mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-29 21:04:14 +01:00
[XCX] Bloom pixelation and scale fix
Smoother bloom
This commit is contained in:
parent
c4db15cc03
commit
80f032414a
@ -9,18 +9,50 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0);
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#version 420
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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// shader 8c1e55fd967b0496
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// shader 8c1e55fd967b0496
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// ver/horz alignment tweak, just a magic value
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// 1/4 -> 1/16 bloom pyramid . Pixelated unless scaled but still needs blur for light bleed..
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// To-do. Go back and re-center all passes instead.
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// To-do. Check if screen res is * samples stable
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const float resScale = <?=$scaleFactorX?>;
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const float resScale = <?=$scaleFactorX?>;
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//const int sampleScale = 1;
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//const float resScale = 4.0;
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//const float resScale = 4.0;
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const float repositionBloom = 1.00125;
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const float repositionBloom = 1.00125;
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highp float lineRand(vec2 co)
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{
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highp float a = 12.9898;
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highp float b = 78.233;
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highp float c = 43758.5453;
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highp float dt = dot(co.xy, vec2(a, b));
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highp float sn = mod(dt, 3.14);
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return fract(sin(sn) * c);
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}
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uniform ivec4 uf_remappedPS[5];
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uniform ivec4 uf_remappedPS[5];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e76000 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 6 6 6 border: 0
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e76000 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 6 6 6 border: 0
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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uniform vec2 uf_fragCoordScale;
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// FabriceNeyret2, single pass gaussian by intermediate MIPmap level. https://www.shadertoy.com/view/ltScRG
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// I hereby pledge my loyalty to the FabriceNeyret2 fanclub, this is bloody beautiful!
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const int samples = 8, //check if must scale to pascal levels
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LOD = 2, // gaussian done on MIPmap at scale LOD
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sLOD = 1 << LOD; // tile size = 2^LOD
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const float sigma = float(samples) * .25;
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float gaussian(vec2 i) {
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return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma);
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}
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vec4 blur(sampler2D sp, vec2 U, vec2 scale) {
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vec4 O = vec4(0);
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int s = samples / sLOD;
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for (int i = 0; i < s*s; i++) {
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vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.;
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O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD));
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}
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return O / O.a;
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}
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int clampFI32(int v)
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int clampFI32(int v)
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@ -54,7 +86,8 @@ void main()
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vec3 cubeMapSTM;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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int cubeMapFaceId;
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R0f = passParameterSem0;
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R0f = passParameterSem0;
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//R0f.xy = R0f.xy - (lineRand(gl_FragCoord.xy)*0.015);
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//R0f.xy = vec2((passParameterSem0.x + passParameterSem0.z), (passParameterSem0.y + passParameterSem0.w));
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// 0
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// 0
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R1f.x = R0f.x + (intBitsToFloat(uf_remappedPS[0].x) / resScale);
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R1f.x = R0f.x + (intBitsToFloat(uf_remappedPS[0].x) / resScale);
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R1f.y = R0f.y + (intBitsToFloat(uf_remappedPS[0].y) / resScale);
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R1f.y = R0f.y + (intBitsToFloat(uf_remappedPS[0].y) / resScale);
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@ -74,12 +107,25 @@ void main()
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R0f.y = backupReg1f + (intBitsToFloat(uf_remappedPS[4].y) / resScale);
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R0f.y = backupReg1f + (intBitsToFloat(uf_remappedPS[4].y) / resScale);
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vec2 coord = passParameterSem0.xy*textureSize(textureUnitPS0, 0); // R0f.xy;// vec2(0.5, 0.5);
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vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0);
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vec2 uv = coord * ps;
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R4f.xyz = blur(textureUnitPS0, uv, ps).xyz;
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//R4f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
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R3f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
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R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);// prob?
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R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
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R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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/* //org
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R4f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
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R4f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
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R3f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
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R3f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
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R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);
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R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);// prob?
