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https://github.com/cemu-project/cemu_graphic_packs.git
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Fix SLW Bloom
This commit is contained in:
parent
3fe46800d9
commit
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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($fullHeight / 720.0);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 79183302695ea935
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const float resXScale = <?=$scaleFactorX?>;
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const float resYScale = <?=$scaleFactorY?>;
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uniform ivec4 uf_remappedPS[1];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 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(location = 0) in vec4 passParameterSem136;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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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 R123f = 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 = passParameterSem136;
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// 0
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R1f.x = (intBitsToFloat(uf_remappedPS[0].z) / resXScale * intBitsToFloat(0xbe800000) + R0f.x);
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R1f.y = (intBitsToFloat(uf_remappedPS[0].w) / resYScale * intBitsToFloat(0xbe800000) + R0f.y);
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R0f.z = (0.25 * intBitsToFloat(uf_remappedPS[0].z) / resXScale + R0f.x);
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R0f.w = (intBitsToFloat(0xbe800000) * intBitsToFloat(uf_remappedPS[0].w) / resYScale + R0f.y);
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R2f.x = (intBitsToFloat(0xbe800000) * intBitsToFloat(uf_remappedPS[0].z) / resXScale + R0f.x);
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PS0f = R2f.x;
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// 1
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R3f.x = (intBitsToFloat(uf_remappedPS[0].z) / resXScale * 0.25 + R0f.x);
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R2f.y = (0.25 * intBitsToFloat(uf_remappedPS[0].w) / resYScale + R0f.y);
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R3f.z = (intBitsToFloat(uf_remappedPS[0].w) / resYScale * 0.25 + R0f.y);
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R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
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R0f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
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R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);
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R3f.xyz = (texture(textureUnitPS0, R3f.xz).xyz);
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// 0
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PV0f.y = R1f.z * 0.25;
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PV0f.z = R1f.y * 0.25;
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PV0f.w = R1f.x * 0.25;
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// 1
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R123f.x = (R0f.x * 0.25 + PV0f.w);
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PV1f.x = R123f.x;
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R123f.z = (R0f.z * 0.25 + PV0f.y);
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PV1f.z = R123f.z;
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R123f.w = (R0f.y * 0.25 + PV0f.z);
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PV1f.w = R123f.w;
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// 2
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R123f.x = (R2f.y * 0.25 + PV1f.w);
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PV0f.x = R123f.x;
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R123f.y = (R2f.x * 0.25 + PV1f.x);
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PV0f.y = R123f.y;
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R123f.w = (R2f.z * 0.25 + PV1f.z);
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PV0f.w = R123f.w;
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// 3
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backupReg0f = R3f.x;
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backupReg1f = R3f.y;
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backupReg2f = R3f.z;
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R3f.x = (backupReg0f * 0.25 + PV0f.y);
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R3f.y = (backupReg1f * 0.25 + PV0f.x);
