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https://github.com/cemu-project/cemu_graphic_packs.git
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[SM3DW] Add proper scaling of ambient occlusion
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68534a6588
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@ -0,0 +1,292 @@
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#version 430
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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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// shader d388f32cb9be9a7a
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// Used for: Ambient-occlusion
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float resScale = float($width)/float($gameWidth);
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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#ifdef VULKAN
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layout(set = 1, binding = 4) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[8];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[8];
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
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TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;
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TEXTURE_LAYOUT(3, 1, 3) uniform sampler2D textureUnitPS3;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 0) out vec4 passPixelColor0;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R5f = vec4(0.0);
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vec4 R6f = vec4(0.0);
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vec4 R7f = vec4(0.0);
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vec4 R122f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R124f = vec4(0.0);
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vec4 R125f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem0;
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R1f = passParameterSem1;
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R7f.x = (texture(textureUnitPS0, R1f.xy).x);
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R2f.xy = (texture(textureUnitPS3, R1f.zw).xy);
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// 0
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R5f.x = (R2f.y * 2.0 + -(1.0));
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PV0f.x = R5f.x;
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R4f.y = R7f.x * intBitsToFloat(uf_remappedPS[0].z);
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R123f.z = (-(R7f.x) * intBitsToFloat(uf_remappedPS[1].y) + 1.0);
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R123f.z = clamp(R123f.z, 0.0, 1.0);
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PV0f.z = R123f.z;
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R0f.w = (R2f.x * 2.0 + -(1.0));
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PV0f.w = R0f.w;
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// 1
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R4f.x = PV0f.w * intBitsToFloat(uf_remappedPS[2].z)/resScale;
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R125f.y = PV0f.z * intBitsToFloat(uf_remappedPS[1].x)/resScale;
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PV1f.y = R125f.y;
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R4f.z = -(PV0f.x) * intBitsToFloat(uf_remappedPS[2].z)/resScale;
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// 2
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R127f.x = PV1f.y * intBitsToFloat(uf_remappedPS[3].x)/resScale;
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PV0f.x = R127f.x;
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R127f.y = PV1f.y * intBitsToFloat(uf_remappedPS[3].y)/resScale;
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R127f.z = PV1f.y * intBitsToFloat(uf_remappedPS[4].y)/resScale;
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PV0f.w = PV1f.y * intBitsToFloat(uf_remappedPS[4].x)/resScale;
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PS0f = 1.0 / PV1f.y;
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// 3
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PV1f.x = R5f.x * PV0f.w;
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PV1f.y = R4f.x * PV0f.w;
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R5f.z = intBitsToFloat(uf_remappedPS[5].z) * PS0f;
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R5f.w = intBitsToFloat(uf_remappedPS[5].z) * PS0f;
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PS1f = R4f.x * PV0f.x;
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// 4
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PV0f.x = R5f.x * R127f.x;
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R126f.y = (R4f.z * R127f.y + PS1f);
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R123f.z = (R0f.w * R127f.z + PV1f.x);
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PV0f.z = R123f.z;
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R123f.w = (R4f.z * R127f.z + PV1f.y);
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PV0f.w = R123f.w;
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R6f.x = R125f.y * intBitsToFloat(uf_remappedPS[6].x)/resScale;
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PS0f = R6f.x;
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// 5
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R2f.xyz = vec3(R1f.x,R1f.y,R1f.x) + vec3(PV0f.w,PV0f.z,-(PV0f.w));
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R2f.w = R1f.y + -(PV0f.z);
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R122f.x = (R0f.w * R127f.y + PV0f.x);
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PS1f = R122f.x;
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// 6
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R3f.xyz = vec3(R1f.x,R1f.y,R1f.x) + vec3(R126f.y,PS1f,-(R126f.y));
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R3f.w = R1f.y + -(PS1f);
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R4f.w = R125f.y * intBitsToFloat(uf_remappedPS[6].y)/resScale;
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PS0f = R4f.w;
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R2f.x = (texture(textureUnitPS1, R2f.xy).x);
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R2f.y = (texture(textureUnitPS1, R2f.zw).x);
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R3f.x = (texture(textureUnitPS1, R3f.xy).x);
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R3f.y = (texture(textureUnitPS1, R3f.zw).x);
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// 0
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R127f.x = R4f.y + -(R3f.x);
