultf;
|
||||
int tempResulti;
|
||||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
// 0
|
||||
R1f.x = (intBitsToFloat(uf_remappedPS[0].z) * 0.5 + 0.5);
|
||||
R0f.y = intBitsToFloat(uf_remappedPS[1].y);
|
||||
R1f.z = 0.0;
|
||||
R0f.w = 0.0;
|
||||
R0f.x = intBitsToFloat(uf_remappedPS[1].x);
|
||||
PS0f = R0f.x;
|
||||
// 1
|
||||
R0f.z = intBitsToFloat(uf_remappedPS[1].z);
|
||||
PV1f.z = R0f.z;
|
||||
// 2
|
||||
R2f.xyz = vec3(R0f.x,R0f.y,PV1f.z);
|
||||
R2f.w = R0f.w;
|
||||
// 3
|
||||
R3f.xyz = vec3(R1f.x,R1f.y,R1f.y);
|
||||
R3f.w = R1f.z;
|
||||
// export
|
||||
//passPixelColor0 = vec4(R2f.x*0.92, R2f.y*0.9, R2f.z*1.1, R2f.w)*0.75;
|
||||
passPixelColor0 = vec4(R2f.x*skyboxRed*0.92, R2f.y*skyboxGreen*0.9, R2f.z*skyboxBlue*1.1, R2f.w)*skyboxMix*0.75;
|
||||
passPixelColor1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
|
||||
}
|
@ -1,314 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#ifdef VULKAN
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#else
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader ff71dcd2ad4defdc
|
||||
//AA ps
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 2) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[4];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[4];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
|
||||
const float hazeFactor = 0.1;
|
||||
|
||||
const float gamma = $gamma; // 1.0 is neutral Botw is already colour graded at this stage
|
||||
const float exposure = $exposure; // 1.0 is neutral
|
||||
const float vibrance = $vibrance; // 0.0 is neutral
|
||||
const float crushContrast = $crushContrast; // 0.0 is neutral. Use small increments, loss of shadow detail
|
||||
const float contrastCurve = $contrastCurve;
|
||||
|
||||
|
||||
vec3 RGB_Lift = vec3($redShadows, $greenShadows , $blueSadows); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
|
||||
vec3 RGB_Gamma = vec3($redMid ,$greenMid, $blueMid); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
|
||||
vec3 RGB_Gain = vec3($redHilight, $greenHilight, $blueHilight); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
|
||||
//lumasharpen
|
||||
const float sharp_mix = $sharp_mix;
|
||||
const float sharp_strength = 2.0;
|
||||
const float sharp_clamp = 0.75;
|
||||
const float offset_bias = 1.0;
|
||||
float Sigmoid (float x) {
|
||||
|
||||
return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5)));
|
||||
}
|
||||
|
||||
|
||||
#define px (1.0/1920.0*uf_fragCoordScale.x)
|
||||
#define py (1.0/1080.0*uf_fragCoordScale.y)
|
||||
#define CoefLuma vec3(0.2126, 0.7152, 0.0722)
|
||||
|
||||
float lumasharping(sampler2D tex, vec2 pos) {
|
||||
vec4 colorInput = texture(tex, pos);
|
||||
|
||||
vec3 ori = colorInput.rgb;
|
||||
|
||||
// -- Combining the strength and luma multipliers --
|
||||
vec3 sharp_strength_luma = (CoefLuma * sharp_strength);
|
||||
|
||||
// -- Gaussian filter --
|
||||
// [ .25, .50, .25] [ 1 , 2 , 1 ]
|
||||
// [ .50, 1, .50] = [ 2 , 4 , 2 ]
|
||||
// [ .25, .50, .25] [ 1 , 2 , 1 ]
|
||||
|
||||
vec3 blur_ori = texture(tex, pos + vec2(px, -py) * 0.5 * offset_bias).rgb; // South East
|
||||