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R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
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R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
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R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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*/
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// 0
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// 0
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PV0f.x = R4f.y * intBitsToFloat(uf_remappedPS[0].z);
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PV0f.x = R4f.y * intBitsToFloat(uf_remappedPS[0].z);
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PV0f.y = R4f.x * intBitsToFloat(uf_remappedPS[0].z);
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PV0f.y = R4f.x * intBitsToFloat(uf_remappedPS[0].z);
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@ -13,7 +13,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0);
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//to do - extra edge smooth pass,
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//to do - extra edge smooth pass,
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//const float resScale = 2.0;// 2.0 looks good
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//const float resScale = 2.0;// 2.0 looks good
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const float resScale = <?=$scaleFactorX?>;
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const float resScale = <?=$scaleFactorX?>;
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const float shadowExposure = 0.75; //By truncating shadow, we decrease overall exposure during day only.
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const float shadowExposure = 0.85; //By truncating shadow, we decrease overall exposure during day only.
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uniform ivec4 uf_remappedPS[31];
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uniform ivec4 uf_remappedPS[31];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf599a000 res 1024x1024x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 6 6 6 border: 2
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf599a000 res 1024x1024x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 6 6 6 border: 2
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237
Source/XenobladeX/b3fb199c73caa796_00000000000003c9_ps.txt
Normal file
237
Source/XenobladeX/b3fb199c73caa796_00000000000003c9_ps.txt
Normal file
@ -0,0 +1,237 @@
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<?php
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include 'Source/functions.php';
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$fullWidth = $argv[1];
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$fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
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$scaleFactorY = always_decimal_format($fullHeight / 720.0);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader b3fb199c73caa796 // bloom pyramid sample 1st
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const float resScale = <?=$scaleFactorX?>;
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//const float resScale = 3.0;
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uniform ivec4 uf_remappedPS[4];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf551a000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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const int samples = 8, //check if must scale to pascal levels 8 balances 13 is smooth.
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LOD = 2, // gaussian done on MIPmap at scale LOD
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sLOD = 1 << LOD; // tile size = 2^LOD
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const float sigma = float(samples) * .25;
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float gaussian(vec2 i) {
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return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma);
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}
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vec4 blur(sampler2D sp, vec2 U, vec2 scale) {
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vec4 O = vec4(0);
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int s = samples / sLOD;
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for (int i = 0; i < s*s; i++) {
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vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.;
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O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD));
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}
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return O / O.a;
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}
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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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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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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vec4 R4f = vec4(0.0);
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vec4 R5f = vec4(0.0);
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vec4 R6f = vec4(0.0);
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vec4 R7f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R124f = vec4(0.0);