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PV0f.x = R127f.x;
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PV0f.y = -(R2f.y) + R4f.y;
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PV0f.z = -(R2f.x) + R4f.y;
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R127f.w = R4f.y + -(R3f.y);
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// 1
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PV1f.x = PV0f.z * R5f.w;
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PV1f.x /= 2.0;
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R125f.y = (-(PV0f.z) * intBitsToFloat(uf_remappedPS[1].z) + 1.0);
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R125f.y = clamp(R125f.y, 0.0, 1.0);
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R126f.z = (-(PV0f.y) * intBitsToFloat(uf_remappedPS[1].z) + 1.0);
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R126f.z = clamp(R126f.z, 0.0, 1.0);
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PV1f.w = PV0f.y * R5f.z;
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PV1f.w /= 2.0;
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PS1f = PV0f.x * R5f.w;
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PS1f /= 2.0;
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// 2
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PV0f.x = R127f.w * R5f.z;
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PV0f.x /= 2.0;
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R126f.y = (PV1f.w * intBitsToFloat(uf_remappedPS[4].z) + 0.5);
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R126f.y = clamp(R126f.y, 0.0, 1.0);
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PV0f.y = R126f.y;
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R127f.z = (PV1f.x * intBitsToFloat(uf_remappedPS[4].z) + 0.5);
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R127f.z = clamp(R127f.z, 0.0, 1.0);
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PV0f.z = R127f.z;
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R125f.w = (PS1f * intBitsToFloat(uf_remappedPS[3].z) + 0.5);
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R125f.w = clamp(R125f.w, 0.0, 1.0);
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PS0f = R4f.x * R6f.x;
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// 3
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R126f.x = (PV0f.x * intBitsToFloat(uf_remappedPS[3].z) + 0.5);
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R126f.x = clamp(R126f.x, 0.0, 1.0);
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PV1f.x = R126f.x;
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PV1f.y = 0.5 + -(PV0f.z);
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PV1f.z = 0.5 + -(PV0f.y);
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R124f.w = (R4f.z * R4f.w + PS0f);
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R125f.z = (-(R127f.x) * intBitsToFloat(uf_remappedPS[1].z) + 1.0);
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R125f.z = clamp(R125f.z, 0.0, 1.0);
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PS1f = R125f.z;
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// 4
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R127f.x = (PV1f.z * R126f.z + 0.5);
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PV0f.x = R127f.x;
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R127f.y = (-(R127f.w) * intBitsToFloat(uf_remappedPS[1].z) + 1.0);
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R127f.y = clamp(R127f.y, 0.0, 1.0);
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PV0f.y = R127f.y;
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PV0f.z = 0.5 + -(PV1f.x);
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R127f.w = (PV1f.y * R125f.y + 0.5);
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PV0f.w = R127f.w;
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PS0f = 0.5 + -(R125f.w);
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// 5
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R125f.x = (PV0f.z * PV0f.y + 0.5);
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PV1f.y = R126f.y + -(PV0f.w);
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PV1f.z = R127f.z + -(PV0f.x);
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R126f.w = (PS0f * R125f.z + 0.5);
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PV1f.w = R126f.w;
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PS1f = R5f.x * R6f.x;
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// 6
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backupReg0f = R127f.x;
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backupReg1f = R126f.z;
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backupReg2f = R127f.w;
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R127f.x = (PV1f.z * R125f.y + backupReg0f);
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PV0f.y = R126f.x + -(PV1f.w);
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R126f.z = (R0f.w * R4f.w + PS1f);
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PV0f.z = R126f.z;
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R127f.w = (PV1f.y * backupReg1f + backupReg2f);
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// 7
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PV1f.x = R125f.w + -(R125f.x);
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R123f.y = (PV0f.y * R127f.y + R126f.w);
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PV1f.y = R123f.y;
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R4f.z = R1f.x + R124f.w;
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R4f.w = R1f.y + PV0f.z;
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R5f.x = R1f.x + -(R124f.w);
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PS1f = R5f.x;
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// 8
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backupReg0f = R125f.x;
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R125f.x = R7f.x * intBitsToFloat(uf_remappedPS[5].y);
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R5f.y = R1f.y + -(R126f.z);
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R123f.z = (PV1f.x * R125f.z + backupReg0f);
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PV0f.z = R123f.z;
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PV0f.w = PV1f.y * intBitsToFloat(uf_remappedPS[3].w);
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R6f.z = 0.0;
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PS0f = R6f.z;
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// 9
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PV1f.x = PV0f.z * intBitsToFloat(uf_remappedPS[3].w);
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R1f.y = (R127f.w * intBitsToFloat(uf_remappedPS[4].w) + PV0f.w);