blur_ori += texture(tex, pos + vec2(-px, -py) * 0.5 * offset_bias).rgb; // South West
|
||||
blur_ori += texture(tex, pos + vec2(px, py) * 0.5 * offset_bias).rgb; // North East
|
||||
blur_ori += texture(tex, pos + vec2(-px, py) * 0.5 * offset_bias).rgb; // North West
|
||||
|
||||
blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches
|
||||
|
||||
// -- Calculate the sharpening --
|
||||
vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image
|
||||
|
||||
// -- Adjust strength of the sharpening and clamp it--
|
||||
vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); //Roll part of the clamp into the dot
|
||||
|
||||
float sharp_luma = clamp((dot(vec4(sharp, 1.0), sharp_strength_luma_clamp)), 0.0, 1.0); //Calculate the luma, adjust the strength, scale up and clamp
|
||||
sharp_luma = (sharp_clamp * 2.0) * sharp_luma - sharp_clamp; //scale down
|
||||
|
||||
return sharp_luma;
|
||||
}
|
||||
|
||||
vec3 LiftGammaGainPass(vec3 colorInput)
|
||||
{ //reshade BSD https://reshade.me , Alexkiri port
|
||||
vec3 color = colorInput;
|
||||
color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
|
||||
color = clamp(color, 0.0, 1.0);
|
||||
color *= RGB_Gain;
|
||||
color = pow(color, 1.0 / RGB_Gamma);
|
||||
return clamp(color, 0.0, 1.0);
|
||||
}
|
||||
|
||||
vec3 contrasty(vec3 colour){
|
||||
vec3 fColour = (colour.xyz);
|
||||
//fColour = LiftGammaGainPass(fColour);
|
||||
|
||||
fColour = clamp(exposure * fColour, 0.0, 1.0);
|
||||
fColour = pow(fColour, vec3(1.0 / gamma));
|
||||
float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
|
||||
float mn = min(min(fColour.r, fColour.g), fColour.b);
|
||||
float mx = max(max(fColour.r, fColour.g), fColour.b);
|
||||
float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0;
|
||||
vec3 lightness = vec3((mn + mx) / 2.0);
|
||||
fColour = LiftGammaGainPass(fColour);
|
||||
// vibrance
|
||||
fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
|
||||
fColour = max(vec3(0.0), fColour - vec3(crushContrast));
|
||||
return fColour;
|
||||
}
|
||||
|
||||
|
||||
const float resScale = 2.0;
|
||||
// uf_remappedPS[4] was moved to the ufBlock
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
|
||||
layout(location = 0) in vec4 passParameterSem2;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
//uniform vec2 uf_fragCoordScale;
|
||||
int clampFI32(int v)
|
||||
{
|
||||
if( v == 0x7FFFFFFF )
|
||||
return floatBitsToInt(1.0);
|
||||
else if( v == 0xFFFFFFFF )
|
||||
return floatBitsToInt(0.0);
|
||||
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
|
||||
}
|
||||
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
vec4 R3f = vec4(0.0);
|
||||
vec4 R4f = vec4(0.0);
|
||||
vec4 R123f = vec4(0.0);
|
||||
vec4 R126f = vec4(0.0);
|
||||
vec4 R127f = vec4(0.0);
|
||||
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
|
||||
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
|
||||
float PS0f = 0.0, PS1f = 0.0;
|
||||
vec4 tempf = vec4(0.0);
|
||||
float tempResultf;
|
||||
int tempResulti;
|
||||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
bool activeMaskStack[2];
|
||||
bool activeMaskStackC[3];
|
||||
activeMaskStack[0] = false;
|
