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https://github.com/cemu-project/cemu_graphic_packs.git
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[XCX] Aligment PS -> VS
[Update] Move alignment from PS to VS for more consistent behaviour [Remove] Remove magic alignment values no longer needed in PS
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@ -54,9 +54,7 @@ void main()
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem0;
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vec2 scaleFactor = vec2(repositionBloom, repositionBloom); //Added
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R0f.xy = R0f.xy * scaleFactor;// re-align bloom.. hack until issue source is found.
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// 0
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R1f.x = R0f.x + (intBitsToFloat(uf_remappedPS[0].x) / resScale);
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R1f.y = R0f.y + (intBitsToFloat(uf_remappedPS[0].y) / resScale);
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@ -1,72 +0,0 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 91f557914ed24b44
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// re-alignt off axis bloom
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//To-do Re-do whole chain with centered viewport values.
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uniform ivec4 uf_remappedPS[1];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5376000 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
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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 = 2) 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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const float repositionBloom = 1.00225;
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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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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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R2f = passParameterSem2;
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vec2 scaleFactor = vec2(repositionBloom, repositionBloom); //Added
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R2f.xy = R2f.xy * scaleFactor;// re-align bloom.. hack until issue source is found.
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R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
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R2f.xyz = (texture(textureUnitPS1, R2f.xy).xyz);
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// 0
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tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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// 1
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PV1f.y = -(R0f.x) + PV0f.x;
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// 2
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PV0f.x = max(PV1f.y, -(PV1f.y));
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// 3
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PV1f.w = R0f.y * PV0f.x;
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PV1f.w = clamp(PV1f.w, 0.0, 1.0);
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// 4
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tempResultf = log2(PV1f.w);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS0f = tempResultf;
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// 5
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PV1f.y = PS0f * intBitsToFloat(uf_remappedPS[0].w);
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// 6
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PS0f = exp2(PV1f.y);
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// 7
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R2f.w = PS0f * intBitsToFloat(uf_remappedPS[0].z); //sharpen
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// export
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passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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}
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61
Source/XenobladeX/9dc2d340255dee89_0000000000000000_vs.txt
Normal file
61
Source/XenobladeX/9dc2d340255dee89_0000000000000000_vs.txt
Normal file
@ -0,0 +1,61 @@
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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 9dc2d340255dee89 //aligment vs
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const float constvs = 8.0;
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem0;
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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 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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uvec4 attrDecoder;
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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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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem1.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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backupReg0f = R2f.x;
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backupReg1f = R2f.y;
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R2f.x = (backupReg0f * intBitsToFloat(uf_remappedVS[0].x) + (intBitsToFloat(uf_remappedVS[0].z)/constvs));
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R2f.y = (backupReg1f * intBitsToFloat(uf_remappedVS[0].y) + (intBitsToFloat(uf_remappedVS[0].w)/constvs));
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// export
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gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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// export
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passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.z);
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// 0
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}
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@ -1,215 +0,0 @@
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<?php
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include 'Source/functions.php';
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$fullWidth = $argv[1];
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$fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
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$scaleFactorY = always_decimal_format($fullHeight / 720.0);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader b3fb199c73caa796
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// open world and skell bloom.
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// To-do - As long as brigntess fix is used, this will always be dodgy ..
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const float resScale = <?=$scaleFactorX?>;
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//const float resScale = 3.0;
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//const float exposure = 0.9;
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uniform ivec4 uf_remappedPS[4];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf551a000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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//const float repositionBloom = 1.00125;
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//mattdesl MIT - https://github.com/Jam3/glsl-fast-gaussian-blur
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vec4 blur9(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {
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vec4 color = vec4(0.0);
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vec2 off1 = vec2(1.3846153846) * direction;
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vec2 off2 = vec2(3.2307692308) * direction;
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color += texture2D(image, uv) * 0.2270270270;
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color += texture2D(image, uv + (off1 / resolution)) * 0.3162162162;
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color += texture2D(image, uv - (off1 / resolution)) * 0.3162162162;
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color += texture2D(image, uv + (off2 / resolution)) * 0.0702702703;
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color += texture2D(image, uv - (off2 / resolution)) * 0.0702702703;
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return color;
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}
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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 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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// 0
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R1f.x = R0f.x + (intBitsToFloat(uf_remappedPS[0].x)/resScale);
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R1f.y = R0f.y + (intBitsToFloat(uf_remappedPS[0].y) / resScale);
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R0f.z = R0f.x + (intBitsToFloat(uf_remappedPS[0].z) / resScale);
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R0f.w = R0f.y + (intBitsToFloat(uf_remappedPS[0].w) / resScale);
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// 1
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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R0f.x = backupReg0f + (intBitsToFloat(uf_remappedPS[1].x) / resScale);
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R0f.y = backupReg1f + (intBitsToFloat(uf_remappedPS[1].y) / resScale);
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R1f.z = backupReg0f + (intBitsToFloat(uf_remappedPS[1].z) / resScale);
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R1f.w = backupReg1f + (intBitsToFloat(uf_remappedPS[1].w) / resScale);
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R2f.xyzw = (texture(textureUnitPS1, R1f.xy).xyzw);
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R3f.xyzw = (texture(textureUnitPS1, R0f.zw).xyzw);
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R4f.xyzw = (texture(textureUnitPS1, R0f.xy).xyzw);
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R5f.xyzw = (texture(textureUnitPS1, R1f.zw).xyzw);
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R6f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
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R7f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
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R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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R1f.xyzw = (texture(textureUnitPS0, R1f.zw).xyzw);
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// 0
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PV0f.x = R2f.z + R3f.z;
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PV0f.y = R2f.y + R3f.y;
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PV0f.z = R2f.x + R3f.x;
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PV0f.w = R2f.w + R3f.w;
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// 1
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PV1f.x = PV0f.x + R4f.z;
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PV1f.y = PV0f.y + R4f.y;
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PV1f.z = PV0f.z + R4f.x;
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PV1f.w = PV0f.w + R4f.w;
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R127f.x = R6f.x + R7f.x;
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PS1f = R127f.x;
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// 2
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PV0f.x = PV1f.x + R5f.z;
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PV0f.y = PV1f.y + R5f.y;
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PV0f.z = PV1f.z + R5f.x;
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PV0f.w = PV1f.w + R5f.w;
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R127f.w = R6f.y + R7f.y;
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PS0f = R127f.w;
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// 3
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PV1f.x = PV0f.x * intBitsToFloat(uf_remappedPS[2].z);
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PV1f.y = PV0f.y * intBitsToFloat(uf_remappedPS[2].z);
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PV1f.z = PV0f.z * intBitsToFloat(uf_remappedPS[2].z);
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PV1f.w = PV0f.w * intBitsToFloat(uf_remappedPS[2].z);
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R127f.z = R6f.z + R7f.z;