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vec4 R125f = 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 = passParameterSem0;
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// 0
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R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x)/resScale;
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R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y)/resScale;
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R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[0].z)/resScale;
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R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[0].w)/resScale;
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// 1
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[1].x)/resScale;
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R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[1].y) /resScale;
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R1f.z = backupReg0f + intBitsToFloat(uf_remappedPS[1].z) /resScale;
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R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w) /resScale;
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vec2 coord = passParameterSem0.xy*textureSize(textureUnitPS0, 0); // R0f.xy;// vec2(0.5, 0.5);
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vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0);
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vec2 uv = coord * ps;
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R2f.xyzw = blur(textureUnitPS1, uv, ps);
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R3f = R2f;
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R4f = R2f;
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R5f = R2f;
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/*
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R2f.xyzw = (texture(textureUnitPS1, R1f.xy).xyzw);
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R3f.xyzw = (texture(textureUnitPS1, R0f.zw).xyzw);
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R4f.xyzw = (texture(textureUnitPS1, R0f.xy).xyzw);
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R5f.xyzw = (texture(textureUnitPS1, R1f.zw).xyzw);
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*/
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//R1f.xyzw = blur(textureUnitPS0, uv, ps);
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//R7f = R6f;
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//R0f = R6f;
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//R1f = R6f;
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R6f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
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R7f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
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R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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R1f.xyzw = (texture(textureUnitPS0, R1f.zw).xyzw);
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// 0
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PV0f.x = R2f.z + R3f.z;
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PV0f.y = R2f.y + R3f.y;
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PV0f.z = R2f.x + R3f.x;
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PV0f.w = R2f.w + R3f.w;
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// 1
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PV1f.x = PV0f.x + R4f.z;
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PV1f.y = PV0f.y + R4f.y;
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PV1f.z = PV0f.z + R4f.x;
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PV1f.w = PV0f.w + R4f.w;
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R127f.x = R6f.x + R7f.x;
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PS1f = R127f.x;
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// 2
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PV0f.x = PV1f.x + R5f.z;
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PV0f.y = PV1f.y + R5f.y;
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PV0f.z = PV1f.z + R5f.x;
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PV0f.w = PV1f.w + R5f.w;
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R127f.w = R6f.y + R7f.y;
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PS0f = R127f.w;
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// 3
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PV1f.x = PV0f.x * intBitsToFloat(uf_remappedPS[2].z);
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PV1f.y = PV0f.y * intBitsToFloat(uf_remappedPS[2].z);
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PV1f.z = PV0f.z * intBitsToFloat(uf_remappedPS[2].z);
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PV1f.w = PV0f.w * intBitsToFloat(uf_remappedPS[2].z);
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R127f.z = R6f.z + R7f.z;
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PS1f = R127f.z;
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// 4
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PV0f.x = max(PV1f.x, 0.0);
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PV0f.y = max(PV1f.y, 0.0);
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PV0f.z = max(PV1f.z, 0.0);
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PV0f.w = max(PV1f.w, 0.0);