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R3f.z = (backupReg2f * 0.25 + PV0f.w);
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// export
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passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
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}
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218
Source/SonicLostWorld/92e5b6dffd1d9b9b_0000000000000079_ps.txt
Normal file
218
Source/SonicLostWorld/92e5b6dffd1d9b9b_0000000000000079_ps.txt
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@ -0,0 +1,218 @@
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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($fullHeight / 720.0);
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?>
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version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 92e5b6dffd1d9b9b
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const float resXScale = <?=$scaleFactorX?>;
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const float resYScale = <?=$scaleFactorY?>;
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uniform ivec4 uf_remappedPS[30];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x18fda000 res 160x90x1 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(location = 0) in vec4 passParameterSem136;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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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 R123f = 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 = passParameterSem136;
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// 0
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R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x);
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R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y);
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R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[1].x) / resXScale;
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R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[1].y) / resYScale;
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// 1
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R2f.x = R0f.x + intBitsToFloat(uf_remappedPS[2].x) / resXScale;
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R2f.y = R0f.y + intBitsToFloat(uf_remappedPS[2].y) / resYScale;
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R1f.z = R0f.x + intBitsToFloat(uf_remappedPS[3].x) / resXScale;
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R1f.w = R0f.y + intBitsToFloat(uf_remappedPS[3].y) / resYScale;
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R3f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
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R4f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
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R2f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw);
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R1f.xyzw = (texture(textureUnitPS0, R1f.zw).xyzw);
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// 0
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R123f.x = (mul_nonIEEE(R3f.y,intBitsToFloat(uf_remappedPS[4].y)) + 0.0);
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PV0f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R3f.x,intBitsToFloat(uf_remappedPS[4].x)) + 0.0);
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PV0f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R3f.w,intBitsToFloat(uf_remappedPS[4].w)) + 0.0);
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PV0f.z = R123f.z;
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R123f.w = (mul_nonIEEE(R3f.z,intBitsToFloat(uf_remappedPS[4].z)) + 0.0);
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PV0f.w = R123f.w;
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// 1
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R123f.x = (mul_nonIEEE(R4f.y,intBitsToFloat(uf_remappedPS[5].y)) + PV0f.x);
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PV1f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R4f.x,intBitsToFloat(uf_remappedPS[5].x)) + PV0f.y);
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PV1f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R4f.w,intBitsToFloat(uf_remappedPS[5].w)) + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (mul_nonIEEE(R4f.z,intBitsToFloat(uf_remappedPS[5].z)) + PV0f.w);
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PV1f.w = R123f.w;
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// 2