||||
activeMaskStackC[0] = false;
|
||||
activeMaskStackC[1] = false;
|
||||
activeMaskStack[0] = true;
|
||||
activeMaskStackC[0] = true;
|
||||
activeMaskStackC[1] = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0f = passParameterSem2;
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy);
|
||||
R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
||||
}
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
activeMaskStack[1] = activeMaskStack[0];
|
||||
activeMaskStackC[2] = activeMaskStackC[1];
|
||||
// 0
|
||||
PV0f.x = R1f.y + R1f.x;
|
||||
R127f.y = intBitsToFloat(uf_remappedPS[0].z) * 0.25;
|
||||
PV0f.z = R1f.w + -(R1f.x);
|
||||
PV0f.w = R1f.z + -(R1f.y);
|
||||
R127f.z = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[1].x));
|
||||
PS0f = R127f.z;
|
||||
// 1
|
||||
R127f.x = PV0f.w + -(PV0f.z);
|
||||
PV1f.x = R127f.x;
|
||||
R126f.y = PV0f.w + PV0f.z;
|
||||
PV1f.y = R126f.y;
|
||||
PV1f.z = R1f.z + PV0f.x;
|
||||
R127f.w = min(R1f.z, R1f.x);
|
||||
R126f.w = min(R1f.w, R1f.y);
|
||||
PS1f = R126f.w;
|
||||
// 2
|
||||
PV0f.x = R1f.w + PV1f.z;
|
||||
PV0f.y = max(PV1f.x, -(PV1f.x));
|
||||
PV0f.z = max(PV1f.y, -(PV1f.y));
|
||||
PV0f.w = max(R1f.z, R1f.x);
|
||||
PS0f = max(R1f.w, R1f.y);
|
||||
// 3
|
||||
PV1f.x = min(PV0f.z, PV0f.y);
|
||||
R123f.y = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[1].y)) + R127f.z);
|
||||
PV1f.y = R123f.y;
|
||||
R127f.z = min(R127f.w, R126f.w);
|
||||
PV1f.z = R127f.z;
|
||||
R123f.w = (mul_nonIEEE(R127f.y,PV0f.x) + intBitsToFloat(uf_remappedPS[0].w));
|
||||
PV1f.w = R123f.w;
|
||||
R127f.w = max(PV0f.w, PS0f);
|
||||
PS1f = R127f.w;
|
||||
// 4
|
||||
PV0f.x = mul_nonIEEE(PS1f, intBitsToFloat(uf_remappedPS[2].x));
|
||||
PV0f.y = max(PV1f.y, PS1f);
|
||||
PV0f.z = min(PV1f.y, PV1f.z);
|
||||
PV0f.w = max(PV1f.w, PV1f.x);
|
||||
R4f.z = -(PV1f.z) + PS1f;
|
||||
PS0f = R4f.z;
|
||||
// 5
|
||||
R3f.x = max(PV0f.x, intBitsToFloat(uf_remappedPS[2].y));
|
||||
R3f.y = -(PV0f.z) + PV0f.y;
|
||||
R4f.w = R127f.z + R127f.w;
|
||||
PS1f = 1.0 / PV0f.w;
|
||||
// 6
|
||||
PV0f.x = mul_nonIEEE(R127f.x, PS1f); //p
|
||||
PV0f.y = mul_nonIEEE(R126f.y, PS1f);
|
||||
// 7
|
||||
PV1f.z = max(PV0f.x, -(intBitsToFloat(uf_remappedPS[0].y))); //p
|
||||
PV1f.w = max(PV0f.y, -(intBitsToFloat(uf_remappedPS[0].y)));
|
||||
// 8
|
||||
R1f.x = min(PV1f.w, intBitsToFloat(uf_remappedPS[0].y));
|
||||
R1f.y = min(PV1f.z, intBitsToFloat(uf_remappedPS[0].y));
|
||||
// 9
|
||||
predResult = (R3f.y > R3f.x);
|
||||
activeMaskStack[1] = predResult;
|
||||
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
|
||||
}
|
||||
else {
|
||||
activeMaskStack[1] = false;
|
||||
activeMaskStackC[2] = false;
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
// 0
|
||||
R3f.x = (mul_nonIEEE(R1f.x,-(intBitsToFloat(uf_remappedPS[3].z) / resScale)) + R0f.x);
|
||||
R3f.y = (mul_nonIEEE(R1f.y,-(intBitsToFloat(uf_remappedPS[3].w) / resScale)) + R0f.y);
|
||||
R0f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[3].z)) + R0f.x); //leave out, looks better on avg
|
||||
R0f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[3].w)) + R0f.y);//leave out, looks better on avg
