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https://github.com/cemu-project/cemu_graphic_packs.git
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[XCX] 21:9 fix flashlight, blur scaling less aggressive on low res
This commit is contained in:
parent
da421eb94a
commit
9a9362e0c3
@ -0,0 +1,277 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 610a9c4cb60b0bdf
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//flashlight
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uniform ivec4 uf_remappedVS[13];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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layout(location = 2) in uvec4 attrDataSem2;
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layout(location = 3) in uvec4 attrDataSem3;
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layout(location = 4) in uvec4 attrDataSem5;
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layout(location = 5) in uvec4 attrDataSem6;
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layout(location = 6) in uvec4 attrDataSem7;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem0;
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layout(location = 1) out vec4 passParameterSem2;
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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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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R3i = ivec4(0);
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ivec4 R4i = ivec4(0);
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ivec4 R5i = ivec4(0);
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ivec4 R6i = ivec4(0);
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ivec4 R7i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R124i = ivec4(0);
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ivec4 R125i = ivec4(0);
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ivec4 R126i = ivec4(0);
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ivec4 R127i = ivec4(0);
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uvec4 attrDecoder;
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(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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R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
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attrDecoder.xy = attrDataSem0.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0));
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attrDecoder = attrDataSem1;
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attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
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R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
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attrDecoder = attrDataSem5;
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attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
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R5i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
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attrDecoder.xyz = attrDataSem6.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R6i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0));
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attrDecoder.xyz = attrDataSem3.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R4i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0));
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attrDecoder = attrDataSem7;
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attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
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R7i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
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attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem2.xyzw)/255.0);
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R3i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
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// 0
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R123i.x = floatBitsToInt((intBitsToFloat(R5i.z) * intBitsToFloat(0x3e22f983) + 0.5));
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PV0i.x = R123i.x;
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PV0i.y = floatBitsToInt(intBitsToFloat(R2i.w) + -(0.5));
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PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(R6i.x)));
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PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R6i.y)));
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PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(R6i.z)));
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// 1
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R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
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PV1i.x = R123i.x;
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PV1i.y = floatBitsToInt(-(intBitsToFloat(R4i.x)) + intBitsToFloat(PV0i.z));
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PV1i.z = floatBitsToInt(fract(intBitsToFloat(PV0i.x)));
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PV1i.w = floatBitsToInt(-(intBitsToFloat(R4i.y)) + intBitsToFloat(PV0i.w));
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PS1i = floatBitsToInt(-(intBitsToFloat(R4i.z)) + intBitsToFloat(PS0i));
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// 2
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R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(PV1i.x)) + intBitsToFloat(R4i.y)));
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R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.x)) + intBitsToFloat(R4i.x)));
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R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PS1i),intBitsToFloat(PV1i.x)) + intBitsToFloat(R4i.z)));
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PV0i.z = R123i.z;
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R123i.w = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0x40c90fdb) + -(intBitsToFloat(0x40490fdb))));
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PV0i.w = R123i.w;
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PS0i = 0;
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// 3
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PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(R6i.x)));
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R126i.y = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x3e22f983));
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PV1i.y = R126i.y;
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PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(R6i.y)));
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R125i.w = floatBitsToInt(intBitsToFloat(PS0i) + intBitsToFloat(PV0i.z));
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R126i.z = 0;
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PS1i = R126i.z;