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R123f.x = (mul_nonIEEE(R2f.w,intBitsToFloat(uf_remappedPS[6].w)) + PV1f.z);
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PV0f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R2f.z,intBitsToFloat(uf_remappedPS[6].z)) + PV1f.w);
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PV0f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[6].y)) + PV1f.x);
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PV0f.z = R123f.z;
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R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[6].x)) + PV1f.y);
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PV0f.w = R123f.w;
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// 3
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R4f.x = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedPS[7].z)) + PV0f.y);
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R4f.y = (mul_nonIEEE(R1f.w,intBitsToFloat(uf_remappedPS[7].w)) + PV0f.x);
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R4f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[7].y)) + PV0f.z);
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R4f.w = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[7].x)) + PV0f.w);
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// 4
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R1f.xyz = vec3(R0f.x,R0f.y,R0f.x) + vec3(intBitsToFloat(uf_remappedPS[8].x) / resXScale,intBitsToFloat(uf_remappedPS[8].y) / resYScale,intBitsToFloat(uf_remappedPS[9].x) / resXScale);
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R1f.w = R0f.y + intBitsToFloat(uf_remappedPS[9].y) / resYScale;
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// 5
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R2f.xyz = vec3(R0f.x,R0f.y,R0f.x) + vec3(intBitsToFloat(uf_remappedPS[10].x) / resXScale,intBitsToFloat(uf_remappedPS[10].y) / resYScale,intBitsToFloat(uf_remappedPS[11].x) / resXScale);
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R2f.w = R0f.y + intBitsToFloat(uf_remappedPS[11].y) / resYScale;
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R3f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
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R1f.xyzw = (texture(textureUnitPS0, R1f.zw).xyzw);
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R5f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw);
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R2f.xyzw = (texture(textureUnitPS0, R2f.zw).xyzw);
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// 0
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R123f.x = (mul_nonIEEE(R3f.y,intBitsToFloat(uf_remappedPS[12].y)) + R4f.z);
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PV0f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R3f.x,intBitsToFloat(uf_remappedPS[12].x)) + R4f.w);
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PV0f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R3f.w,intBitsToFloat(uf_remappedPS[12].w)) + R4f.y);
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PV0f.z = R123f.z;
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R123f.w = (mul_nonIEEE(R3f.z,intBitsToFloat(uf_remappedPS[12].z)) + R4f.x);
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PV0f.w = R123f.w;
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// 1
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R123f.x = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[13].y)) + PV0f.x);
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PV1f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[13].x)) + PV0f.y);
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PV1f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R1f.w,intBitsToFloat(uf_remappedPS[13].w)) + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedPS[13].z)) + PV0f.w);
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PV1f.w = R123f.w;
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// 2
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R123f.x = (mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[14].w)) + PV1f.z);
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PV0f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[14].z)) + PV1f.w);
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PV0f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[14].y)) + PV1f.x);
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PV0f.z = R123f.z;
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R123f.w = (mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[14].x)) + PV1f.y);
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PV0f.w = R123f.w;
