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https://github.com/cemu-project/cemu_graphic_packs.git
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[BotW] add no DoF pack
no more need for other packs that remove it, hopefully this does the job
This commit is contained in:
parent
cadd1d3ea5
commit
9fb957875c
@ -0,0 +1,172 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader bb50d2ee4fa87bc2
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// Fixed radius blur
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// in multi target scene - not sure 2 - h+v
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const float resXScale = 0;
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const float resYScale = 0;
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uniform ivec4 uf_remappedVS[5];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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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 = 1) out vec4 passParameterSem2;
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layout(location = 0) out vec4 passParameterSem0;
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layout(location = 2) out vec4 passParameterSem6;
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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 R123i = 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.xyzw = attrDataSem0.xyzw;
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attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
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attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
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R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
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attrDecoder.x = attrDataSem1.x;
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attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
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attrDecoder.y = 0;
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
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if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
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if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
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if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
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attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
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attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
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attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
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attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
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R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
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// 0
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backupReg0i = R0i.x;
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PV0i.x = 0x3f800000;
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PV0i.y = 0x40400000;
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PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
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R127i.w = 0x3f800000;
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R127i.x = 0xbf800000;
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PS0i = R127i.x;
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// 1
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PV1i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081));
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R0i.y = 0;
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R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
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PV1i.z = R123i.z;
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R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
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PV1i.w = R123i.w;
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R2i.w = 0x3f800000;
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PS1i = R2i.w;
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// 2
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R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
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PV0i.x = R2i.x;
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R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
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PV0i.y = R2i.y;
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R2i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5));
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R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
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R0i.w = 0x3d2aaaab;
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R1i.x = 0x3e000000;
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PS0i = R1i.x;
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// 3
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R3i.x = uf_remappedVS[1].z;
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R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
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R1i.y = 0;
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R1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
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R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
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R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0);
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R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
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PS1i = R4i.x;
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R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x);
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R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
