#version 420 #extension GL_ARB_texture_gather : enable // shader d8e69e8df8c227f5 // Bloom/blur 1st step, 1280->640->1280 // To do, go back and remove all test blurs.. 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 layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; const float resScale = ; //const float resScale = 3.5; //3.5 looks nicer 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 blur21Vert(sampler2D image, vec2 vuv, vec2 res) { // Note, must use gl_FragCord not emulated coordinates to sample between textels // Two pass implementation //iq CC , http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ vec3 blr = vec3(0.0); blr += 0.026109*texture(image, (vuv + vec2(0.0, -15.5)) / res.xy).xyz; blr += 0.034202*texture(image, (vuv + vec2(0.0, -13.5)) / res.xy).xyz; blr += 0.043219*texture(image, (vuv + vec2(0.0, -11.5)) / res.xy).xyz; blr += 0.052683*texture(image, (vuv + vec2(0.0, -9.5)) / res.xy).xyz; blr += 0.061948*texture(image, (vuv + vec2(0.0, -7.5)) / res.xy).xyz; blr += 0.070266*texture(image, (vuv + vec2(0.0, -5.5)) / res.xy).xyz; blr += 0.076883*texture(image, (vuv + vec2(0.0, -3.5)) / res.xy).xyz; blr += 0.081149*texture(image, (vuv + vec2(0.0, -1.5)) / res.xy).xyz; blr += 0.041312*texture(image, (vuv + vec2(0.0, 0.0)) / res.xy).xyz; blr += 0.081149*texture(image, (vuv + vec2(0.0, 1.5)) / res.xy).xyz; blr += 0.076883*texture(image, (vuv + vec2(0.0, 3.5)) / res.xy).xyz; blr += 0.070266*texture(image, (vuv + vec2(0.0, 5.5)) / res.xy).xyz; blr += 0.061948*texture(image, (vuv + vec2(0.0, 7.5)) / res.xy).xyz; blr += 0.052683*texture(image, (vuv + vec2(0.0, 9.5)) / res.xy).xyz; blr += 0.043219*texture(image, (vuv + vec2(0.0, 11.5)) / res.xy).xyz; blr += 0.034202*texture(image, (vuv + vec2(0.0, 13.5)) / res.xy).xyz; blr += 0.026109*texture(image, (vuv + vec2(0.0, 15.5)) / res.xy).xyz; blr /= 0.93423; // renormalize to compensate for the 4 taps I skipped return vec4(blr, 1.0); } vec4 blur21Horiz(sampler2D image, vec2 vuv, vec2 res) { //iq CC vec3 blr = vec3(0.0); blr += 0.026109*texture(image, (vuv + vec2(-15.5, 0.0)) / res.xy).xyz; blr += 0.034202*texture(image, (vuv + vec2(-13.5, 0.0)) / res.xy).xyz; blr += 0.043219*texture(image, (vuv + vec2(-11.5, 0.0)) / res.xy).xyz; blr += 0.052683*texture(image, (vuv + vec2(-9.5, 0.0)) / res.xy).xyz; blr += 0.061948*texture(image, (vuv + vec2(-7.5, 0.0)) / res.xy).xyz; blr += 0.070266*texture(image, (vuv + vec2(-5.5, 0.0)) / res.xy).xyz; blr += 0.076883*texture(image, (vuv + vec2(-3.5, 0.0)) / res.xy).xyz; blr += 0.081149*texture(image, (vuv + vec2(-1.5, 0.0)) / res.xy).xyz; blr += 0.041312*texture(image, (vuv + vec2(0.0, 0.0)) / res.xy).xyz; blr += 0.081149*texture(image, (vuv + vec2(1.5, 0.0)) / res.xy).xyz; blr += 0.076883*texture(image, (vuv + vec2(3.5, 0.0)) / res.xy).xyz; blr += 0.070266*texture(image, (vuv + vec2(5.5, 0.0)) / res.xy).xyz; blr += 0.061948*texture(image, (vuv + vec2(7.5, 0.0)) / res.xy).xyz; blr += 0.052683*texture(image, (vuv + vec2(9.5, 0.0)) / res.xy).xyz; blr += 0.043219*texture(image, (vuv + vec2(11.5, 0.0)) / res.xy).xyz; blr += 0.034202*texture(image, (vuv + vec2(13.5, 0.0)) / res.xy).xyz; blr += 0.026109*texture(image, (vuv + vec2(15.5, 0.0)) / res.xy).xyz; blr /= 0.93423; // renormalize to compensate for the 4 taps I skipped return vec4(blr, 1.0); } 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)); } vec4 circleBlur(sampler2D image, vec2 vuv, vec2 res){ //original by jcant0n ? //vec2 uv = gl_FragCoord.xy / res.xy; vec2 uv = vuv; vec2 PixelOffset = 1.9 / 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); } vec4 blur25(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) { //curent implentation doesn't work in cemu.. //mattdesl MIT - https://github.com/Jam3/glsl-fast-gaussian-blur vec4 color = vec4(0.0); vec2 off1 = vec2(1.44827586) * direction; vec2 off2 = vec2(3.37931034) * direction; vec2 off3 = vec2(5.31034483) * direction; vec2 off4 = vec2(7.24137931) * direction; vec2 off5 = vec2(9.17241379) * direction; vec2 off6 = vec2(11.10344828) * direction; //color += texture2D(image, uv - (off6 / resolution)) * 0.00001361; color += texture2D(image, uv - (off5 / resolution)) * 0.00044240; color += texture2D(image, uv - (off4 / resolution)) * 0.00581436; color += texture2D(image, uv - (off3 / resolution)) * 0.03730881; color += texture2D(image, uv - (off2 / resolution)) * 0.12888498; color += texture2D(image, uv - (off1 / resolution)) * 