mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-23 08:21:51 +01:00
Merge branch 'master' of https://github.com/slashiee/cemu_graphic_packs
This commit is contained in:
commit
bcb9454a89
@ -23,16 +23,15 @@ ivec2 ires = textureSize(textureUnitPS0,0);
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vec2 res = vec2( float(ires.x), float(ires.y) );
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vec2 res = vec2( float(ires.x), float(ires.y) );
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int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
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int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
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vec4 R1f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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for (int i=0; i<r; i++) {
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float count = 0.0;
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float m = (1-r)/2 + float(i);
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for( int x=-r; x<=r; x++ ) {
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for (int k=0; k<r; k++){
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for( int y=-r; y<=r; y++ ) {
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float n = (1-r)/2 + float(k);
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if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
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R1f += texture( textureUnitPS0, R0f+ vec2(m,n) * 2.0 /res )/(pow(r,2)-4); //assume 2px offset as well
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R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res );
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count += 1.0;
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}
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}
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}
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}
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}
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R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
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passPixelColor0 = R1f/count;
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R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4);
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R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
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R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4); //workaround, less like a square, needs proper bokeh
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passPixelColor0 = R1f;
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}
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}
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@ -23,16 +23,15 @@ ivec2 ires = textureSize(textureUnitPS0,0);
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vec2 res = vec2( float(ires.x), float(ires.y) );
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vec2 res = vec2( float(ires.x), float(ires.y) );
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int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
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int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
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vec4 R1f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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for (int i=0; i<r; i++) {
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float count = 0.0;
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float m = (1-r)/2 + float(i);
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for( int x=-r; x<=r; x++ ) {
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for (int k=0; k<r; k++){
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for( int y=-r; y<=r; y++ ) {
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float n = (1-r)/2 + float(k);
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if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
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R1f += texture( textureUnitPS0, R0f+ vec2(m,n) * 2.0 /res )/(pow(r,2)-4); //assume 2px offset as well
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R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res );
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count += 1.0;
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}
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}
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}
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}
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}
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R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
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passPixelColor0 = R1f/count;
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R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4);
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R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
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R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4); //workaround, less like a square, needs proper bokeh
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passPixelColor0 = R1f;
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}
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}
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@ -23,16 +23,15 @@ ivec2 ires = textureSize(textureUnitPS0,0);
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vec2 res = vec2( float(ires.x), float(ires.y) );
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vec2 res = vec2( float(ires.x), float(ires.y) );
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int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
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int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
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vec4 R1f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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for (int i=0; i<r; i++) {
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float count = 0.0;
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float m = (1-r)/2 + float(i);
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for( int x=-r; x<=r; x++ ) {
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for (int k=0; k<r; k++){
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for( int y=-r; y<=r; y++ ) {
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float n = (1-r)/2 + float(k);
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if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
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R1f += texture( textureUnitPS0, R0f+ vec2(m,n) * 2.0 /res )/(pow(r,2)-4); //assume 2px offset as well
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R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res );
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count += 1.0;
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}
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}
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}
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}
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}
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R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
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passPixelColor0 = R1f/count;
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R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4);
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R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
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R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4); //workaround, less like a square, needs proper bokeh
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passPixelColor0 = R1f;
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}
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}
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@ -23,16 +23,15 @@ ivec2 ires = textureSize(textureUnitPS0,0);
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vec2 res = vec2( float(ires.x), float(ires.y) );
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vec2 res = vec2( float(ires.x), float(ires.y) );
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int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
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int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
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vec4 R1f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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for (int i=0; i<r; i++) {
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float count = 0.0;
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float m = (1-r)/2 + float(i);
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for( int x=-r; x<=r; x++ ) {
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for (int k=0; k<r; k++){
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for( int y=-r; y<=r; y++ ) {
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float n = (1-r)/2 + float(k);
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if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
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R1f += texture( textureUnitPS0, R0f+ vec2(m,n) * 2.0 /res )/(pow(r,2)-4); //assume 2px offset as well
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R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res );
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count += 1.0;
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}
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}
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}
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}
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}
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R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
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passPixelColor0 = R1f/count;
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R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4);
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R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
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R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4); //workaround, less like a square, needs proper bokeh
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passPixelColor0 = R1f;
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}
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}
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@ -23,16 +23,15 @@ ivec2 ires = textureSize(textureUnitPS0,0);
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vec2 res = vec2( float(ires.x), float(ires.y) );
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vec2 res = vec2( float(ires.x), float(ires.y) );
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int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
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int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
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vec4 R1f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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for (int i=0; i<r; i++) {
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float count = 0.0;