|
||||
R4f.x = (mul_nonIEEE(R1f.x,-(intBitsToFloat(uf_remappedPS[3].x) / resScale)) + R0f.x);
|
||||
PS0f = R4f.x;
|
||||
// 1
|
||||
R4f.y = (mul_nonIEEE(R1f.y,-(intBitsToFloat(uf_remappedPS[3].y)/resScale)) + R0f.y);
|
||||
R3f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[3].x) / resScale) + R0f.x);
|
||||
R3f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[3].y) / resScale) + R0f.y);
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
R1f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
|
||||
R0f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
|
||||
R2f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw);
|
||||
R3f.xyzw = (texture(textureUnitPS0, R3f.zw).xyzw);
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
// 0
|
||||
R127f.xyz = vec3(R0f.x,R0f.w,R0f.z) + vec3(R1f.x,R1f.w,R1f.z);
|
||||
PV0f.x = R127f.x;
|
||||
PV0f.y = R127f.y;
|
||||
PV0f.z = R127f.z;
|
||||
R127f.w = R0f.y + R1f.y;
|
||||
PV0f.w = R127f.w;
|
||||
// 1
|
||||
PV1f.x = R2f.x + PV0f.x;
|
||||
PV1f.y = R2f.w + PV0f.y;
|
||||
PV1f.z = R2f.z + PV0f.z;
|
||||
PV1f.w = R2f.y + PV0f.w;
|
||||
// 2
|
||||
R126f.x = R3f.x + PV1f.x;
|
||||
R126f.x /= 2.0;
|
||||
PV0f.x = R126f.x;
|
||||
R126f.y = R3f.w + PV1f.y;
|
||||
R126f.y /= 2.0;
|
||||
PV0f.y = R126f.y;
|
||||
R126f.z = R3f.z + PV1f.z;
|
||||
R126f.z /= 2.0;
|
||||
PV0f.z = R126f.z;
|
||||
R126f.w = R3f.y + PV1f.w;
|
||||
R126f.w /= 2.0;
|
||||
PV0f.w = R126f.w;
|
||||
// 3
|
||||
backupReg0f = R127f.y;
|
||||
R123f.x = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[1].x)) + -(R4f.w));
|
||||
PV1f.x = R123f.x;
|
||||
R127f.yzw = vec3(R127f.z,R127f.w,R127f.x) + vec3(-(PV0f.z),-(PV0f.w),-(PV0f.x));
|
||||
R127f.x = backupReg0f + -(PV0f.y);
|
||||
PS1f = R127f.x;
|
||||
// 4
|
||||
R123f.w = (mul_nonIEEE(R126f.w,intBitsToFloat(uf_remappedPS[1].y)) + PV1f.x);
|
||||
PV0f.w = R123f.w;
|
||||
// 5
|
||||
PV1f.z = max(PV0f.w, -(PV0f.w));
|
||||
// 6
|
||||
PV0f.y = -(R4f.z) + PV1f.z;
|
||||
// 7
|
||||
R123f.x = intBitsToFloat(((PV0f.y >= 0.0)?(floatBitsToInt(1.0)):(0)));
|
||||
PV1f.x = R123f.x;
|
||||
// 8
|
||||
R2f.x = (mul_nonIEEE(R127f.w,PV1f.x) + R126f.x)/2.0;
|
||||
R2f.y = (mul_nonIEEE(R127f.z,PV1f.x) + R126f.w)/2.0;
|
||||
R2f.z = (mul_nonIEEE(R127f.y,PV1f.x) + R126f.z)/2.0;
|
||||
R2f.w = (mul_nonIEEE(R127f.x,PV1f.x) + R126f.y)/2.0;
|
||||
}
|
||||
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
|
||||
// export
|
||||
|
||||
R2f.xyz = contrasty(R2f.xyz);
|
||||
R2f.xyz = mix(R2f.xyz, smoothstep(0.0, 1.0, R2f.xyz), contrastCurve);
|
||||
float smask = lumasharping(textureUnitPS1, passParameterSem2.xy);
|
||||
vec3 temp3 = R2f.xyz;
|
||||
R2f.xyz = mix(R2f.xyz, (temp3.xyz += (smask)), sharp_mix);
|
||||
|
||||
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
||||
}
|
@ -1,180 +0,0 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010143400,0005000010143600,0005000010143500
|
||||
name = Contrasty
|
||||
path = "The Legend of Zelda: The Wind Waker HD/Enhancements/Contrasty v1.1"
|
||||
description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. Enabling will ignore your other AA settings. Made by getdls.