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// export
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gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
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// export
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passParameterSem2 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
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// 0
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R127i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
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R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5));
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PV0i.y = R4i.y;
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PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
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PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
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PV0i.w = R2i.x;
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PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
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R126i.x = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
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PS0i = R126i.x;
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// 1
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R125i.x = uf_remappedVS[3].y;
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R125i.x = floatBitsToInt(intBitsToFloat(R125i.x) * 2.0);
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R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
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R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
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PV1i.y = R126i.y;
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R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y)));
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PV1i.z = R123i.z;
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PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x));
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R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w));
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PS1i = R127i.z;
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// 2
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PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R126i.x));
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PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R127i.x));
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R126i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w) / resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y)));
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R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z) / resXScale * 2.0 + intBitsToFloat(R4i.x)));
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PV0i.w = R123i.w;
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R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.w)));
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PS0i = R127i.y;
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// 3
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backupReg0i = R127i.x;
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R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R127i.z)));
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R123i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z) / resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x)));
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PV1i.y = R123i.y;
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R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y)));
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R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(backupReg0i));
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R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.x)));
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PS1i = R125i.z;
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// 4
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R3i.x = PV1i.y;
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PV0i.z = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R126i.x));
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R3i.w = R126i.z;
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R4i.z = R127i.y;
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PS0i = R4i.z;
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// 5
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R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w)));
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R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.z)));
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R1i.z = R127i.z;
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R4i.w = R127i.x;
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R1i.w = R125i.z;
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PS1i = R1i.w;
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// export
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passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
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// export
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// skipped export to semanticId 255
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// export
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passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w));
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}
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@ -0,0 +1,157 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader c92c1c4c0a2fb839
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// Fixed radius blur
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// in camera dof, samples from 2 mips
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const float resXScale = 0;
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const float resYScale = 0;