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// 3
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R1f.x = (mul_nonIEEE(R2f.z,intBitsToFloat(uf_remappedPS[15].z)) + PV0f.y);
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R1f.y = (mul_nonIEEE(R2f.w,intBitsToFloat(uf_remappedPS[15].w)) + PV0f.x);
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R1f.z = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[15].y)) + PV0f.z);
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R1f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[15].x)) + PV0f.w);
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// 4
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R2f.xyz = vec3(R0f.x,R0f.y,R0f.x) + vec3(intBitsToFloat(uf_remappedPS[16].x) / resXScale,intBitsToFloat(uf_remappedPS[16].y) / resYScale,intBitsToFloat(uf_remappedPS[17].x) / resXScale);
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R2f.w = R0f.y + intBitsToFloat(uf_remappedPS[17].y) / resYScale;
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// 5
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R5f.xyz = vec3(R0f.x,R0f.y,R0f.x) + vec3(intBitsToFloat(uf_remappedPS[18].x) / resXScale,intBitsToFloat(uf_remappedPS[18].y) / resYScale,intBitsToFloat(uf_remappedPS[19].x) / resXScale);
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R5f.w = R0f.y + intBitsToFloat(uf_remappedPS[19].y) / resYScale;
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R3f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw);
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R2f.xyzw = (texture(textureUnitPS0, R2f.zw).xyzw);
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R4f.xyzw = (texture(textureUnitPS0, R5f.xy).xyzw);
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R5f.xyzw = (texture(textureUnitPS0, R5f.zw).xyzw);
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// 0
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R123f.x = (mul_nonIEEE(R3f.y,intBitsToFloat(uf_remappedPS[20].y)) + R1f.z);
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PV0f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R3f.x,intBitsToFloat(uf_remappedPS[20].x)) + R1f.w);
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PV0f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R3f.w,intBitsToFloat(uf_remappedPS[20].w)) + R1f.y);
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PV0f.z = R123f.z;
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||||||
|
R123f.w = (mul_nonIEEE(R3f.z,intBitsToFloat(uf_remappedPS[20].z)) + R1f.x);
|
||||||
|
PV0f.w = R123f.w;
|
||||||
|
// 1
|
||||||
|
R123f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[21].y)) + PV0f.x);
|
||||||
|
PV1f.x = R123f.x;
|
||||||
|
R123f.y = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[21].x)) + PV0f.y);
|
||||||
|
PV1f.y = R123f.y;
|
||||||
|
R123f.z = (mul_nonIEEE(R2f.w,intBitsToFloat(uf_remappedPS[21].w)) + PV0f.z);
|
||||||
|
PV1f.z = R123f.z;
|
||||||
|
R123f.w = (mul_nonIEEE(R2f.z,intBitsToFloat(uf_remappedPS[21].z)) + PV0f.w);
|
||||||
|
PV1f.w = R123f.w;
|
||||||
|
// 2
|
||||||
|
R123f.x = (mul_nonIEEE(R4f.w,intBitsToFloat(uf_remappedPS[22].w)) + PV1f.z);
|
||||||
|
PV0f.x = R123f.x;
|
||||||
|
R123f.y = (mul_nonIEEE(R4f.z,intBitsToFloat(uf_remappedPS[22].z)) + PV1f.w);
|
||||||
|
PV0f.y = R123f.y;
|
||||||
|
R123f.z = (mul_nonIEEE(R4f.y,intBitsToFloat(uf_remappedPS[22].y)) + PV1f.x);
|
||||||
|
PV0f.z = R123f.z;
|
||||||
|
R123f.w = (mul_nonIEEE(R4f.x,intBitsToFloat(uf_remappedPS[22].x)) + PV1f.y);
|
||||||
|
PV0f.w = R123f.w;
|
||||||
|
// 3
|
||||||
|
R4f.x = (mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[23].z)) + PV0f.y);
|
||||||
|
R4f.y = (mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[23].w)) + PV0f.x);
|
||||||
|
R4f.z = (mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[23].y)) + PV0f.z);
|
||||||
|
R4f.w = (mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[23].x)) + PV0f.w);
|
||||||
|
// 4
|
||||||
|
R5f.xyz = vec3(R0f.x,R0f.y,R0f.x) + vec3(intBitsToFloat(uf_remappedPS[24].x) / resXScale,intBitsToFloat(uf_remappedPS[24].y) / resYScale,intBitsToFloat(uf_remappedPS[25].x) / resXScale);
|
||||||
|
R5f.w = R0f.y + intBitsToFloat(uf_remappedPS[25].y) / resYScale;
|
||||||
|
// 5
|
||||||
|
backupReg0f = R0f.x;
|
||||||
|
backupReg1f = R0f.y;
|
||||||
|
R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[26].x);
|
||||||
|
R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[26].y);
|
||||||
|
R2f.xyzw = (texture(textureUnitPS0, R5f.xy).xyzw);
|
||||||
|
R5f.xyzw = (texture(textureUnitPS0, R5f.zw).xyzw);
|
||||||
|
