#version 420 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) #define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) #define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #define gl_VertexID gl_VertexIndex #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) #define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif // This shaders was auto-converted from OpenGL to Cemu. // shader 3cc7e98f78c258b4 // brightness workaround. // To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia // changes here in turn "breaks" bloom as they over or under expose depending on day/night //old contrasty, or just copy paste clarity const float gamma = $gamma; // 1.0 is neutral const float exposure = $exposure; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. const float vibrance = $vibrance; // 0.0 is neutral const float lift = $lift; // 0.0 is neutral. loss of shadow detail const float postExposure = $postExposure; // 1.0 is neutral, then slightly raise exposure back up. vec3 contrasty(vec3 colour){ vec3 fColour = (colour.xyz); fColour = clamp(exposure * fColour, 0.0, 1.0); fColour = pow(fColour, vec3(1.0 / gamma)); float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114; float mn = min(min(fColour.r, fColour.g), fColour.b); float mx = max(max(fColour.r, fColour.g), fColour.b); float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0; vec3 lightness = vec3((mn + mx) / 2.0); // vibrance fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat); fColour = max(vec3(0.0), fColour + vec3(lift)); return fColour; } #ifdef VULKAN layout(set = 1, binding = 2) uniform ufBlock { uniform ivec4 uf_remappedPS[1]; uniform vec4 uf_fragCoordScale; }; #else uniform ivec4 uf_remappedPS[1]; uniform vec2 uf_fragCoordScale; #endif TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; TEXTURE_LAYOUT(1, 1, 1) uniform sampler3D textureUnitPS1; layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; // uf_fragCoordScale was moved to the ufBlock float lineRand(vec2 co) { float a = 12.9898; float b = 78.233; float c = 43758.5453; float dt = dot(co.xy, vec2(a, b)); float sn = mod(dt, 3.14); return fract(sin(sn) * c); } 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 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 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; R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) * (0.985 -(lineRand(gl_FragCoord.xy)*0.015)); //R0f.xyz = R0f.xyz - (lineRand(gl_FragCoord.xy)*0.1); // 0 R0f.xyz = contrasty(R0f.xyz); R127f.x = R0f.z * intBitsToFloat(uf_remappedPS[0].x); R127f.x = clamp(R127f.x, 0.0, 1.0); R127f.y = R0f.y * intBitsToFloat(uf_remappedPS[0].x); R127f.y = clamp(R127f.y, 0.0, 1.0); PV0f.z = R0f.x * intBitsToFloat(uf_remappedPS[0].x); PV0f.z = clamp(PV0f.z, 0.0, 1.0); R1f.w = 1.0; // 1 tempResultf = log2(PV0f.z); if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; PS1f = tempResultf; // 2 R127f.z = PS1f * intBitsToFloat(0x3ee8ba2e); tempResultf = log2(R127f.y); if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; PS0f = tempResultf; // 3 R127f.w = PS0f * intBitsToFloat(0x3ee8ba2e); tempResultf = log2(R127f.x); if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; PS1f = tempResultf; // 4 R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e); PS0f = exp2(R127f.z); // 5 R0f.x = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)); PS1f = exp2(R127f.w); // 6 R0f.y = (PS1f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)); PS0f = exp2(R127f.x); // 7 R0f.z = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)); R1f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz); // export //R1f = vec4(pow(R1f.xyz, vec3(1. / gammaPostExposure)), 1.0); passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w)*postExposure; }