[ZU] AA fix, chromatic aberration config

This commit is contained in:
getdls 2018-11-19 22:22:48 +01:00
parent c5a158365f
commit eab96c0870
3 changed files with 299 additions and 0 deletions

View File

@ -0,0 +1,56 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 949069c3567f349d
// color grading / chromatic aberration
uniform ivec4 uf_remappedPS[1];
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4a8e000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem130;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem130;
R1f.x = (texture(textureUnitPS1, R0f.xy).x);
// 0
backupReg0f = R1f.x;
R1f.x = backupReg0f;
R1f.x *= 4.0;
PV0f.z = R0f.x + -(0.5);
PV0f.w = R0f.y + -(0.5);
// 1
R0f.x = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[0].x)*$redHz) + 0.5); // red
R0f.y = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[0].x)) + 0.5);
R0f.z = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[0].y)*$blueHz) + 0.5); // blur
R0f.w = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[0].y)) + 0.5);
R0f.y = (texture(textureUnitPS1, R0f.xy).y);
R0f.z = (texture(textureUnitPS1, R0f.zw).z);
// 0
R1f.y = R0f.y;
R1f.y *= 4.0;
R1f.z = R0f.z;
R1f.z *= 4.0;
// export
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.z);
}

View File

@ -0,0 +1,25 @@
[Definition]
titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,0005000E1010DD00,0005000E10112300
path = "ZombieU/Enhancements/Chromatic aberration"
description = Changes the intensity of (horizontal) chromatic aberration (red green blue edges)
version = 3
[Preset]
name = CA Default
$redHz = 1.0
$blueHz = 1.0
[Preset]
name = CA 0.75
$redHz = 1.00125
$blueHz = 1.0025
[Preset]
name = CA 0.5
$redHz = 1.0025
$blueHz = 1.005
[Preset]
name = CA mostly disabled
$redHz = 1.005
$blueHz = 1.01