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R126f.y = R6f.w + R7f.w;
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PS0f = R126f.y;
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// 5
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R6f.x = min(PV0f.x, 4.0);
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PV1f.x = R6f.x;
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R125f.y = min(PV0f.y, 4.0);
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PV1f.y = R125f.y;
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R126f.z = min(PV0f.z, 4.0);
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PV1f.z = R126f.z;
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R125f.w = min(PV0f.w, 4.0);
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R124f.x = R127f.x + R0f.x;
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PS1f = R124f.x;
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// 6
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PV0f.x = PV1f.z + -(intBitsToFloat(uf_remappedPS[2].x));
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PV0f.y = PV1f.y + -(intBitsToFloat(uf_remappedPS[3].x));
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||||||
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PV0f.z = PV1f.z + -(intBitsToFloat(uf_remappedPS[3].x));
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PV0f.w = PV1f.x + -(intBitsToFloat(uf_remappedPS[3].x));
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R127f.y = PV1f.y + -(intBitsToFloat(uf_remappedPS[2].x));
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PS0f = R127f.y;
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||||||
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// 7
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||||||
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R127f.x = R6f.x + -(intBitsToFloat(uf_remappedPS[2].x));
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PV1f.y = max(PV0f.z, 0.0);
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PV1f.z = max(PV0f.y, 0.0);
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PV1f.w = max(PV0f.w, 0.0);
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R126f.x = max(PV0f.x, 0.0);
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PS1f = R126f.x;
|
||||||
|
// 8
|
||||||
|
backupReg0f = R127f.y;
|
||||||
|
R125f.x = dot(vec4(intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].y),-0.0),vec4(PV1f.y,PV1f.z,PV1f.w,0.0));
|
||||||
|
PV0f.x = R125f.x;
|
||||||
|
PV0f.y = R125f.x;
|
||||||
|
PV0f.z = R125f.x;
|
||||||
|
PV0f.w = R125f.x;
|
||||||
|
R127f.y = max(backupReg0f, 0.0);
|
||||||
|
PS0f = R127f.y;
|
||||||
|
// 9
|
||||||
|
backupReg0f = R126f.y;
|
||||||
|
backupReg1f = R127f.x;
|
||||||
|
backupReg2f = R127f.w;
|
||||||
|
R127f.x = R127f.z + R0f.z;
|
||||||
|
R126f.y = backupReg0f + R0f.w;
|
||||||
|
PV1f.z = max(backupReg1f, 0.0);
|
||||||
|
R127f.w = backupReg2f + R0f.y;
|
||||||
|
R126f.w = R126f.z * PV0f.x;
|
||||||
|
PS1f = R126f.w;
|
||||||
|
// 10
|
||||||
|
tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].y),-0.0),vec4(R126f.x,R127f.y,PV1f.z,0.0));
|
||||||
|
PV0f.x = tempf.x;
|
||||||
|
PV0f.y = tempf.x;
|
||||||
|
PV0f.z = tempf.x;
|
||||||
|
PV0f.w = tempf.x;
|
||||||
|
R124f.w = tempf.x;
|
||||||
|
R127f.z = R125f.y * R125f.x;
|
||||||
|
PS0f = R127f.z;
|
||||||
|
// 11
|
||||||
|
PV1f.x = R125f.w * R125f.x;
|
||||||
|
PV1f.y = R6f.x * R125f.x;
|
||||||
|
R125f.z = R127f.w + R1f.y;
|
||||||
|
R127f.w = R127f.x + R1f.z;
|
||||||
|
R0f.w = R126f.y + R1f.w;
|
||||||
|
PS1f = R0f.w;
|
||||||
|
// 12
|
||||||
|
backupReg0f = R124f.x;
|
||||||
|
R124f.x = (R125f.y * R124f.w + R127f.z);
|
||||||
|
R125f.y = (R6f.x * R124f.w + PV1f.y);
|
||||||
|
PV0f.z = backupReg0f + R1f.x;
|
||||||
|
R123f.w = (R126f.z * R124f.w + R126f.w);
|
||||||
|
PV0f.w = R123f.w;
|
||||||
|
R127f.x = (R125f.w * R124f.w + PV1f.x);
|
||||||
|
PS0f = R127f.x;
|
||||||
|
// 13
|
||||||
|
R125f.x = R127f.w * intBitsToFloat(uf_remappedPS[3].z);
|
||||||
|
R126f.y = R125f.z * intBitsToFloat(uf_remappedPS[3].z);
|
||||||
|
PV1f.z = PV0f.z * intBitsToFloat(uf_remappedPS[3].z);
|
||||||
|
R127f.w = R0f.w * intBitsToFloat(uf_remappedPS[3].z);
|
||||||
|
PS1f = min(PV0f.w, intBitsToFloat(uf_remappedPS[2].w));
|
||||||
|
// 14
|
||||||
|
PV0f.x = min(R127f.x, intBitsToFloat(uf_remappedPS[2].w));
|
||||||
|
PV0f.y = min(R125f.y, intBitsToFloat(uf_remappedPS[2].w));
|
||||||
|
PV0f.z = min(R124f.x, intBitsToFloat(uf_remappedPS[2].w));
|
||||||
|
R0f.x = max(PV1f.z, PS1f);
|
||||||
|
PS0f = R0f.x;
|
||||||
|
// 15
|
||||||
|
R0f.y = max(R126f.y, PV0f.z);
|
||||||
|
R0f.z = max(R125f.x, PV0f.y);
|
||||||
|
R0f.w = max(R127f.w, PV0f.x);
|
||||||
|
// export
|
||||||
|
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)*1.5;
|
||||||
|
}
|
@ -12,7 +12,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0);
|
|||||||
// shadows scaling, ie 4096 = x4
|
// shadows scaling, ie 4096 = x4
|
||||||
// To do - some nice edge smoothing at higher res
|
// To do - some nice edge smoothing at higher res
|
||||||
const float resScale = <?=$scaleFactorX?>;
|
const float resScale = <?=$scaleFactorX?>;
|
||||||
const float shadowExposure = 0.75;
|
const float shadowExposure = 0.85;
|
||||||
//const float resScale = 4;
|
//const float resScale = 4;
|
||||||
uniform ivec4 uf_remappedPS[23];
|
uniform ivec4 uf_remappedPS[23];
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
||||||
|
Loading…
Reference in New Issue
Block a user