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// 4
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R126i.x = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R127i.y));
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R125i.y = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R127i.x));
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R127i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].x) * 1.0);
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R127i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].y) * 1.0);
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PS0i = floatBitsToInt(sin((intBitsToFloat(PV1i.y))/0.1591549367));
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// 5
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backupReg0i = R126i.y;
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R127i.x = PS0i;
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R126i.y = floatBitsToInt(-(intBitsToFloat(PS0i)));
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R125i.z = R125i.w;
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R126i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * 1.0);
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PS1i = floatBitsToInt(cos((intBitsToFloat(backupReg0i))/0.1591549367));
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// 6
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backupReg0i = R127i.z;
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backupReg1i = R127i.w;
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PV0i.x = PS1i;
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R127i.y = PS1i;
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R127i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].w) * 1.0);
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R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(uf_remappedVS[1].x)) + intBitsToFloat(backupReg0i)));
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R124i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(uf_remappedVS[1].y)) + intBitsToFloat(backupReg1i)));
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PS0i = R124i.z;
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// 7
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backupReg0i = R126i.w;
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R125i.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV0i.x),intBitsToFloat(R126i.y),intBitsToFloat(R126i.z),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(R125i.y),intBitsToFloat(R125i.w),0.0)));
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PV1i.x = R125i.x;
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PV1i.y = R125i.x;
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PV1i.z = R125i.x;
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PV1i.w = R125i.x;
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R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(uf_remappedVS[1].z)) + intBitsToFloat(backupReg0i)));
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PS1i = R126i.w;
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// 8
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backupReg0i = R127i.y;
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(backupReg0i),intBitsToFloat(R126i.z),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(R125i.y),intBitsToFloat(R125i.w),0.0)));
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PV0i.x = tempi.x;
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PV0i.y = tempi.x;
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PV0i.z = tempi.x;
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PV0i.w = tempi.x;
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R127i.y = tempi.x;
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R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(uf_remappedVS[1].w)) + intBitsToFloat(R127i.z)));
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PS0i = R125i.y;
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// 9
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R125i.x),intBitsToFloat(PV0i.x),intBitsToFloat(R125i.z),-0.0),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),0.0)));
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PV1i.x = tempi.x;
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PV1i.y = tempi.x;
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PV1i.z = tempi.x;
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PV1i.w = tempi.x;
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R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(R7i.w)) + intBitsToFloat(R7i.y)));
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PS1i = R127i.z;
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// 10
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R125i.x),intBitsToFloat(R127i.y),intBitsToFloat(R125i.z),-0.0),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),0.0)));
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PV0i.x = tempi.x;
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PV0i.y = tempi.x;
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PV0i.z = tempi.x;
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PV0i.w = tempi.x;
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R127i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * 1.0);
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PS0i = R127i.x;
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// 11
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R125i.x),intBitsToFloat(R127i.y),intBitsToFloat(R125i.z),-0.0),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),0.0)));
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PV1i.x = tempi.x;
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PV1i.y = tempi.x;
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PV1i.z = tempi.x;
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PV1i.w = tempi.x;
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R125i.w = floatBitsToInt(intBitsToFloat(PV0i.x) * 1.0);
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PS1i = R125i.w;
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// 12
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R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_remappedVS[5].x)) + intBitsToFloat(R127i.w)));
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PV0i.x = R123i.x;
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R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_remappedVS[5].w)) + intBitsToFloat(R125i.y)));
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PV0i.y = R123i.y;
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R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_remappedVS[5].y)) + intBitsToFloat(R124i.z)));
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PV0i.z = R123i.z;
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R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_remappedVS[5].z)) + intBitsToFloat(R126i.w)));
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PV0i.w = R123i.w;