View File

@ -0,0 +1,218 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 9993b65e9eb6bb1d
//aa
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedPS[2];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4385000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem130;
layout(location = 1) in vec4 passParameterSem134;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem130;
R1f = passParameterSem134;
R2f.xyz = (texture(textureUnitPS0, R0f.zy).xyz);
R5f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
R4f.xyz = (texture(textureUnitPS0, R0f.xw).xyz);
R3f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
R0f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
// 0
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,-0.0),vec4(intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.z = 0.0;
PS0f = R127f.z;
// 1
tempf.x = dot(vec4(R3f.x,R3f.y,R3f.z,-0.0),vec4(intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R126f.z = tempf.x;
R127f.y = PV0f.x + intBitsToFloat(0x3b2aaab9);
PS1f = R127f.y;
// 2
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
tempf.x = dot(vec4(backupReg0f,backupReg1f,backupReg2f,-0.0),vec4(intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R126f.w = tempf.x;
R125f.z = intBitsToFloat(uf_remappedPS[0].w);
PS0f = R125f.z;
// 3
tempf.x = dot(vec4(R5f.x,R5f.y,R5f.z,-0.0),vec4(intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.w = tempf.x;
R2f.w = 1.0;
PS1f = R2f.w;
// 4
tempf.x = dot(vec4(R4f.x,R4f.y,R4f.z,-0.0),vec4(intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R126f.y = R126f.z + -(PV1f.x);
PS0f = R126f.y;
// 5
PV1f.x = PV0f.x + -(R127f.w);
PV1f.y = -(R126f.w) + R127f.w;
PV1f.z = -(R127f.y) + R127f.w;
R127f.w = -(R127f.y) + PV0f.x;
PV1f.w = R127f.w;
// 6
tempf.x = dot(vec4(PV1f.x,R126f.y,R126f.y,-0.0),vec4(PV1f.z,PV1f.y,R127f.z,0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
PS0f = PV1f.w + -(R126f.z);
// 7
PV1f.x = PV0f.x + -(intBitsToFloat(0xbdcccccd));
PV1f.y = R127f.w + R126f.z;
R126f.z = PS0f + R126f.w;
// 8
R126f.y = PV1f.y + -(R126f.w);
PV0f.y = R126f.y;
R126f.w = PV1f.x * intBitsToFloat(0x41200000);
R126f.w = clamp(R126f.w, 0.0, 1.0);
PV0f.w = R126f.w;
// 9
tempf.x = dot(vec4(R126f.z,PV0f.y,R125f.z,-0.0),vec4(R126f.z,PV0f.y,R125f.z,0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R125f.z = mul_nonIEEE(PV0f.w, PV0f.w);
PS1f = R125f.z;
// 10
R123f.y = (-(2.0) * R126f.w + intBitsToFloat(0x40400000));
PV0f.y = R123f.y;
tempResultf = 1.0 / sqrt(PV1f.x);
PS0f = tempResultf;
// 11
backupReg0f = R126f.z;
PV1f.x = mul_nonIEEE(R125f.z, PV0f.y);
R126f.z = mul_nonIEEE(R126f.y, PS0f);
R126f.w = mul_nonIEEE(backupReg0f, PS0f);
// 12
PV0f.w = PV1f.x * intBitsToFloat(0x3f99999a);
// 13
R126f.y = mul_nonIEEE(R126f.z, PV0f.w);
PV1f.y = R126f.y;
R126f.z = mul_nonIEEE(R126f.w, PV0f.w);
PV1f.z = R126f.z;
// 14
PV0f.x = max(PV1f.z, -(PV1f.z));
PV0f.w = max(PV1f.y, -(PV1f.y));
// 15
PV1f.z = min(PV0f.x, PV0f.w);
// 16
PV0f.y = PV1f.z + -(0.0);
// 17
PV1f.x = PV0f.y * intBitsToFloat(0x3fb6db6e)/resXScale;
PV1f.x = clamp(PV1f.x, 0.0, 1.0);
// 18
R123f.z = (-(2.0) * PV1f.x + intBitsToFloat(0x40400000));
PV0f.z = R123f.z;
PV0f.w = mul_nonIEEE(PV1f.x, PV1f.x);
// 19
R123f.y = (mul_nonIEEE(-(PV0f.w),PV0f.z) + intBitsToFloat(0x3f99999a)/resXScale);
PV1f.y = R123f.y;
// 20
PV0f.x = mul_nonIEEE(R126f.z, PV1f.y);
PV0f.w = mul_nonIEEE(R126f.y, PV1f.y);
// 21
PV1f.z = mul_nonIEEE(PV0f.x, intBitsToFloat(uf_remappedPS[0].x));
PV1f.w = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].y));
// 22
R127f.x = mul_nonIEEE(PV1f.z, intBitsToFloat(uf_remappedPS[1].w));
PV0f.x = R127f.x;
R126f.y = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[1].w));
PV0f.y = R126f.y;
PV0f.z = mul_nonIEEE(PV1f.z, intBitsToFloat(uf_remappedPS[1].y));
R126f.w = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[1].y));
PV0f.w = R126f.w;
// 23
R4f.xyz = vec3(R1f.x,R1f.y,R1f.x) + vec3(PV0f.z,PV0f.w,PV0f.x);
R4f.w = R1f.y + PV0f.y;
R0f.x = R1f.x + -(PV0f.z);
PS1f = R0f.x;
// 24
backupReg0f = R1f.x;
R1f.x = backupReg0f + -(R127f.x);
R0f.y = R1f.y + -(R126f.w);
R1f.z = R1f.y + -(R126f.y);
R3f.xyz = (texture(textureUnitPS0, R4f.xy).xyz);
R4f.xyz = (texture(textureUnitPS0, R4f.zw).xyz);
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
R1f.xyz = (texture(textureUnitPS0, R1f.xz).xyz);
// 0
PV0f.x = R3f.z + R4f.z;
PV0f.y = R3f.y + R4f.y;
PV0f.z = R3f.x + R4f.x;
// 1
backupReg0f = R0f.y;
PV1f.y = R0f.z + PV0f.x;
PV1f.z = backupReg0f + PV0f.y;
PV1f.w = R0f.x + PV0f.z;
// 2
PV0f.x = R1f.x + PV1f.w;
PV0f.z = R1f.z + PV1f.y;
PV0f.w = R1f.y + PV1f.z;
// 3
PV1f.x = R5f.y + PV0f.w;
PV1f.y = R5f.x + PV0f.x;
PV1f.w = R5f.z + PV0f.z;
// 4
PV0f.x = PV1f.w * intBitsToFloat(0x3f4ccccd);
PV0f.y = PV1f.x * intBitsToFloat(0x3f4ccccd);
PV0f.z = PV1f.y * intBitsToFloat(0x3f4ccccd);
// 5
R2f.x = PV0f.z * 0.25;
R2f.y = PV0f.y * 0.25;
R2f.z = PV0f.x * 0.25;
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}