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R6f.w = 1.0;
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// 10
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R1f.z = (R127f.x * intBitsToFloat(uf_remappedPS[4].w) + PV1f.x);
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// 11
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R123f.z = (R7f.x * intBitsToFloat(uf_remappedPS[5].z) + intBitsToFloat(uf_remappedPS[5].x)/3);
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PV1f.z = R123f.z;
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// 12
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backupReg0f = R0f.x;
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backupReg1f = R0f.z;
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PV0f.x = backupReg0f * PV1f.z;
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PV0f.z = backupReg1f * PV1f.z;
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PV0f.w = R0f.y * PV1f.z;
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// 13
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backupReg0f = R125f.x;
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backupReg0f = R125f.x;
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backupReg0f = R125f.x;
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R125f.x = (backupReg0f * intBitsToFloat(uf_remappedPS[7].y) + PV0f.w);
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R127f.y = (backupReg0f * intBitsToFloat(uf_remappedPS[7].x) + PV0f.x);
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R123f.w = (backupReg0f * intBitsToFloat(uf_remappedPS[7].z) + PV0f.z);
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PV1f.w = R123f.w;
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// 14
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PS0f = 1.0 / PV1f.w;
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// 15
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R0f.x = R127f.y * PS0f;
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R0f.y = R125f.x * PS0f;
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R7f.x = (texture(textureUnitPS1, R4f.zw).x);
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R5f.y = (texture(textureUnitPS1, R5f.xy).x);
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R6f.y = (texture(textureUnitPS2, R0f.xy).x);
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// 0
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PV0f.x = R4f.y + -(R7f.x);
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PV0f.w = R4f.y + -(R5f.y);
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// 1
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R127f.x = (-(PV0f.x) * intBitsToFloat(uf_remappedPS[1].z) + 1.0);
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R127f.x = clamp(R127f.x, 0.0, 1.0);
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PV1f.y = PV0f.w * R5f.z;
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PV1f.y /= 2.0;
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PV1f.z = PV0f.x * R5f.w;
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PV1f.z /= 2.0;
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R126f.w = (-(PV0f.w) * intBitsToFloat(uf_remappedPS[1].z) + 1.0);
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R126f.w = clamp(R126f.w, 0.0, 1.0);
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// 2
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R125f.x = (PV1f.z * intBitsToFloat(uf_remappedPS[6].z) + 0.5);
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R125f.x = clamp(R125f.x, 0.0, 1.0);
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PV0f.x = R125f.x;
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R127f.w = (PV1f.y * intBitsToFloat(uf_remappedPS[6].z) + 0.5);
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R127f.w = clamp(R127f.w, 0.0, 1.0);
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PV0f.w = R127f.w;
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// 3
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PV1f.x = 0.5 + -(PV0f.w);
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PV1f.w = 0.5 + -(PV0f.x);
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// 4
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R127f.y = (PV1f.w * R127f.x + 0.5);
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PV0f.y = R127f.y;
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R126f.z = (PV1f.x * R126f.w + 0.5);
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PV0f.z = R126f.z;
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// 5
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PV1f.x = R125f.x + -(PV0f.z);
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PV1f.w = R127f.w + -(PV0f.y);
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// 6
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R123f.y = (PV1f.w * R126f.w + R127f.y);
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PV0f.y = R123f.y;
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R123f.z = (PV1f.x * R127f.x + R126f.z);
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PV0f.z = R123f.z;
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// 7
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R123f.x = (PV0f.z * intBitsToFloat(uf_remappedPS[6].w) + R1f.z);
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PV1f.x = R123f.x;
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R123f.w = (PV0f.y * intBitsToFloat(uf_remappedPS[6].w) + R1f.y);
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PV1f.w = R123f.w;
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// 8
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PV0f.z = PV1f.x + PV1f.w;
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// 9
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PV1f.y = PV0f.z + intBitsToFloat(uf_remappedPS[1].w);
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// 10
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PV0f.x = PV1f.y + -(0.5);
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// 11
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PV1f.w = PV0f.x * intBitsToFloat(uf_remappedPS[0].y);
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PV1f.w = clamp(PV1f.w, 0.0, 1.0);
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// 12
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R6f.x = -(PV1f.w) + 1.0;
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// export
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passPixelColor0 = vec4(R6f.x, R6f.y, R6f.z, R6f.w);
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}
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