R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
||||||
|
// 0
|
||||||
|
R123f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[27].y)) + R4f.z);
|
||||||
|
PV0f.x = R123f.x;
|
||||||
|
R123f.y = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[27].x)) + R4f.w);
|
||||||
|
PV0f.y = R123f.y;
|
||||||
|
R123f.z = (mul_nonIEEE(R2f.w,intBitsToFloat(uf_remappedPS[27].w)) + R4f.y);
|
||||||
|
PV0f.z = R123f.z;
|
||||||
|
R123f.w = (mul_nonIEEE(R2f.z,intBitsToFloat(uf_remappedPS[27].z)) + R4f.x);
|
||||||
|
PV0f.w = R123f.w;
|
||||||
|
// 1
|
||||||
|
R123f.x = (mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[28].y)) + PV0f.x);
|
||||||
|
PV1f.x = R123f.x;
|
||||||
|
R123f.y = (mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[28].x)) + PV0f.y);
|
||||||
|
PV1f.y = R123f.y;
|
||||||
|
R123f.z = (mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[28].w)) + PV0f.z);
|
||||||
|
PV1f.z = R123f.z;
|
||||||
|
R123f.w = (mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[28].z)) + PV0f.w);
|
||||||
|
PV1f.w = R123f.w;
|
||||||
|
// 2
|
||||||
|
backupReg0f = R0f.x;
|
||||||
|
backupReg1f = R0f.y;
|
||||||
|
backupReg2f = R0f.z;
|
||||||
|
backupReg3f = R0f.w;
|
||||||
|
R0f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedPS[29].x)) + PV1f.y);
|
||||||
|
R0f.y = (mul_nonIEEE(backupReg1f,intBitsToFloat(uf_remappedPS[29].y)) + PV1f.x);
|
||||||
|
R0f.z = (mul_nonIEEE(backupReg2f,intBitsToFloat(uf_remappedPS[29].z)) + PV1f.w);
|
||||||
|
R0f.w = (mul_nonIEEE(backupReg3f,intBitsToFloat(uf_remappedPS[29].w)) + PV1f.z);
|
||||||
|
// export
|
||||||
|
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||||
|
}
|
@ -0,0 +1,89 @@
|
|||||||
|
<?php
|
||||||
|
include 'Source/functions.php';
|
||||||
|
$fullWidth = $argv[1];
|
||||||
|
$fullHeight = $argv[2];
|
||||||
|
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
|
||||||
|
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
|
||||||
|
?>
|
||||||
|
#version 420
|
||||||
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
#extension GL_ARB_separate_shader_objects : enable
|
||||||
|
// shader a455fc196032912c
|
||||||
|
const float resXScale = <?=$scaleFactorX?>;
|
||||||
|
const float resYScale = <?=$scaleFactorY?>;
|
||||||
|
uniform ivec4 uf_remappedPS[1];
|
||||||
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e48000 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
||||||
|
layout(location = 0) in vec4 passParameterSem136;
|
||||||
|
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);
|
||||||
|
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 = passParameterSem136;
|
||||||
|
// 0
|
||||||
|
R1f.x = (intBitsToFloat(uf_remappedPS[0].z) / resXScale * intBitsToFloat(0xbe800000) + R0f.x);
|
||||||
|
R1f.y = (intBitsToFloat(uf_remappedPS[0].w) / resYScale * intBitsToFloat(0xbe800000) + R0f.y);
|
||||||
|
R0f.z = (0.25 * intBitsToFloat(uf_remappedPS[0].z) + R0f.x);
|
||||||
|
R0f.w = (intBitsToFloat(0xbe800000) * intBitsToFloat(uf_remappedPS[0].w) / resYScale + R0f.y);
|
||||||
|
R2f.x = (intBitsToFloat(0xbe800000) * intBitsToFloat(uf_remappedPS[0].z) / resXScale + R0f.x);
|
||||||
|
PS0f = R2f.x;
|
||||||
|
// 1
|
||||||
|
R3f.x = (intBitsToFloat(uf_remappedPS[0].z) / resXScale * 0.25 + R0f.x);
|
||||||
|
R2f.y = (0.25 * intBitsToFloat(uf_remappedPS[0].w) / resYScale + R0f.y);
|
||||||
|
R3f.z = (intBitsToFloat(uf_remappedPS[0].w) / resYScale * 0.25 + R0f.y);
|
||||||
|
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
|
||||||
|
R0f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
|
||||||
|
R2f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw);
|
||||||
|
R3f.xyzw = (texture(textureUnitPS0, R3f.xz).xyzw);
|
||||||
|
// 0
|
||||||
|
PV0f.x = 0.0 + R1f.z;
|
||||||
|
PV0f.y = 0.0 + R1f.w;
|
||||||
|
PV0f.z = 0.0 + R1f.y;
|
||||||
|
PV0f.w = 0.0 + R1f.x;
|
||||||
|
// 1
|
||||||
|
backupReg0f = R0f.x;
|
||||||
|
backupReg1f = R0f.z;
|
||||||
|
PV1f.x = PV0f.z + R0f.y;
|
||||||
|
PV1f.y = PV0f.w + backupReg0f;
|
||||||
|
PV1f.z = PV0f.y + R0f.w;
|
||||||
|
PV1f.w = PV0f.x + backupReg1f;
|
||||||
|
// 2
|
||||||
|
PV0f.x = PV1f.x + R2f.y;
|
||||||
|
PV0f.y = PV1f.y + R2f.x;
|
||||||
|
PV0f.z = PV1f.z + R2f.w;
|
||||||
|
PV0f.w = PV1f.w + R2f.z;
|
||||||
|
// 3
|
||||||
|
PV1f.x = PV0f.z + R3f.w;
|
||||||
|
PV1f.y = PV0f.w + R3f.z;
|
||||||
|
PV1f.z = PV0f.x + R3f.y;
|
||||||
|
PV1f.w = PV0f.y + R3f.x;
|
||||||
|
// 4
|
||||||
|
R3f.x = PV1f.w * 0.25;
|
||||||
|
R3f.y = PV1f.z * 0.25;
|
||||||
|
R3f.z = PV1f.y * 0.25;
|
||||||
|
R3f.w = PV1f.x * 0.25;
|
||||||
|
// export
|
||||||
|
passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user