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uniform ivec4 uf_remappedPS[5];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4813000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in vec4 passParameterSem2;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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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 R123i = ivec4(0);
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ivec4 R127i = ivec4(0);
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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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bool activeMaskStack[2];
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bool activeMaskStackC[3];
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activeMaskStack[0] = false;
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activeMaskStackC[0] = false;
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activeMaskStackC[1] = false;
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activeMaskStack[0] = true;
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activeMaskStackC[0] = true;
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activeMaskStackC[1] = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0i = floatBitsToInt(passParameterSem2);
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if( activeMaskStackC[1] == true ) {
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R1i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).x);
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R1i.z = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R0i.xy)).x);
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}
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if( activeMaskStackC[1] == true ) {
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// 0
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R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
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R123i.x = clampFI32(R123i.x);
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PV0i.x = R123i.x;
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// 1
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R0i.z = floatBitsToInt(max(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x)));
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PV1i.z = R0i.z;
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// 2
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R1i.y = ((intBitsToFloat(PV1i.z) != 0.0)?int(0xFFFFFFFF):int(0x0));
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PV0i.y = R1i.y;
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// 3
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if( (PV0i.y == 0)) discard;
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}
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if( activeMaskStackC[1] == true ) {
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activeMaskStack[1] = activeMaskStack[0];
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activeMaskStackC[2] = activeMaskStackC[1];
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// 0
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predResult = (R1i.y != 0);
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activeMaskStack[1] = predResult;
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activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
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}
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else {
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activeMaskStack[1] = false;
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activeMaskStackC[2] = false;
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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PV0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].y) + -(1.0));
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// 1
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R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R0i.z)) + 1.0));
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PV1i.z = R123i.z;
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// 2
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tempResultf = log2(intBitsToFloat(PV1i.z));
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PS0i = floatBitsToInt(tempResultf);
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// 3
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R127i.x = floatBitsToInt(intBitsToFloat(PS0i) + -(1.0));
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PV1i.x = R127i.x;
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// 4
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||||||
|
R2i.z = PV1i.x;
|
||||||
|
R1i.w = PV1i.x;
|
||||||
|
PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.x)));
|
||||||
|
// 5
|
||||||
|
PV1i.z = floatBitsToInt(intBitsToFloat(PS0i) + intBitsToFloat(uf_remappedPS[3].w));
|
||||||
|
R3i.w = R127i.x;
|
||||||
|
R4i.w = R127i.x;
|
||||||
|
PS1i = R4i.w;
|
||||||
|
// 6
|
||||||
|
backupReg0i = R127i.x;
|
||||||
|
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].y)));
|
||||||
|
PV0i.x = R127i.x;
|
||||||
|
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].x) / resXScale));
|
||||||
|
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].w) / resYScale));
|
||||||
|
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].z)));
|
||||||
|
PV0i.w = R127i.w;
|
||||||
|
R2i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + 1.0);
|
||||||
|
R2i.w = clampFI32(R2i.w);
|
||||||
|
PS0i = R2i.w;
|
||||||
|
// 7
|
||||||
|
R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.y));
|
||||||
|
R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.x));
|
||||||
|
R3i.z = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.w));
|
||||||
|
R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(PV0i.y)));
|
||||||
|
PS1i = R2i.x;
|
||||||
|
// 8
|
||||||
|
R3i.x = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(R127i.z));
|
||||||
|
R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.x)));
|
||||||
|
R4i.z = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(R127i.w)));
