diff --git a/Resolutions/ZombieU_Resolution/d2a97b2fb99452a5_0000000000000079_ps.txt b/Resolutions/ZombieU_Resolution/d2a97b2fb99452a5_0000000000000079_ps.txt deleted file mode 100644 index 5df63267..00000000 --- a/Resolutions/ZombieU_Resolution/d2a97b2fb99452a5_0000000000000079_ps.txt +++ /dev/null @@ -1,70 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -// shader d2a97b2fb99452a5 -//gauss blur box -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4385000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 1 1 1 border: 0 -layout(location = 0) in vec4 passParameterSem130; -layout(location = 0) out vec4 passPixelColor0; - - -// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG -const int samples = 8 * 4, //8 or 4 balances xy position -LOD = 2, // gaussian done on MIPmap at scale LOD -sLOD = 1 << LOD; // tile size = 2^LOD -const float sigma = float(samples) * .25; - -float gaussian(vec2 i) { - return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma); -} - -vec4 blur(sampler2D sp, vec2 U, vec2 scale) { - vec4 O = vec4(0.0); - int s = samples / sLOD; - - for (int i = 0; i < s*s; i++) { - vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.; - O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD)); - } - - // O / O.a; - return vec4(O.x, O.y, O.z, 0.0)*19; //16 exact, 17 ~ a touch more haze to compensate res increase -} - - -uniform vec2 uf_fragCoordScale; -int clampFI32(int v) -{ - if( v == 0x7FFFFFFF ) - return floatBitsToInt(1.0); - else if( v == 0xFFFFFFFF ) - return floatBitsToInt(0.0); - return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); -} -float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} -void main() -{ - vec4 R0f = vec4(0.0); - float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; - vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); - float PS0f = 0.0, PS1f = 0.0; - vec4 tempf = vec4(0.0); - float tempResultf; - int tempResulti; - ivec4 ARi = ivec4(0); - bool predResult = true; - vec3 cubeMapSTM; - int cubeMapFaceId; - R0f = passParameterSem130; - #if ($textureFormat == 0x019) - vec2 coord = passParameterSem130.xy*textureSize(textureUnitPS0, 0); // - vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0); - vec2 uv = coord * ps; - //color = clamp(color*Exposure, 0.0, 1.0); - R0f.xyzw = blur(textureUnitPS0, R0f.xy, ps*0.75).xyzw*0.975; - #elif ($textureFormat == 0x01a) - R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); - // export - #endif - passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -}