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https://github.com/cemu-project/cemu_graphic_packs.git
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fix a bloom shader
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146
Source/RiseOfLyric/8fd5069eea66af37_0000000000000000_vs.txt
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146
Source/RiseOfLyric/8fd5069eea66af37_0000000000000000_vs.txt
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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($fullHeight / 720.0);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 8fd5069eea66af37
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const float resXScale = <?=$scaleFactorX?>;
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const float resYScale = <?=$scaleFactorY?>;
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uniform ivec4 uf_remappedVS[12];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem1;
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layout(location = 1) in uvec4 attrDataSem3;
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layout(location = 2) in uvec4 attrDataSem7;
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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 passParameterSem137;
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layout(location = 1) out vec4 passParameterSem138;
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layout(location = 2) out vec4 passParameterSem139;
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layout(location = 3) out vec4 passParameterSem140;
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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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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 R126f = vec4(0.0);
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vec4 R127f = 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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R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem1.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 = attrDataSem7.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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R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w)));
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PV0f.x = R0f.x;
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PV0f.y = R0f.x;
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PV0f.z = R0f.x;
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PV0f.w = R0f.x;
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R5f.z = 0.0;
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PS0f = R5f.z;
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// 1
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tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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R0f.y = tempf.x;
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R5f.x = R2f.x;
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PS1f = R5f.x;
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// 2
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tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
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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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R0f.z = tempf.x;
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R5f.y = R2f.y;
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PS0f = R5f.y;
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// 3
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tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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R0f.w = tempf.x;
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// 4
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R127f.xyz = vec3(R2f.y,R2f.x,R2f.y) + vec3(intBitsToFloat(uf_remappedVS[4].y) / resYScale,intBitsToFloat(uf_remappedVS[4].x) / resXScale,intBitsToFloat(uf_remappedVS[5].y));
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PV0f.w = R2f.x + intBitsToFloat(uf_remappedVS[5].x) / resXScale;
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// 5
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R126f.xyz = vec3(R2f.y,R2f.x,R2f.y) + vec3(intBitsToFloat(uf_remappedVS[6].y) / resYScale,intBitsToFloat(uf_remappedVS[6].x) / resXScale,intBitsToFloat(uf_remappedVS[7].y));
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R127f.w = R2f.x + intBitsToFloat(uf_remappedVS[7].x) / resXScale;
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R1f.z = PV0f.w;
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PS1f = R1f.z;
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// 6
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R1f.x = R2f.x + intBitsToFloat(uf_remappedVS[8].x) / resXScale;
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R1f.y = R2f.y + intBitsToFloat(uf_remappedVS[8].y) / resYScale;
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R3f.z = R127f.y;
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R1f.w = R127f.z;
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R3f.x = R2f.x + intBitsToFloat(uf_remappedVS[9].x) / resXScale;
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PS0f = R3f.x;
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// 7
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R4f.x = R2f.x + intBitsToFloat(uf_remappedVS[10].x) / resXScale;
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R3f.y = R2f.y + intBitsToFloat(uf_remappedVS[9].y) / resYScale;
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R4f.z = R127f.w;
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R3f.w = R127f.x;
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R4f.y = R2f.y + intBitsToFloat(uf_remappedVS[10].y) / resYScale;
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PS1f = R4f.y;
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// 8
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backupReg0f = R2f.x;
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backupReg1f = R2f.y;
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R2f.x = backupReg0f + intBitsToFloat(uf_remappedVS[11].x) / resXScale;
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R2f.y = backupReg1f + intBitsToFloat(uf_remappedVS[11].y) / resYScale;
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R2f.z = R126f.y;
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R4f.w = R126f.z;
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R2f.w = R126f.x;
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PS0f = R2f.w;
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// export
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gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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// export
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passParameterSem137 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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// export
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passParameterSem138 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
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// export
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passParameterSem139 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
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// export
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passParameterSem140 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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// export
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// skipped export to semanticId 255
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// 0
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}
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@ -6,7 +6,6 @@ $scaleFactorX = $fullWidth / 1280.0;
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$scaleFactorY = $fullHeight / 720.0;
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$title = get_title($fullWidth, $fullHeight);
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?>
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[Definition]
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titleIds = 0005000010175B00,0005000010177800,0005000010191F00
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name = "Sonic Boom: Rise of Lyric - <?=$title?>"
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