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R124i.z = floatBitsToInt(intBitsToFloat(PV1i.x) * 1.0);
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PS0i = R124i.z;
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// 13
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R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(uf_remappedVS[6].x)) + intBitsToFloat(PV0i.x)));
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PV1i.x = R123i.x;
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R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(uf_remappedVS[6].z)) + intBitsToFloat(PV0i.w)));
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PV1i.y = R123i.y;
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R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(uf_remappedVS[6].y)) + intBitsToFloat(PV0i.z)));
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PV1i.z = R123i.z;
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R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(uf_remappedVS[6].w)) + intBitsToFloat(PV0i.y)));
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R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(R7i.z)) + intBitsToFloat(R7i.x)));
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PS1i = R127i.w;
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// 14
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backupReg0i = R127i.x;
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backupReg1i = R124i.z;
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R127i.x = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(backupReg0i));
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PV0i.x = R127i.x;
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R127i.y = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R125i.w));
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PV0i.y = R127i.y;
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R124i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(backupReg1i));
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PV0i.z = R124i.z;
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R125i.w = ((0.0 >= intBitsToFloat(uf_remappedVS[7].w))?int(0xFFFFFFFF):int(0x0));
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R125i.y = floatBitsToInt(intBitsToFloat(R127i.z) + 0.5);
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PS0i = R125i.y;
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// 15
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),intBitsToFloat(R126i.w)),vec4(intBitsToFloat(uf_remappedVS[8].x),intBitsToFloat(uf_remappedVS[8].y),intBitsToFloat(uf_remappedVS[8].z),intBitsToFloat(uf_remappedVS[8].w))));
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PV1i.x = tempi.x;
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PV1i.y = tempi.x;
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PV1i.z = tempi.x;
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PV1i.w = tempi.x;
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R7i.x = floatBitsToInt(intBitsToFloat(R127i.w) + 0.5);
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PS1i = R7i.x;
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// 16
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R124i.z),intBitsToFloat(R126i.w)),vec4(intBitsToFloat(uf_remappedVS[9].x),intBitsToFloat(uf_remappedVS[9].y),intBitsToFloat(uf_remappedVS[9].z),intBitsToFloat(uf_remappedVS[9].w))));
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PV0i.x = tempi.x;
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PV0i.y = tempi.x;
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PV0i.z = tempi.x;
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PV0i.w = tempi.x;
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R2i.x = floatBitsToInt(intBitsToFloat(PV1i.x) + 0.0);
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PS0i = R2i.x;
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// 17
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R124i.z),intBitsToFloat(R126i.w)),vec4(intBitsToFloat(uf_remappedVS[10].x),intBitsToFloat(uf_remappedVS[10].y),intBitsToFloat(uf_remappedVS[10].z),intBitsToFloat(uf_remappedVS[10].w))));
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PV1i.x = tempi.x;
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PV1i.y = tempi.x;
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PV1i.z = tempi.x;
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PV1i.w = tempi.x;
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R127i.z = tempi.x;
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||||||
|
R2i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + 0.0);
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||||||
|
PS1i = R2i.y;
|
||||||
|
// 18
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||||||
|
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R124i.z),intBitsToFloat(R126i.w)),vec4(intBitsToFloat(uf_remappedVS[11].x),intBitsToFloat(uf_remappedVS[11].y),intBitsToFloat(uf_remappedVS[11].z),intBitsToFloat(uf_remappedVS[11].w))));
|
||||||
|
PV0i.x = tempi.x;
|
||||||
|
PV0i.y = tempi.x;
|
||||||
|
PV0i.z = tempi.x;
|
||||||
|
PV0i.w = tempi.x;
|
||||||
|
R2i.w = tempi.x;
|
||||||
|
R1i.x = ((R125i.w == 0)?(R2i.x):(0x3f800000));
|
||||||
|
PS0i = R1i.x;
|
||||||
|
// 19
|
||||||
|
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(uf_remappedVS[12].w)));
|
||||||
|
R1i.y = ((R125i.w == 0)?(R2i.y):(0x3f800000));
|
||||||
|
R1i.z = ((R125i.w == 0)?(R127i.z):(0x3f800000));
|
||||||
|
R1i.w = ((R125i.w == 0)?(PV0i.x):(0x3f800000));
|
||||||
|
R7i.y = floatBitsToInt(-(intBitsToFloat(R125i.y)) + 1.0);
|
||||||
|
PS1i = R7i.y;
|
||||||
|
// 20
|
||||||
|
backupReg0i = R3i.w;
|
||||||
|
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(R124i.z),intBitsToFloat(PV1i.x)),vec4(intBitsToFloat(uf_remappedVS[12].x),intBitsToFloat(uf_remappedVS[12].y),intBitsToFloat(uf_remappedVS[12].z),1.0)));
|
||||||
|
PV0i.x = tempi.x;
|
||||||
|
PV0i.y = tempi.x;
|
||||||
|
PV0i.z = tempi.x;
|
||||||
|
PV0i.w = tempi.x;
|
||||||
|
R3i.w = backupReg0i;
|
||||||
|
R3i.w = floatBitsToInt(intBitsToFloat(R3i.w) * 2.0);
|
||||||
|
PS0i = R3i.w;
|
||||||
|
// 21
|
||||||
|
R2i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)));
|
||||||
|
// export
|
||||||
|
float origRatio = 1.777f;
|
||||||
|
float newRatio = 2.370f;
|
||||||
|
// *(origRatio / newRatio)
|
||||||
|
|
||||||
|
gl_Position = vec4(intBitsToFloat(R1i.x)*(origRatio / newRatio), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
|
||||||
|
// export
|
||||||
|
passParameterSem0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
|
||||||
|
// export
|
||||||
|
// skipped export to semanticId 255
|
||||||
|
// export
|
||||||
|
passParameterSem2 = vec4(intBitsToFloat(R7i.x), intBitsToFloat(R7i.y), intBitsToFloat(R7i.z), intBitsToFloat(R7i.z));
|
||||||
|
// 0
|
||||||
|
}
|
@ -12,6 +12,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0);
|
|||||||
// 1/4 -> 1/16 bloom pyramid . Pixelated unless scaled but still needs blur for light bleed..
