#version 420 #extension GL_ARB_texture_gather : enable const float sharpen_strength = 0.2; //0 off, 1 full (edge haloing) note, off = use only blur aa // shader 59df1c7e1806366c // aa-restore + sharpen pass. AA removal will override any setting here const float resScale = ; uniform ivec4 uf_remappedPS[2]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 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 0xf470a000 res 1280x720x1 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 = 0) out vec4 passPixelColor0; vec3 blurSample(in vec2 uv, in vec2 xoff, in vec2 yoff) { vec3 v11 = texture(textureUnitPS1, uv + xoff).rgb; vec3 v12 = texture(textureUnitPS1, uv + yoff).rgb; vec3 v21 = texture(textureUnitPS1, uv - xoff).rgb; vec3 v22 = texture(textureUnitPS1, uv - yoff).rgb; return (v11 + v12 + v21 + v22 + 2.0 * texture(textureUnitPS1, uv).rgb) * 0.166667; } vec3 edgeStrength(in vec2 uv) { const float spread = 0.5; vec2 offset = vec2(1.0) / textureSize(textureUnitPS0, 0); vec2 up = vec2(0.0, offset.y) * spread; vec2 right = vec2(offset.x, 0.0) * spread; const float frad = 3.0; vec3 v11 = blurSample(uv + up - right, right, up); vec3 v12 = blurSample(uv + up, right, up); vec3 v13 = blurSample(uv + up + right, right, up); vec3 v21 = blurSample(uv - right, right, up); vec3 v22 = blurSample(uv, right, up); vec3 v23 = blurSample(uv + right, right, up); vec3 v31 = blurSample(uv - up - right, right, up); vec3 v32 = blurSample(uv - up, right, up); vec3 v33 = blurSample(uv - up + right, right, up); vec3 laplacian_of_g = v11 * 0.0 + v12 * 1.0 + v13 * 0.0 + v21 * 1.0 + v22 * -4.0 + v23 * 1.0 + v31 * 0.0 + v32 * 1.0 + v33 * 0.0; laplacian_of_g = laplacian_of_g * 1.0; return laplacian_of_g.xyz; } 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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } void main() { ivec4 R0i = ivec4(0); ivec4 R1i = ivec4(0); ivec4 R2i = ivec4(0); ivec4 R3i = ivec4(0); ivec4 R4i = ivec4(0); ivec4 R123i = ivec4(0); ivec4 R126i = ivec4(0); ivec4 R127i = ivec4(0); int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; ivec4 PV0i = ivec4(0), PV1i = ivec4(0); int PS0i = 0, PS1i = 0; ivec4 tempi = ivec4(0); float tempResultf; int tempResulti; ivec4 ARi = ivec4(0); bool predResult = true; bool activeMaskStack[2]; bool activeMaskStackC[3]; activeMaskStack[0] = false; activeMaskStackC[0] = false; activeMaskStackC[1] = false; activeMaskStack[0] = true; activeMaskStackC[0] = true; activeMaskStackC[1] = true; vec3 cubeMapSTM; int cubeMapFaceId; R0i = floatBitsToInt(passParameterSem0); R1i = floatBitsToInt(passParameterSem1); if( activeMaskStackC[1] == true ) { //R2i.xyzw = floatBitsToInt(textureGather(textureUnitPS0, intBitsToFloat(R0i.zw)).xyzw); // cemu bug? Review later //R0i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).x); // edge blur/chromatic } if( activeMaskStackC[1] == true ) { activeMaskStack[1] = activeMaskStack[0]; activeMaskStackC[2] = activeMaskStackC[1]; // 0 backupReg0i = R2i.x; R2i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(0x3aaaaaab)); //0.0026041667 / 2 0x3aaaaaab PV0i.x = R2i.x; R127i.y = floatBitsToInt(max(intBitsToFloat(R2i.y), intBitsToFloat(R2i.w))); R127i.z = floatBitsToInt(min(intBitsToFloat(R2i.y), intBitsToFloat(R2i.w))); // 1 PV1i.y = floatBitsToInt(min(intBitsToFloat(R2i.z), intBitsToFloat(PV0i.x))); PV1i.w = floatBitsToInt(max(intBitsToFloat(R2i.z), intBitsToFloat(PV0i.x))); // 2 R4i.y = floatBitsToInt(max(intBitsToFloat(R127i.y), intBitsToFloat(PV1i.w))); PV0i.y = R4i.y; R4i.z = floatBitsToInt(min(intBitsToFloat(R127i.z), intBitsToFloat(PV1i.y))); PV0i.z = R4i.z; // 3 backupReg0i = R0i.x; backupReg0i = R0i.x; PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(uf_remappedPS[0].x)/resScale); PV1i.y = floatBitsToInt(max(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.y))); PV1i.z = floatBitsToInt(min(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.z))); // 4 R0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.y)); R0i.w = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].y))); // 5 backupReg0i = R0i.x; predResult = (intBitsToFloat(R0i.w) > intBitsToFloat(backupReg0i)); activeMaskStack[1] = predResult; activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; } else { activeMaskStack[1] = false; activeMaskStackC[2] = false; } if( activeMaskStackC[2] == true ) { // 0 if( (0 == 0)) discard; } activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; if( activeMaskStackC[1] == true ) { // 0 R127i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),intBitsToFloat(R2i.w)),vec4(-(1.0),1.0,1.0,-(1.0)))); PV0i.x = R127i.x; PV0i.y = R127i.x; PV0i.z = R127i.x; PV0i.w = R127i.x; R127i.z = 0; PS0i = R127i.z; // 1 tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),intBitsToFloat(R2i.w)),vec4(-(1.0),1.0,-(1.0),1.0))); PV1i.x = tempi.x; PV1i.y = tempi.x; PV1i.z = tempi.x; PV1i.w = tempi.x; R127i.y = tempi.x; R4i.w = 0x3f800000; PS1i = R4i.w; // 2 tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.x),intBitsToFloat(R127i.z),-0.0),vec4(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.x),intBitsToFloat(R127i.z),0.0))); PV0i.x = tempi.x; PV0i.y = tempi.x; PV0i.z = tempi.x; PV0i.w = tempi.x; // 3 tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x)); PS1i = floatBitsToInt(tempResultf); // 4 backupReg0i = R127i.x; R127i.x = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PS1i)); PV0i.x = R127i.x; R127i.w = floatBitsToInt(intBitsToFloat(R127i.y) * intBitsToFloat(PS1i)); PV0i.w = R127i.w; // 5 PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(uf_remappedPS[1].y)/ resScale); PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(uf_remappedPS[1].x)/ resScale); PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); // 6 R0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV1i.z))); R0i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV1i.y))); PV0i.z = floatBitsToInt(min(intBitsToFloat(PV1i.x), intBitsToFloat(PV1i.w))); R2i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(PV1i.z)); R2i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(PV1i.y)); PS0i = R2i.y; // 7 PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(uf_remappedPS[0].z)/ resScale); // 8 PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.y)); // 9 PV1i.z = floatBitsToInt(intBitsToFloat(R127i.w) * intBitsToFloat(PS0i)); PV1i.w = floatBitsToInt(intBitsToFloat(R127i.x) * intBitsToFloat(PS0i)); // 10 PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.z), intBitsToFloat(0xc0000000))); PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), intBitsToFloat(0xc0000000))); // 11 PV1i.z = floatBitsToInt(min(intBitsToFloat(PV0i.x), 2.0)); PV1i.w = floatBitsToInt(min(intBitsToFloat(PV0i.y), 2.0)); // 12 PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(uf_remappedPS[1].w)/ resScale); PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(uf_remappedPS[1].z)/ resScale); // 13 backupReg0i = R1i.x; backupReg1i = R1i.y; backupReg0i = R1i.x; backupReg1i = R1i.y; R1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(PV0i.w))); R1i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(PV0i.x))); R0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.w)); R0i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.x)); } if( activeMaskStackC[1] == true ) { R1i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).xyz); R3i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.zw)).xyz); R0i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).xyz); R2i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.wy)).xyz); } if( activeMaskStackC[1] == true ) { // 0 R127i.x = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R3i.z)); PV0i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R3i.y)); PV0i.z = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R3i.x)); // 1 backupReg0i = R0i.x; PV1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R2i.x)); R127i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(R2i.z)); PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) * 0.25); PV1i.w = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(R2i.y)); PS1i = floatBitsToInt(intBitsToFloat(PV0i.z) * 0.25); // 2 backupReg0i = R127i.x; R127i.x = floatBitsToInt((intBitsToFloat(PV1i.x) * 0.25 + intBitsToFloat(PS1i))); PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) * 0.25); R127i.z = PV1i.x; R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0); R127i.w = floatBitsToInt((intBitsToFloat(PV1i.w) * 0.25 + intBitsToFloat(PV1i.z))); PV0i.w = R127i.w; R126i.y = PV1i.w; R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) / 2.0); PS0i = R126i.y; // 3 PV1i.x = ((intBitsToFloat(PV0i.w) > intBitsToFloat(R4i.y))?int(0xFFFFFFFF):int(0x0)); PV1i.y = ((intBitsToFloat(R4i.z) > intBitsToFloat(PV0i.w))?int(0xFFFFFFFF):int(0x0)); R126i.z = floatBitsToInt((intBitsToFloat(R127i.y) * 0.25 + intBitsToFloat(PV0i.y))); R126i.w = R127i.y; R126i.w = floatBitsToInt(intBitsToFloat(R126i.w) / 2.0); // 4 R123i.w = ((PV1i.y == 0)?(PV1i.x):(int(-1))); PV0i.w = R123i.w; // 5 R4i.x = ((PV0i.w == 0)?(R127i.x):(R127i.z)); R4i.y = ((PV0i.w == 0)?(R127i.w):(R126i.y)); R4i.z = ((PV0i.w == 0)?(R126i.z):(R126i.w)); } vec2 uv = gl_FragCoord.xy / textureSize(textureUnitPS1, 0); vec4 sharpColour = vec4(texture(textureUnitPS1, uv).xyz - edgeStrength(uv) * sharpen_strength, 1.0); // export //passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); passPixelColor0 = mix(sharpColour, vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)), 0.5); }