0.25281284; color += texture2D(image, uv) * 0.14944601; color += texture2D(image, uv + (off1 / resolution)) * 0.25281284; color += texture2D(image, uv + (off2 / resolution)) * 0.12888498; color += texture2D(image, uv + (off3 / resolution)) * 0.03730881; color += texture2D(image, uv + (off4 / resolution)) * 0.00581436; color += texture2D(image, uv + (off5 / resolution)) * 0.00044240; //color += texture2D(image, uv + (off6 / resolution)) * 0.00001361; ///= 0.93423 return color /= 0.93423; } 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); 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 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; R0f.xy = vec2((passParameterSem0.x + passParameterSem0.z) , (passParameterSem0.y + passParameterSem0.w) ); //center point // 0 R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x)/resScale; R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y)/resScale; R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[0].z)/resScale; R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[0].w)/resScale; // 1 backupReg0f = R0f.x; backupReg1f = R0f.y; backupReg0f = R0f.x; backupReg1f = R0f.y; R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[1].x)/resScale; R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[1].y)/resScale; R1f.z = backupReg0f + intBitsToFloat(uf_remappedPS[1].z)/resScale; R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w)/resScale; R2f.xyz = (texture(textureUnitPS1, R1f.xy).xyz); R3f.xyz = (texture(textureUnitPS1, R0f.zw).xyz); R4f.xyz = (texture(textureUnitPS1, R0f.xy).xyz); R5f.xyz = (texture(textureUnitPS1, R1f.zw).xyz); //vec2 iResolution = textureSize(textureUnitPS0, 0); R6f = circleBlur(textureUnitPS0, R1f.xy, textureSize(textureUnitPS0, 0)); R7f = circleBlur(textureUnitPS0, R0f.zw, textureSize(textureUnitPS0, 0)); R0f = circleBlur(textureUnitPS0, R0f.xy, textureSize(textureUnitPS0, 0)); R1f = circleBlur(textureUnitPS0, R1f.zw, textureSize(textureUnitPS0, 0)); // Sample distance fails :( //R6f = mix(blur25(textureUnitPS0, R1f.xy, vec2(2560, 1440), vec2(0.0, 1.0)), blur13(textureUnitPS0, R1f.xy, textureSize(textureUnitPS0, 0), vec2(1.0,0.0)), 0.5); //R7f = mix(blur25(textureUnitPS0, R0f.zw, textureSize(textureUnitPS0, 0), vec2(2.0, -3.0)), blur13(textureUnitPS0, R0f.zw, textureSize(textureUnitPS0, 0), vec2(4.0, 6.0)), 0.5); //R0f = mix(blur25(textureUnitPS0, R0f.xy, textureSize(textureUnitPS0, 0), vec2(4.0, -6.0)), blur13(textureUnitPS0, R0f.xy, textureSize(textureUnitPS0, 0), vec2(2.0, 3.0)), 0.5); //R1f = mix(blur25(textureUnitPS0, R1f.zw, textureSize(textureUnitPS0, 0), vec2(8.0, -9.0)), blur13(textureUnitPS0, R1f.zw, textureSize(textureUnitPS0, 0), vec2(1.1, 1.5)), 0.5); tempf.x = dot(vec4(R2f.x,R2f.y,R2f.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; R127f.w = tempf.x; R127f.z = R6f.x + R7f.x; PS0f = R127f.z; // 1 tempf.x = dot(vec4(R3f.x,R3f.y,R3f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0)); PV1f.x = tempf.x; PV1f.y = tempf.x; PV1f.z = tempf.x; PV1f.w = tempf.x; R127f.y = R6f.y + R7f.y; PS1f = R127f.y; // 2 tempf.x = dot(vec4(R4f.x,R4f.y,R4f.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; PS0f = R127f.w + PV1f.x; // 3 tempf.x = dot(vec4(R5f.x,R5f.y,R5f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0)); PV1f.x = tempf.x; PV1f.y = tempf.x; PV1f.z = tempf.x; PV1f.w = tempf.x; PS1f = PS0f + PV0f.x; // 4 backupReg0f = R0f.y; PV0f.y = PS1f + PV1f.x; PV0f.z = R127f.y + backupReg0f; PV0f.w = R6f.z + R7f.z; // 5 backupReg0f = R0f.z; R123f.x = (PV0f.y * 0.25 + -(intBitsToFloat(uf_remappedPS[2].x))); PV1f.x = R123f.x; PV1f.y = R127f.z + R0f.x; PV1f.z = PV0f.z + R1f.y; PV1f.w = PV0f.w + backupReg0f; // 6 PV0f.x = PV1f.y + R1f.x; PV0f.y = PV1f.w + R1f.z; PV0f.z = PV1f.z * 0.25; PV0f.w = max(PV1f.x, -(PV1f.x)); // 7 PV1f.x = PV0f.x * 0.25; PV1f.y = PV0f.y * 0.25; PV1f.z = PV0f.w * intBitsToFloat(uf_remappedPS[2].y); PV1f.z = clamp(PV1f.z, 0.0, 1.0); PV1f.w = max(PV0f.z, 0.0); // 8 PV0f.x = max(PV1f.y, 0.0); R1f.y = min(PV1f.w, 4.0); PV0f.z = max(PV1f.x, 0.0); tempResultf = log2(PV1f.z); if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; PS0f = tempResultf; // 9 PV1f.x = PS0f * intBitsToFloat(uf_remappedPS[2].w); R1f.z = min(PV0f.x, 4.0); R1f.x = min(PV0f.z, 4.0); PS1f = R1f.x; // 10 PS0f = exp2(PV1f.x); // 11 R1f.w = PS0f * intBitsToFloat(uf_remappedPS[2].z); // export passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); }