|
// 1/4 -> 1/16 bloom pyramid . Pixelated unless scaled but still needs blur for light bleed..
|
||||||
// To-do. Check if screen res is * samples stable
|
// To-do. Check if screen res is * samples stable
|
||||||
const float resScale = <?=$scaleFactorX?>;
|
const float resScale = <?=$scaleFactorX?>;
|
||||||
|
const int sampleScale = <?=round($scaleFactorX)?>;
|
||||||
const float lightBloom = 0.95;
|
const float lightBloom = 0.95;
|
||||||
highp float lineRand(vec2 co)
|
highp float lineRand(vec2 co)
|
||||||
{
|
{
|
||||||
@ -31,7 +32,7 @@ uniform vec2 uf_fragCoordScale;
|
|||||||
// FabriceNeyret2, single pass gaussian by intermediate MIPmap level. https://www.shadertoy.com/view/ltScRG
|
// FabriceNeyret2, single pass gaussian by intermediate MIPmap level. https://www.shadertoy.com/view/ltScRG
|
||||||
// I hereby pledge my loyalty to the FabriceNeyret2 fanclub, this is bloody beautiful!
|
// I hereby pledge my loyalty to the FabriceNeyret2 fanclub, this is bloody beautiful!
|
||||||
|
|
||||||
const int samples = 16, //check if must scale to pascal levels
|
const int samples = 8 * sampleScale, //8 or 4 balances xy position
|
||||||
LOD = 2, // gaussian done on MIPmap at scale LOD
|
LOD = 2, // gaussian done on MIPmap at scale LOD
|
||||||
sLOD = 1 << LOD; // tile size = 2^LOD
|
sLOD = 1 << LOD; // tile size = 2^LOD
|
||||||
const float sigma = float(samples) * .25;
|
const float sigma = float(samples) * .25;
|
||||||
|
@ -12,7 +12,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0);
|
|||||||
|
|
||||||
// shader d8e69e8df8c227f5
|
// shader d8e69e8df8c227f5
|
||||||
// Bloom/blur 1st step, 1280->640->1280
|
// Bloom/blur 1st step, 1280->640->1280
|
||||||
// To do, go back and remove all test blurs..
|
|
||||||
uniform ivec4 uf_remappedPS[3];
|
uniform ivec4 uf_remappedPS[3];
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
||||||
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
|
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
|
||||||
@ -21,7 +21,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
|||||||
uniform vec2 uf_fragCoordScale;
|
uniform vec2 uf_fragCoordScale;
|
||||||
const float resScale = <?=$scaleFactorX?>;
|
const float resScale = <?=$scaleFactorX?>;
|
||||||
const int sampleScale = <?=round($scaleFactorX)?>;
|
const int sampleScale = <?=round($scaleFactorX)?>;
|
||||||
//const float resScale = 3.5; //3.5 looks nicer
|
|
||||||
|
|
||||||
highp float lineRand(vec2 co)
|
highp float lineRand(vec2 co)
|
||||||
{
|
{
|
||||||
@ -37,7 +37,7 @@ highp float lineRand(vec2 co)
|
|||||||
// FabriceNeyret2, single pass gaussian by intermediate MIPmap level. https://www.shadertoy.com/view/ltScRG
|
// FabriceNeyret2, single pass gaussian by intermediate MIPmap level. https://www.shadertoy.com/view/ltScRG
|
||||||
// I hereby pledge my loyalty to the FabriceNeyret2 fanclub, this is bloody beautiful!
|
// I hereby pledge my loyalty to the FabriceNeyret2 fanclub, this is bloody beautiful!
|
||||||
|
|
||||||
const int samples = 12 * sampleScale, //check if must scale to pascal levels
|
const int samples = 8 * sampleScale, //8 or 4 balances xy position
|
||||||
LOD = 2, // gaussian done on MIPmap at scale LOD
|
LOD = 2, // gaussian done on MIPmap at scale LOD
|
||||||
sLOD = 1 << LOD; // tile size = 2^LOD
|
sLOD = 1 << LOD; // tile size = 2^LOD
|
||||||
const float sigma = float(samples) * .25;
|
const float sigma = float(samples) * .25;
|
||||||
|
Loading…
Reference in New Issue
Block a user