[SLW] update brightness fix

This commit is contained in:
Michael 2017-06-24 17:48:17 -07:00
parent f341f091f7
commit 75e28ca6ce

View File

@ -0,0 +1,102 @@
#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 2.00;
// shader e1d2a971c93cd82a
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
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 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;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem136;
R1f = passParameterSem137;
R0f.z = (texture(textureUnitPS1, R1f.xy).x);
R2f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
// 1
R123f.x = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.y);
PV1f.x = R123f.x;
R123f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.w);
PV1f.z = R123f.z;
// 2
R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.x);
R0f.w = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.z);
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
R127f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + R1f.y);
R127f.y = R1f.x + intBitsToFloat(0x3a83126f);
R123f.z = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + R0f.w);
PV0f.z = R123f.z;
// 1
R126f.x = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
PV1f.x = R126f.x;
PS1f = 1.0 / PV0f.z;
// 2
PV0f.z = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.w = R127f.x * PS1f;
PS0f = 1.0 / R127f.y;
// 3
PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[5].x);
PV1f.w = -(PV0f.w) + -(R126f.x);
PS1f = 1.0 / PV0f.z;
// 4
R126f.x = mul_nonIEEE(PS1f, PV1f.w);
R126f.x = clamp(R126f.x, 0.0, 1.0);
PV0f.x = R126f.x;
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
// 5
R127f.x = min(PV0f.y, intBitsToFloat(0x41800000));
PV1f.x = R127f.x;
R123f.z = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(uf_remappedPS[7].y));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV1f.z = R123f.z;
// 6
R0f.x = mul_nonIEEE(R2f.x, PV1f.x);
R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(uf_remappedPS[7].z));
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV0f.y = R123f.y;
PV0f.z = -(PV1f.z) + 1.0;
R127f.w = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].w)) + intBitsToFloat(uf_remappedPS[7].w));
R127f.w = clamp(R127f.w, 0.0, 1.0);
R0f.y = mul_nonIEEE(R2f.y, PV1f.x);
PS0f = R0f.y;
// 7
R0f.z = mul_nonIEEE(R2f.z, R127f.x);
PV1f.w = min(PV0f.y, PV0f.z);
// 8
R0f.w = R127f.w + PV1f.w;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}