From f8b64c7e9849aa6c3991764a61c0a83a6e567ad5 Mon Sep 17 00:00:00 2001 From: getdls Date: Thu, 14 Dec 2017 00:33:02 +0100 Subject: [PATCH] [XCX] - Cleanup scale and remove old blur Fix - Scales to res cut scene blur Update - Remove old blur that doesn't scale --- .../840947e29015aa9a_00000000000003c9_ps.txt | 158 +++++------------- 1 file changed, 44 insertions(+), 114 deletions(-) diff --git a/Source/XenobladeX/840947e29015aa9a_00000000000003c9_ps.txt b/Source/XenobladeX/840947e29015aa9a_00000000000003c9_ps.txt index 68d2f41a..ce8810e4 100644 --- a/Source/XenobladeX/840947e29015aa9a_00000000000003c9_ps.txt +++ b/Source/XenobladeX/840947e29015aa9a_00000000000003c9_ps.txt @@ -8,12 +8,10 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0); #version 420 #extension GL_ARB_texture_gather : enable -// shader 840947e29015aa9a // fix circle -// cutscene DOF, reveal talk BG -// To-do. Tweak blur scaling to resolution. Weights are funky, too bright - +// shader 840947e29015aa9a // Looking at LA cut-scene base blur +// +//const float resScale = 3.0; const float resScale = ; -//const float resScale = 3; uniform ivec4 uf_remappedPS[3]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 @@ -21,128 +19,60 @@ layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; - -vec2 Circle(float Start, float Points, float Point) -{ - float Rad = (3.141592 * 2.0 * (1.0 / Points)) * (Point + Start); - return vec2(sin(Rad), cos(Rad)); -} - -highp float lineRand(vec2 co) -{ - highp float a = 12.9898; - highp float b = 78.233; - highp float c = 43758.5453; - highp float dt = dot(co.xy, vec2(a, b)); - highp float sn = mod(dt, 3.14); - return fract(sin(sn) * c); -} - -vec4 circleBlur(sampler2D image, vec2 vuv, vec2 res) { - - - vec2 uv = vuv; - vec2 PixelOffset = 1.25 / res.xy; //1.0 - - float Start = 2.0 / 14.0; - vec2 Scale = 0.66 * 4.0 * 2.0 * PixelOffset.xy; - - vec3 N0 = texture(image, uv + Circle(Start, 14.0, 0.0) * Scale).rgb; - vec3 N1 = texture(image, uv + Circle(Start, 14.0, 1.0) * Scale).rgb; - vec3 N2 = texture(image, uv + Circle(Start, 14.0, 2.0) * Scale).rgb; - vec3 N3 = texture(image, uv + Circle(Start, 14.0, 3.0) * Scale).rgb; - vec3 N4 = texture(image, uv + Circle(Start, 14.0, 4.0) * Scale).rgb; - vec3 N5 = texture(image, uv + Circle(Start, 14.0, 5.0) * Scale).rgb; - vec3 N6 = texture(image, uv + Circle(Start, 14.0, 6.0) * Scale).rgb; - vec3 N7 = texture(image, uv + Circle(Start, 14.0, 7.0) * Scale).rgb; - vec3 N8 = texture(image, uv + Circle(Start, 14.0, 8.0) * Scale).rgb; - vec3 N9 = texture(image, uv + Circle(Start, 14.0, 9.0) * Scale).rgb; - vec3 N10 = texture(image, uv + Circle(Start, 14.0, 10.0) * Scale).rgb; - vec3 N11 = texture(image, uv + Circle(Start, 14.0, 11.0) * Scale).rgb; - vec3 N12 = texture(image, uv + Circle(Start, 14.0, 12.0) * Scale).rgb; - vec3 N13 = texture(image, uv + Circle(Start, 14.0, 13.0) * Scale).rgb; - vec3 N14 = texture(image, uv).rgb; - - - vec3 color = vec3(0, 0, 0); - - color.rgb = - (N0 * 0.01478636) + - (N1 * 0.03696590) + - (N2 * 0.07393179) + - (N3 * 0.07393179) + - (N4 * 0.12013917) + - (N5 * 0.16018555) + - (N6 * 0.17620411) + - (N7 * 0.17620411) + - (N8 * 0.16018555) + - (N9 * 0.12013917) + - (N10 * 0.07393179) + - (N11 * 0.07393179) + - (N12 * 0.03696590) + - (N13 * 0.03696590) + - (N14 * 0.01478636); - - return vec4(color.rgb, 1.0); - -} - 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)); +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 min(a*b, min(abs(a)*3.40282347E+38F, abs(b)*3.40282347E+38F)); } +float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } 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 R6f = vec4(0.0); - vec4 R7f = vec4(0.0); - vec4 R8f = vec4(0.0); - vec4 R123f = 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 = passParameterSem0; - R1f = passParameterSem1; - // 0er - R2f.x = R1f.x + (intBitsToFloat(uf_remappedPS[0].x) / resScale); - R2f.y = R1f.y + (intBitsToFloat(uf_remappedPS[0].y) / resScale); - R0f.z = R1f.x + (intBitsToFloat(uf_remappedPS[0].z) ); - R0f.w = R1f.y + (intBitsToFloat(uf_remappedPS[0].w) ); - // 1 +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 R6f = vec4(0.0); +vec4 R7f = vec4(0.0); +vec4 R8f = vec4(0.0); +vec4 R123f = 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 = passParameterSem0; +R1f = passParameterSem1; +// 0 +R2f.x = R1f.x + (intBitsToFloat(uf_remappedPS[0].x) / resScale); +R2f.y = R1f.y + (intBitsToFloat(uf_remappedPS[0].y) / resScale); +R0f.z = R1f.x + (intBitsToFloat(uf_remappedPS[0].z) / resScale); +R0f.w = R1f.y + (intBitsToFloat(uf_remappedPS[0].w) / resScale); +// 1 backupReg0f = R1f.x; backupReg1f = R1f.y; backupReg0f = R1f.x; backupReg1f = R1f.y; -R1f.xyz = vec3(backupReg0f,backupReg1f,backupReg0f) + vec3(intBitsToFloat(uf_remappedPS[1].x) / resScale,intBitsToFloat(uf_remappedPS[1].y) / resScale,intBitsToFloat(uf_remappedPS[1].z)); -R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w) ; +R1f.xyz = vec3(backupReg0f,backupReg1f,backupReg0f) + vec3(intBitsToFloat(uf_remappedPS[1].x) / resScale,intBitsToFloat(uf_remappedPS[1].y) / resScale,intBitsToFloat(uf_remappedPS[1].z) / resScale); +R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w) / resScale; R3f.xyz = (texture(textureUnitPS1, R2f.xy).xyz); R4f.xyz = (texture(textureUnitPS1, R0f.zw).xyz); R5f.xyz = (texture(textureUnitPS1, R1f.xy).xyz); R6f.xyz = (texture(textureUnitPS1, R1f.zw).xyz); - -//R6f = circleBlur(textureUnitPS0, R1f.xy, textureSize(textureUnitPS0, 0)); -R2f.xyz = (circleBlur(textureUnitPS0, R2f.xy, textureSize(textureUnitPS0, 0)).xyz); -R7f.xyz = (circleBlur(textureUnitPS0, R0f.zw, textureSize(textureUnitPS0, 0)).xyz); -R8f.xyz = (circleBlur(textureUnitPS0, R1f.xy, textureSize(textureUnitPS0, 0)).xyz); -R1f.xyz = (circleBlur(textureUnitPS0, R1f.zw, textureSize(textureUnitPS0, 0)).xyz); +R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz); +R7f.xyz = (texture(textureUnitPS0, R0f.zw).xyz); +R8f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); +R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz); // 0 tempf.x = dot(vec4(R3f.x,R3f.y,R3f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0)); PV0f.x = tempf.x;