#version 420 #extension GL_ARB_texture_gather : enable // shader 91f557914ed24b44 // re-alignt off axis bloom //To-do Re-do whole chain with centered viewport values. uniform ivec4 uf_remappedPS[1]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4386000 res 1280x720x1 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 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5376000 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem2; layout(location = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; const float repositionBloom = 1.00225; 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 R2f = 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; R2f = passParameterSem2; vec2 scaleFactor = vec2(repositionBloom, repositionBloom); //Added R2f.xy = R2f.xy * scaleFactor;// re-align bloom.. hack until issue source is found. R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); R2f.xyz = (texture(textureUnitPS1, R2f.xy).xyz); // 0 tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0)); PV0f.x = tempf.x; PV0f.y = tempf.x; PV0f.z = tempf.x; PV0f.w = tempf.x; // 1 PV1f.y = -(R0f.x) + PV0f.x; // 2 PV0f.x = max(PV1f.y, -(PV1f.y)); // 3 PV1f.w = R0f.y * PV0f.x; PV1f.w = clamp(PV1f.w, 0.0, 1.0); // 4 tempResultf = log2(PV1f.w); if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; PS0f = tempResultf; // 5 PV1f.y = PS0f * intBitsToFloat(uf_remappedPS[0].w); // 6 PS0f = exp2(PV1f.y); // 7 R2f.w = PS0f * intBitsToFloat(uf_remappedPS[0].z); //sharpen // export passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); }