#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 7b9f05b2bd8f3b71 //skell cockpit brigthtness fix + minor colour tweak to balance broken bloom const float exposure = 0.32; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. const float postExposure = 1.05; // 1.0 is neutral, then slightly raise exposure back up. const float gamma = 0.93; // 1.0 is neutral const float vibrance = 0.3175; // 0.0 is neutral const float crushContrast = 0.000; // 0.0 is neutral. loss of shadow detail uniform ivec4 uf_remappedPS[1]; 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(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; 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(crushContrast)); return fColour; } 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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } void main() { vec4 R0f = vec4(0.0); vec4 R126f = 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.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); // 0 R0f.xyz = contrasty(R0f.xyz); backupReg0f = R0f.x; backupReg1f = R0f.w; PV0f.x = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].x)); R127f.y = mul_nonIEEE(R0f.z, intBitsToFloat(uf_remappedPS[0].x)); R127f.z = mul_nonIEEE(R0f.y, intBitsToFloat(uf_remappedPS[0].x)); R0f.w = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].x)); // 1 tempResultf = log2(PV0f.x); if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; PS1f = tempResultf; // 2 R127f.w = PS1f * intBitsToFloat(0x3ee8ba2e); tempResultf = log2(R127f.z); if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; PS0f = tempResultf; // 3 R126f.w = PS0f * intBitsToFloat(0x3ee8ba2e); tempResultf = log2(R127f.y); if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; PS1f = tempResultf; // 4 R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e); R0f.x = exp2(R127f.w); PS0f = R0f.x; // 5 R0f.y = exp2(R126f.w); PS1f = R0f.y; // 6 R0f.z = exp2(R127f.x); PS0f = R0f.z; // export passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)*postExposure; }