|
||||
version = 4
|
||||
|
||||
[Preset]
|
||||
name = Default
|
||||
$redShadows = 1.0
|
||||
$greenShadows = 1.0
|
||||
$blueSadows = 1.0
|
||||
$redMid = 1.0
|
||||
$greenMid = 1.0
|
||||
$blueMid = 1.0
|
||||
$redHilight = 1.0
|
||||
$greenHilight =1.0
|
||||
$blueHilight = 1.0
|
||||
|
||||
$contrastCurve = 0.0
|
||||
$hazeFactor = 1.0
|
||||
$bloom = 1.0
|
||||
$gamma = 1.0
|
||||
$exposure = 1.0
|
||||
$vibrance = 0.0
|
||||
$crushContrast = 0.0
|
||||
$bleach = 1.0
|
||||
$sharp_mix = 0.0
|
||||
|
||||
$skyboxRed = 1.0
|
||||
$skyboxGreen = 1.05
|
||||
$skyboxBlue = 0.9
|
||||
$skyboxMix = 1.05
|
||||
$AO = 1.0
|
||||
$beach = 1.0
|
||||
|
||||
[Preset]
|
||||
name = Less sky bloom
|
||||
$redShadows = 1.0
|
||||
$greenShadows = 1.0
|
||||
$blueSadows = 1.0
|
||||
$redMid = 1.0
|
||||
$greenMid = 1.0
|
||||
$blueMid = 1.0
|
||||
$redHilight = 1.0
|
||||
$greenHilight =1.0
|
||||
$blueHilight = 1.0
|
||||
|
||||
$contrastCurve = 0.2
|
||||
$hazeFactor = 1.0
|
||||
$bloom = 1.0
|
||||
$gamma = 1.05
|
||||
$exposure = 1.0
|
||||
$vibrance = 0.0
|
||||
$crushContrast = 0.0
|
||||
$bleach = 1.0
|
||||
$sharp_mix = 0.0
|
||||
|
||||
$skyboxRed = 1.0
|
||||
$skyboxGreen = 1.05
|
||||
$skyboxBlue = 0.9
|
||||
$skyboxMix = 0.775
|
||||
$AO = 1.0
|
||||
$beach = 1.0
|
||||
|
||||
[Preset]
|
||||
name = High Contrasty
|
||||
$redShadows = 1.0
|
||||
$greenShadows = 1.0
|
||||
$blueSadows = 1.0
|
||||
$redMid = 0.99
|
||||
$greenMid = 0.99
|
||||
$blueMid = 0.99
|
||||
$redHilight = 1.1
|
||||
$greenHilight =1.0
|
||||
$blueHilight = 1.0
|
||||
|
||||
$contrastCurve = 0.4
|
||||
$hazeFactor = 0.25
|
||||
$bloom = 0.85
|
||||
$gamma = 0.98
|
||||
$exposure = 1.01
|
||||
$vibrance = 0.25
|
||||
$crushContrast = 0.00
|
||||
$bleach = 0.85
|
||||
$sharp_mix = 0.1
|
||||
|
||||
$skyboxRed = 1.0
|
||||
$skyboxGreen = 1.0
|
||||
$skyboxBlue = 1.0
|
||||
$skyboxMix = 1.15
|
||||
$AO = 1.0
|
||||
$beach = 1.0
|
||||
|
||||
[Preset]
|