|
||||||
|
R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.z)));
|
||||||
|
PS0i = R4i.y;
|
||||||
|
}
|
||||||
|
if( activeMaskStackC[2] == true ) {
|
||||||
|
R1i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R1i.xy),intBitsToFloat(R1i.w)).xyz);
|
||||||
|
R2i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.xy),intBitsToFloat(R2i.z)).xyz);
|
||||||
|
R3i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R3i.zx),intBitsToFloat(R3i.w)).xyz);
|
||||||
|
R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBitsToFloat(R4i.w)).xyz);
|
||||||
|
}
|
||||||
|
if( activeMaskStackC[2] == true ) {
|
||||||
|
// 0
|
||||||
|
PV0i.y = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R2i.z));
|
||||||
|
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
|
||||||
|
PV0i.z = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R2i.y));
|
||||||
|
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
|
||||||
|
PV0i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R2i.x));
|
||||||
|
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
|
||||||
|
// 1
|
||||||
|
R123i.x = floatBitsToInt((intBitsToFloat(R3i.x) * 0.5 + intBitsToFloat(PV0i.w)));
|
||||||
|
PV1i.x = R123i.x;
|
||||||
|
R123i.z = floatBitsToInt((intBitsToFloat(R3i.z) * 0.5 + intBitsToFloat(PV0i.y)));
|
||||||
|
PV1i.z = R123i.z;
|
||||||
|
R123i.w = floatBitsToInt((intBitsToFloat(R3i.y) * 0.5 + intBitsToFloat(PV0i.z)));
|
||||||
|
PV1i.w = R123i.w;
|
||||||
|
// 2
|
||||||
|
R2i.x = floatBitsToInt((intBitsToFloat(R4i.x) * 0.5 + intBitsToFloat(PV1i.x))/2.0);
|
||||||
|
R2i.y = floatBitsToInt((intBitsToFloat(R4i.y) * 0.5 + intBitsToFloat(PV1i.w))/2.0);
|
||||||
|
R2i.z = floatBitsToInt((intBitsToFloat(R4i.z) * 0.5 + intBitsToFloat(PV1i.z))/2.0);
|
||||||
|
}
|
||||||
|
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
|
||||||
|
// export
|
||||||
|
passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
|
||||||
|
}
|
@ -0,0 +1,199 @@
|
|||||||
|
#version 420
|
||||||
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
#extension GL_ARB_shading_language_packing : enable
|
||||||
|
// shader c9f2fd37115b0ee1
|
||||||
|
// Fixed radius blur
|
||||||
|
// in multi target scene - not sure - h+v
|
||||||
|
const float resXScale = 0;
|
||||||
|
const float resYScale = 0;
|
||||||
|
|
||||||
|
uniform ivec4 uf_remappedVS[5];
|
||||||
|
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
||||||
|
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
|
layout(location = 0) in uvec4 attrDataSem0;
|
||||||
|
layout(location = 1) in uvec4 attrDataSem1;
|
||||||
|
out gl_PerVertex
|
||||||
|
{
|
||||||
|
vec4 gl_Position;
|
||||||
|
float gl_PointSize;
|
||||||
|
};
|
||||||
|
layout(location = 0) out vec4 passParameterSem0;
|
||||||
|
layout(location = 1) out vec4 passParameterSem2;
|
||||||
|
layout(location = 2) out vec4 passParameterSem6;
|
||||||
|
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()
|
||||||
|
{
|
||||||
|
ivec4 R0i = ivec4(0);
|
||||||
|
ivec4 R1i = ivec4(0);
|
||||||
|
ivec4 R2i = ivec4(0);
|
||||||
|
ivec4 R3i = ivec4(0);
|
||||||
|
ivec4 R4i = ivec4(0);
|
||||||
|
ivec4 R5i = ivec4(0);
|
||||||
|
ivec4 R123i = ivec4(0);
|
||||||
|
ivec4 R124i = ivec4(0);
|
||||||
|
ivec4 R125i = ivec4(0);
|
||||||
|
ivec4 R126i = ivec4(0);
|
||||||
|
ivec4 R127i = ivec4(0);
|
||||||
|
uvec4 attrDecoder;
|
||||||
|
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
|
||||||
|
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
|
||||||
|
int PS0i = 0, PS1i = 0;
|
||||||
|
ivec4 tempi = ivec4(0);
|
||||||
|
float tempResultf;
|
||||||
|
int tempResulti;
|
||||||
|
ivec4 ARi = ivec4(0);
|
||||||
|
bool predResult = true;
|
||||||
|
vec3 cubeMapSTM;
|
||||||
|
int cubeMapFaceId;
|
||||||
|
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
|
||||||
|
attrDecoder.xyzw = attrDataSem0.xyzw;
|
||||||
|
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
|
||||||
|
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
|
||||||
|
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
|
||||||
|
attrDecoder.x = attrDataSem1.x;
|
||||||
|
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
|
||||||
|
attrDecoder.y = 0;
|
||||||
|
attrDecoder.z = 0;
|
||||||
|
attrDecoder.w = 0;
|
||||||
|
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
|
||||||
|
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
|
||||||
|
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
|
||||||
|
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
|
||||||
|
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
|
||||||
|
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
|
||||||
|
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
|
||||||
|
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
|
||||||
|
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
|
||||||
|
// 0
|
||||||
|
backupReg0i = R0i.x;
|
||||||
|
PV0i.x = 0x3f800000;
|
||||||
|
PV0i.y = 0x40400000;
|
||||||
|
PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
|
||||||
|
R127i.w = 0x3f800000;
|
||||||
|
R127i.x = 0xbf800000;
|
||||||
|
PS0i = R127i.x;
|
||||||
|
// 1
|
||||||
|
R3i.x = uf_remappedVS[0].z;
|
||||||
|
R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
|
||||||
|
PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081));
|
||||||
|
R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
|
||||||
|
PV1i.z = R123i.z;
|
||||||
|
R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
|
||||||
|
PV1i.w = R123i.w;
|
||||||
|
R2i.w = 0x3f800000;
|
||||||
|
PS1i = R2i.w;
|
||||||
|
// 2
|
||||||
|
R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
|
||||||
|
R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
|
||||||
|
PV0i.y = R2i.y;
|
||||||
|
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5));
|
||||||
|
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
|
||||||
|
R0i.w = 0x3ec00000;
|
||||||
|
R0i.y = 0;
|
||||||
|
PS0i = R0i.y;
|
||||||
|
// 3
|
||||||
|
R1i.xyz = ivec3(0x3eeaaaab,0,0x3d2aaaab);
|
||||||
|
R1i.w = 0;
|
||||||
|
R0i.x = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
|
||||||
|
PS1i = R0i.x;
|
||||||
|
R5i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).xyz);