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PS1f = R127f.z;
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// 4
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PV0f.x = max(PV1f.x, 0.0);
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PV0f.y = max(PV1f.y, 0.0);
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PV0f.z = max(PV1f.z, 0.0);
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PV0f.w = max(PV1f.w, 0.0);
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R126f.y = R6f.w + R7f.w;
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PS0f = R126f.y;
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// 5
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R6f.x = min(PV0f.x, 4.0);
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PV1f.x = R6f.x;
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R125f.y = min(PV0f.y, 4.0);
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PV1f.y = R125f.y;
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R126f.z = min(PV0f.z, 4.0);
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PV1f.z = R126f.z;
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R125f.w = min(PV0f.w, 4.0);
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R124f.x = R127f.x + R0f.x;
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PS1f = R124f.x;
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// 6
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PV0f.x = PV1f.z + -(intBitsToFloat(uf_remappedPS[2].x));
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PV0f.y = PV1f.y + -(intBitsToFloat(uf_remappedPS[3].x));
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PV0f.z = PV1f.z + -(intBitsToFloat(uf_remappedPS[3].x));
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PV0f.w = PV1f.x + -(intBitsToFloat(uf_remappedPS[3].x));
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R127f.y = PV1f.y + -(intBitsToFloat(uf_remappedPS[2].x));
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PS0f = R127f.y;
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// 7
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R127f.x = R6f.x + -(intBitsToFloat(uf_remappedPS[2].x));
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PV1f.y = max(PV0f.z, 0.0);
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PV1f.z = max(PV0f.y, 0.0);
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PV1f.w = max(PV0f.w, 0.0);
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R126f.x = max(PV0f.x, 0.0);
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PS1f = R126f.x;
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// 8
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backupReg0f = R127f.y;
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R125f.x = dot(vec4(intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].y),-0.0),vec4(PV1f.y,PV1f.z,PV1f.w,0.0));
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PV0f.x = R125f.x;
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PV0f.y = R125f.x;
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PV0f.z = R125f.x;
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PV0f.w = R125f.x;
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R127f.y = max(backupReg0f, 0.0);
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PS0f = R127f.y;
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// 9
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backupReg0f = R126f.y;
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backupReg1f = R127f.x;
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backupReg2f = R127f.w;
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R127f.x = R127f.z + R0f.z;
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R126f.y = backupReg0f + R0f.w;
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PV1f.z = max(backupReg1f, 0.0);
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R127f.w = backupReg2f + R0f.y;
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R126f.w = R126f.z * PV0f.x;
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PS1f = R126f.w;
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// 10
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tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].y),-0.0),vec4(R126f.x,R127f.y,PV1f.z,0.0));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R124f.w = tempf.x;
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R127f.z = R125f.y * R125f.x;
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PS0f = R127f.z;
|
||||
// 11
|
||||
PV1f.x = R125f.w * R125f.x;
|
||||
PV1f.y = R6f.x * R125f.x;
|
||||
R125f.z = R127f.w + R1f.y;
|
||||
R127f.w = R127f.x + R1f.z;
|
||||
R0f.w = R126f.y + R1f.w;
|
||||
PS1f = R0f.w;
|
||||
// 12
|
||||
backupReg0f = R124f.x;
|
||||
R124f.x = (R125f.y * R124f.w + R127f.z);
|
||||
R125f.y = (R6f.x * R124f.w + PV1f.y);
|
||||
PV0f.z = backupReg0f + R1f.x;
|
||||
R123f.w = (R126f.z * R124f.w + R126f.w);
|
||||
PV0f.w = R123f.w;
|
||||
R127f.x = (R125f.w * R124f.w + PV1f.x);
|
||||
PS0f = R127f.x;
|
||||
// 13
|
||||
R125f.x = R127f.w * intBitsToFloat(uf_remappedPS[3].z);
|
||||
R126f.y = R125f.z * intBitsToFloat(uf_remappedPS[3].z);
|
||||
PV1f.z = PV0f.z * intBitsToFloat(uf_remappedPS[3].z);
|
||||
R127f.w = R0f.w * intBitsToFloat(uf_remappedPS[3].z);
|
||||
PS1f = min(PV0f.w, intBitsToFloat(uf_remappedPS[2].w));
|
||||
// 14
|
||||
PV0f.x = min(R127f.x, intBitsToFloat(uf_remappedPS[2].w));
|
||||
PV0f.y = min(R125f.y, intBitsToFloat(uf_remappedPS[2].w));
|
||||
PV0f.z = min(R124f.x, intBitsToFloat(uf_remappedPS[2].w));
|
||||
R0f.x = max(PV1f.z, PS1f);
|
||||
PS0f = R0f.x;
|
||||
// 15
|
||||
R0f.y = max(R126f.y, PV0f.z);
|
||||
R0f.z = max(R125f.x, PV0f.y);
|
||||
R0f.w = max(R127f.w, PV0f.x);
|
||||
// export
|
||||
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||
}
|
Loading…
Reference in New Issue
Block a user