||||
name = Colourful
|
||||
$redShadows = 1.0
|
||||
$greenShadows = 1.0
|
||||
$blueSadows = 1.0
|
||||
$redMid = 1.0
|
||||
$greenMid = 0.99
|
||||
$blueMid = 1.0
|
||||
$redHilight = 1.0
|
||||
$greenHilight =0.99
|
||||
$blueHilight = 1.0
|
||||
|
||||
$contrastCurve = 0.275
|
||||
$hazeFactor = 0.25
|
||||
$bloom = 0.85
|
||||
$gamma = 0.975
|
||||
$exposure = 1.01
|
||||
$vibrance = 0.45
|
||||
$crushContrast = 0.00
|
||||
$bleach = 0.85
|
||||
$sharp_mix = 0.0
|
||||
|
||||
$skyboxRed = 1.0
|
||||
$skyboxGreen = 1.0
|
||||
$skyboxBlue = 1.0
|
||||
$skyboxMix = 0.9
|
||||
$AO = 1.0
|
||||
$beach = 1.0
|
||||
|
||||
[Preset]
|
||||
name = Gamecube style
|
||||
$redShadows = 1.01
|
||||
$greenShadows = 1.01
|
||||
$blueSadows = 1.01
|
||||
$redMid = 1.0
|
||||
$greenMid = 1.0
|
||||
$blueMid = 1.0
|
||||
$redHilight = 0.99
|
||||
$greenHilight =0.99
|
||||
$blueHilight = 0.99
|
||||
|
||||
$contrastCurve = 0.25
|
||||
$hazeFactor = 1.0
|
||||
$bloom = 0.95
|
||||
$gamma = 0.95
|
||||
$exposure = 1.0
|
||||
$vibrance = 0.175
|
||||
$crushContrast = 0.00
|
||||
$bleach = 0.85
|
||||
$sharp_mix = 0.0
|
||||
|
||||
$skyboxRed = 1.1
|
||||
$skyboxGreen = 0.95
|
||||
$skyboxBlue = 1.1
|
||||
$skyboxMix = 0.75
|
||||
$AO = 0.5
|
||||
$beach = 0.85
|
||||
|
||||
[Preset]
|
||||
name = Gangnam style
|
||||
$redShadows = 0.9
|
||||
$greenShadows = 0.91
|
||||
$blueSadows = 0.94
|
||||
$redMid = 1.4
|
||||
$greenMid = 1.0
|
||||
$blueMid = 1.3
|
||||
$redHilight = 0.99
|
||||
$greenHilight =0.99
|
||||
$blueHilight = 0.99
|
||||
|
||||
$contrastCurve = 1.0
|
||||
$hazeFactor = 1.0
|
||||
$bloom = 0.95
|
||||
$gamma = 0.95
|
||||
$exposure = 1.05
|
||||
$vibrance = 1.1
|
||||
$crushContrast = 0.00
|
||||
$bleach = 0.85
|
||||
$sharp_mix = 0.9
|
||||
|
||||
$skyboxRed = 1.5
|
||||
$skyboxGreen = 0.95
|
||||
$skyboxBlue = 1.1
|
||||
$skyboxMix = 1.5
|
||||
$AO = 1.5
|
||||
$beach = 1.1
|
Loading…
Reference in New Issue
Block a user