From 70bd6c3e00a7d07361cd9d7e11dd8b1d57bb5467 Mon Sep 17 00:00:00 2001 From: Michael Date: Tue, 26 Jun 2018 20:06:51 -0700 Subject: [PATCH] fix color splash blur before: https://cdn.discordapp.com/attachments/235194499343712256/461363940073406464/2018-06-26_19-55-27.png after: https://cdn.discordapp.com/attachments/235194499343712256/461365095080001536/2018-06-26_20-00-03.png --- .../88a193c7d4d2c9bc_0000000000000079_ps.txt | 82 +++++++++++++++++++ .../deceb5ab7cca5140_0000000000000079_ps.txt | 82 +++++++++++++++++++ 2 files changed, 164 insertions(+) create mode 100644 Source/ColorSplash/88a193c7d4d2c9bc_0000000000000079_ps.txt create mode 100644 Source/ColorSplash/deceb5ab7cca5140_0000000000000079_ps.txt diff --git a/Source/ColorSplash/88a193c7d4d2c9bc_0000000000000079_ps.txt b/Source/ColorSplash/88a193c7d4d2c9bc_0000000000000079_ps.txt new file mode 100644 index 00000000..63ae1e7b --- /dev/null +++ b/Source/ColorSplash/88a193c7d4d2c9bc_0000000000000079_ps.txt @@ -0,0 +1,82 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 88a193c7d4d2c9bc +const float resXScale = ; +const float resYScale = ; +uniform ivec4 uf_remappedPS[1]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4fa7000 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem0; +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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R127f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem0; +// 0 +PV0f.x = intBitsToFloat(uf_remappedPS[0].y) * intBitsToFloat(0x3b5a740f) / resXScale; +R2f.y = intBitsToFloat(uf_remappedPS[0].z) * 0.5; +PV0f.z = intBitsToFloat(uf_remappedPS[0].y) * intBitsToFloat(0xbb5a740f) / resYScale; +PV0f.w = 0.0; +// 1 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +backupReg0f = R0f.x; +backupReg1f = R0f.y; +R0f.xyz = vec3(PV0f.w,PV0f.z,PV0f.w) + vec3(backupReg0f,backupReg1f,backupReg0f); +R0f.w = PV0f.x + backupReg1f; +R1f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +R0f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw); +// 0 +backupReg0f = R0f.w; +R127f.x = R1f.z + R0f.z; +R127f.x /= 2.0; +PV0f.x = R127f.x; +R127f.y = R1f.y + R0f.y; +R127f.y /= 2.0; +PV0f.y = R127f.y; +R127f.z = R1f.x + R0f.x; +R127f.z /= 2.0; +PV0f.z = R127f.z; +R0f.w = R1f.w + backupReg0f; +R0f.w /= 2.0; +// 1 +PV1f.x = -(PV0f.y) + 0.0; +PV1f.y = -(PV0f.z) + 0.0; +PV1f.w = -(PV0f.x) + 0.0; +// 2 +R0f.x = (mul_nonIEEE(PV1f.y,R2f.y) + R127f.z); +R0f.y = (mul_nonIEEE(PV1f.x,R2f.y) + R127f.y); +R0f.z = (mul_nonIEEE(PV1f.w,R2f.y) + R127f.x); +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +} diff --git a/Source/ColorSplash/deceb5ab7cca5140_0000000000000079_ps.txt b/Source/ColorSplash/deceb5ab7cca5140_0000000000000079_ps.txt new file mode 100644 index 00000000..d0068ea6 --- /dev/null +++ b/Source/ColorSplash/deceb5ab7cca5140_0000000000000079_ps.txt @@ -0,0 +1,82 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader deceb5ab7cca5140 +const float resXScale = ; +const float resYScale = ; +uniform ivec4 uf_remappedPS[1]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4c23000 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem0; +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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R127f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem0; +// 0 +PV0f.x = intBitsToFloat(uf_remappedPS[0].y) * intBitsToFloat(0x3af5c290) / resXScale; +R2f.y = intBitsToFloat(uf_remappedPS[0].z) * 0.5; +PV0f.z = intBitsToFloat(uf_remappedPS[0].y) * intBitsToFloat(0xbaf5c290) / resYScale; +PV0f.w = 0.0; +// 1 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +backupReg0f = R0f.x; +backupReg1f = R0f.y; +R0f.xyz = vec3(backupReg0f,backupReg1f,backupReg0f) + vec3(PV0f.z,PV0f.w,PV0f.x); +R0f.w = backupReg1f + PV0f.w; +R1f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +R0f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw); +// 0 +backupReg0f = R0f.w; +R127f.x = R1f.z + R0f.z; +R127f.x /= 2.0; +PV0f.x = R127f.x; +R127f.y = R1f.y + R0f.y; +R127f.y /= 2.0; +PV0f.y = R127f.y; +R127f.z = R1f.x + R0f.x; +R127f.z /= 2.0; +PV0f.z = R127f.z; +R0f.w = R1f.w + backupReg0f; +R0f.w /= 2.0; +// 1 +PV1f.x = -(PV0f.y) + 0.0; +PV1f.y = -(PV0f.z) + 0.0; +PV1f.w = -(PV0f.x) + 0.0; +// 2 +R0f.x = (mul_nonIEEE(PV1f.y,R2f.y) + R127f.z); +R0f.y = (mul_nonIEEE(PV1f.x,R2f.y) + R127f.y); +R0f.z = (mul_nonIEEE(PV1f.w,R2f.y) + R127f.x); +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +}