#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 03285368cf940e37 //box bg const float dither = $dither ; const float scaleShader = $scaleShader; const float scaleBlur = ($scaleBlur); //0.25 4k const int sampleScale = 2; const float lightBloom = 0.95; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 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: 1 layout(location = 0) in vec4 passParameterSem3; layout(location = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; // FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG const int samples = 8 * sampleScale, //8 or 4 balances xy position LOD = 2, // gaussian done on MIPmap at scale LOD sLOD = 1 << LOD; // tile size = 2^LOD const float sigma = float(samples) * .25; float gaussian(vec2 i) { return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma); } vec4 blur(sampler2D sp, vec2 U, vec2 scale) { vec4 O = vec4(0.0); int s = samples / sLOD; for (int i = 0; i < s*s; i++) { vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.; O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD)); } //O / O.a; return vec4(O.x, O.y, O.z, 0.0)*17; //16 exact, 17 ~ a touch more haze to compensate res increase } 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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));} void main() { vec4 R0f = vec4(0.0); vec4 R1f = vec4(0.0); vec4 R2f = vec4(0.0); vec4 R3f = vec4(0.0); vec4 R123f = 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 = passParameterSem3; vec2 coord = passParameterSem3.xy*textureSize(textureUnitPS0, 0); // vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0); vec2 uv = coord * ps; R1f.xyz = blur(textureUnitPS0, R0f.xy, ps*scaleBlur).xyz; R2f.xyz = R1f.xyz; R3f.xyz = R1f.xyz; R0f.xyz = R1f.xyz; /* R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); R2f.xyz = (texture(textureUnitPS0, R0f.zy).xyz); R3f.xyz = (texture(textureUnitPS0, R0f.xw).xyz); R0f.xyz = (texture(textureUnitPS0, R0f.zw).xyz); */ // 0 PV0f.x = R1f.z + R2f.z; PV0f.x /= 2.0; PV0f.z = R1f.y + R2f.y; PV0f.z /= 2.0; PV0f.w = R1f.x + R2f.x; PV0f.w /= 2.0; // 1 R123f.x = (R3f.y * 0.5 + PV0f.z); PV1f.x = R123f.x; R123f.y = (R3f.x * 0.5 + PV0f.w); PV1f.y = R123f.y; R123f.w = (R3f.z * 0.5 + PV0f.x); PV1f.w = R123f.w; // 2 backupReg0f = R0f.x; backupReg1f = R0f.y; backupReg2f = R0f.z; R0f.x = (backupReg0f * 0.5 + PV1f.y)/2.0; R0f.y = (backupReg1f * 0.5 + PV1f.x)/2.0; R0f.z = (backupReg2f * 0.5 + PV1f.w)/2.0; // export passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); }