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float m = (1-r)/2 + float(i);
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for( int x=-r; x<=r; x++ ) {
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for (int k=0; k<r; k++){
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for( int y=-r; y<=r; y++ ) {
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float n = (1-r)/2 + float(k);
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if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
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R1f += texture( textureUnitPS0, R0f+ vec2(m,n) * 2.0 /res )/(pow(r,2)-4); //assume 2px offset as well
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R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res );
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count += 1.0;
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}
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}
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}
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}
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}
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R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
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passPixelColor0 = R1f/count;
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R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4);
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R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
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R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4); //workaround, less like a square, needs proper bokeh
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passPixelColor0 = R1f;
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}
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}
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@ -23,16 +23,15 @@ ivec2 ires = textureSize(textureUnitPS0,0);
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vec2 res = vec2( float(ires.x), float(ires.y) );
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vec2 res = vec2( float(ires.x), float(ires.y) );
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int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
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int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
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vec4 R1f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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for (int i=0; i<r; i++) {
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float count = 0.0;
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float m = (1-r)/2 + float(i);
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for( int x=-r; x<=r; x++ ) {
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for (int k=0; k<r; k++){
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for( int y=-r; y<=r; y++ ) {
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float n = (1-r)/2 + float(k);
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if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
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R1f += texture( textureUnitPS0, R0f+ vec2(m,n) * 2.0 /res )/(pow(r,2)-4); //assume 2px offset as well
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R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res );
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count += 1.0;
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}
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}
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}
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}
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}
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R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
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passPixelColor0 = R1f/count;
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R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4);
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R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
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R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4); //workaround, less like a square, needs proper bokeh
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passPixelColor0 = R1f;
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}
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}
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@ -23,16 +23,15 @@ ivec2 ires = textureSize(textureUnitPS0,0);
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vec2 res = vec2( float(ires.x), float(ires.y) );
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vec2 res = vec2( float(ires.x), float(ires.y) );
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int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
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int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
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vec4 R1f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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for (int i=0; i<r; i++) {
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float count = 0.0;
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float m = (1-r)/2 + float(i);
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for( int x=-r; x<=r; x++ ) {
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for (int k=0; k<r; k++){
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for( int y=-r; y<=r; y++ ) {
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float n = (1-r)/2 + float(k);
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if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
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R1f += texture( textureUnitPS0, R0f+ vec2(m,n) * 2.0 /res )/(pow(r,2)-4); //assume 2px offset as well
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R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res );
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count += 1.0;
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}
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}
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}
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}
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}
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R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
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passPixelColor0 = R1f/count;
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R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4);
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R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
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R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4); //workaround, less like a square, needs proper bokeh
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passPixelColor0 = R1f;
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}
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}
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@ -23,16 +23,15 @@ ivec2 ires = textureSize(textureUnitPS0,0);
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vec2 res = vec2( float(ires.x), float(ires.y) );
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vec2 res = vec2( float(ires.x), float(ires.y) );
|
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int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
|
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
|
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vec4 R1f = vec4(0.0);
|
vec4 R1f = vec4(0.0);
|
||||||
for (int i=0; i<r; i++) {
|
float count = 0.0;
|
||||||
float m = (1-r)/2 + float(i);
|
for( int x=-r; x<=r; x++ ) {
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for (int k=0; k<r; k++){
|
for( int y=-r; y<=r; y++ ) {
|
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float n = (1-r)/2 + float(k);
|
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
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R1f += texture( textureUnitPS0, R0f+ vec2(m,n) * 2.0 /res )/(pow(r,2)-4); //assume 2px offset as well
|
R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res );
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|
count += 1.0;
|
||||||
|
}
|
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}
|
}
|
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}
|
}
|
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R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
|
passPixelColor0 = R1f/count;
|
||||||
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4);
|
|
||||||
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
|
|
||||||
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4); //workaround, less like a square, needs proper bokeh
|
|
||||||
passPixelColor0 = R1f;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -23,16 +23,15 @@ ivec2 ires = textureSize(textureUnitPS0,0);
|
|||||||
vec2 res = vec2( float(ires.x), float(ires.y) );
|
vec2 res = vec2( float(ires.x), float(ires.y) );
|
||||||
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
|
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
|
||||||
vec4 R1f = vec4(0.0);
|
vec4 R1f = vec4(0.0);
|
||||||
for (int i=0; i<r; i++) {
|
float count = 0.0;
|
||||||
float m = (1-r)/2 + float(i);
|
for( int x=-r; x<=r; x++ ) {
|
||||||
for (int k=0; k<r; k++){
|
for( int y=-r; y<=r; y++ ) {
|
||||||
float n = (1-r)/2 + float(k);
|
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
||||||
R1f += texture( textureUnitPS0, R0f+ vec2(m,n) * 2.0 /res )/(pow(r,2)-4); //assume 2px offset as well
|
R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res );
|
||||||
|
count += 1.0;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
|
passPixelColor0 = R1f/count;
|
||||||
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4);
|
|
||||||
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
|
|
||||||
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4); //workaround, less like a square, needs proper bokeh
|
|
||||||
passPixelColor0 = R1f;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -23,16 +23,15 @@ ivec2 ires = textureSize(textureUnitPS0,0);
|
|||||||
vec2 res = vec2( float(ires.x), float(ires.y) );
|
vec2 res = vec2( float(ires.x), float(ires.y) );
|
||||||
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
|
int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5));
|
||||||
vec4 R1f = vec4(0.0);
|
vec4 R1f = vec4(0.0);
|
||||||
for (int i=0; i<r; i++) {
|
float count = 0.0;
|
||||||
float m = (1-r)/2 + float(i);
|
for( int x=-r; x<=r; x++ ) {
|
||||||
for (int k=0; k<r; k++){
|
for( int y=-r; y<=r; y++ ) {
|
||||||
float n = (1-r)/2 + float(k);
|
if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
|
||||||
R1f += texture( textureUnitPS0, R0f+ vec2(m,n) * 2.0 /res )/(pow(r,2)-4); //assume 2px offset as well
|
R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res );
|
||||||
|
count += 1.0;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
|
passPixelColor0 = R1f/count;
|
||||||
R1f -= texture( textureUnitPS0, R0f+ vec2((1-r)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4);
|
|
||||||
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(1-r)/2) * 2.0 /res )/(pow(r,2)-4);
|
|
||||||
R1f -= texture( textureUnitPS0, R0f+ vec2((r-1)/2,(r-1)/2) * 2.0 /res )/(pow(r,2)-4); //workaround, less like a square, needs proper bokeh
|
|
||||||
passPixelColor0 = R1f;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user