|
||||||
|
R4i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
|
||||||
|
R1i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.zw)).y);
|
||||||
|
// export
|
||||||
|
gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
|
||||||
|
// 0
|
||||||
|
R127i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
|
||||||
|
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
|
||||||
|
PV0i.x = R127i.x;
|
||||||
|
R0i.y = floatBitsToInt((intBitsToFloat(R0i.x) * 0.5 + 0.5));
|
||||||
|
PV0i.y = R0i.y;
|
||||||
|
R127i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
|
||||||
|
R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0);
|
||||||
|
R127i.w = R2i.x;
|
||||||
|
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
|
||||||
|
R0i.x = floatBitsToInt((intBitsToFloat(R2i.x) * 0.5 + 0.5));
|
||||||
|
PS0i = R0i.x;
|
||||||
|
// 1
|
||||||
|
R2i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
|
||||||
|
R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) * 2.0);
|
||||||
|
PV1i.x = R2i.x;
|
||||||
|
R2i.y = uf_remappedVS[3].y;
|
||||||
|
R2i.y = floatBitsToInt(intBitsToFloat(R2i.y) * 2.0);
|
||||||
|
PV1i.y = R2i.y;
|
||||||
|
R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y)));
|
||||||
|
PV1i.z = R123i.z;
|
||||||
|
R126i.w = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
|
||||||
|
R125i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5));
|
||||||
|
PS1i = R125i.x;
|
||||||
|
// 2
|
||||||
|
backupReg0i = R127i.z;
|
||||||
|
R126i.x = floatBitsToInt(-(intBitsToFloat(PV1i.y)));
|
||||||
|
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0);
|
||||||
|
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
|
||||||
|
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
|
||||||
|
R127i.z = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R3i.x));
|
||||||
|
R127i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R127i.x));
|
||||||
|
R126i.z = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(PS1i));
|
||||||
|
PS0i = R126i.z;
|
||||||
|
// 3
|
||||||
|
R124i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R126i.w));
|
||||||
|
R127i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.x)));
|
||||||
|
R125i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.y)));
|
||||||
|
R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z)/ resXScale * 2.0 + intBitsToFloat(R0i.x)));
|
||||||
|
PV1i.w = R123i.w;
|
||||||
|
R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R3i.x)) + intBitsToFloat(PV0i.y)));
|
||||||
|
PS1i = R125i.w;
|
||||||
|
// 4
|
||||||
|
backupReg0i = R127i.x;
|
||||||
|
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R127i.w)));
|
||||||
|
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.z)));
|
||||||
|
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(backupReg0i)) + intBitsToFloat(R126i.x)));
|
||||||
|
R127i.w = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R126i.w));
|
||||||
|
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R126i.z)));
|
||||||
|
PS0i = R124i.w;
|
||||||
|
// 5
|
||||||
|
backupReg0i = R0i.y;
|
||||||
|
backupReg1i = R125i.z;
|
||||||
|
PV1i.x = floatBitsToInt(-(intBitsToFloat(R5i.z)) + intBitsToFloat(R4i.z));
|
||||||
|
PV1i.y = floatBitsToInt(-(intBitsToFloat(R5i.y)) + intBitsToFloat(R4i.y));
|
||||||
|
R125i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R125i.x));
|
||||||
|
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R124i.x)));
|
||||||
|
R3i.w = backupReg1i;
|
||||||
|
PS1i = R3i.w;
|
||||||
|
// 6
|
||||||
|
R3i.x = R127i.y;
|
||||||
|
R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.y)));
|
||||||
|
PV0i.z = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(R4i.x));
|
||||||
|
R2i.w = R127i.z;
|
||||||
|
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.z)));
|
||||||
|
PS0i = R1i.z;
|
||||||
|
// 7
|
||||||
|
R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.x)));
|
||||||
|
R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R125i.z)));
|
||||||
|
R2i.z = R125i.w;
|
||||||
|
R0i.w = R127i.x;
|
||||||
|
R0i.z = R126i.y;
|
||||||
|
PS1i = R0i.z;
|
||||||
|
// 8
|
||||||
|
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.w)));
|
||||||
|
R5i.z = R126i.w;
|
||||||
|
R5i.w = R124i.w;
|
||||||
|
// export
|
||||||
|
passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
|
||||||
|
// export
|
||||||
|
passParameterSem2 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
|
||||||
|
// export
|
||||||
|
// skipped export to semanticId 255
|
||||||
|
// export
|
||||||
|
// skipped export to semanticId 255
|
||||||
|
// export
|
||||||
|
passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w));
|
||||||
|
}
|
@ -0,0 +1,28 @@
|
|||||||
|
#version 420
|
||||||
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
#extension GL_ARB_arrays_of_arrays : enable
|
||||||
|
// shader cb0e6e8cbec4502a
|
||||||
|
// DoF blur effect - Battle, Camera, Scope
|
||||||
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
|
||||||
|
layout(location = 0) in vec4 passParameterSem3;
|
||||||
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
|
||||||
|
const float resScale = 0;
|
||||||
|
const int radius = int(2*resScale);
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
vec2 center = (passParameterSem3.xy + passParameterSem3.zw) / 2;
|
||||||
|
vec2 step = passParameterSem3.xw - passParameterSem3.zy;
|
||||||
|
vec4 result = vec4(0.0);
|
||||||
|
float count = 0.0;
|
||||||
|
for (int x = -radius; x <= radius; x++) {
|
||||||
|
for (int y = -radius; y <= radius; y++) {
|
||||||
|
if (length(vec2(x, y)) <= radius) {
|
||||||
|
result += texture(textureUnitPS0, center + vec2(x, y)*step);
|
||||||
|
count += 1.0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
passPixelColor0 = result / count;
|
||||||
|
}
|
4
Enhancement/BreathOfTheWild_!NoDoF/rules.txt
Normal file
4
Enhancement/BreathOfTheWild_!NoDoF/rules.txt
Normal file
@ -0,0 +1,4 @@
|
|||||||
|
[Definition]
|
||||||
|
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
|
||||||
|
name = "The Legend of Zelda: Breath of the Wild - No Depth of Field"
|
||||||
|
version = 2
|
Loading…
Reference in New Issue
Block a user