#version 420 #extension GL_ARB_texture_gather : enable // shader d8e69e8df8c227f5 // Inital blur step pixelation fix, naive blur9 hack to aproximate 720 blur. // To-do review performance hit of multi pass and depth for bokeh blur const float resScale = ; //const float resScale = 3.0; // 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 repositionBlur = 1.00425; //mattdesl MIT - https://github.com/Jam3/glsl-fast-gaussian-blur vec4 blur9(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) { vec4 color = vec4(0.0); vec2 off1 = vec2(1.3846153846) * direction; vec2 off2 = vec2(3.2307692308) * direction; color += texture2D(image, uv) * 0.2270270270; color += texture2D(image, uv + (off1 / resolution)) * 0.3162162162; color += texture2D(image, uv - (off1 / resolution)) * 0.3162162162; color += texture2D(image, uv + (off2 / resolution)) * 0.0702702703; color += texture2D(image, uv - (off2 / resolution)) * 0.0702702703; return color; } 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; vec2 scaleFactor = vec2(repositionBlur, repositionBlur); //Added R0f.xy = R0f.xy * scaleFactor;// re-align bloom.. hack until issue source is found. // 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); //hack aproximate 720 blur R6f = blur9(textureUnitPS0, R1f.xy, textureSize(textureUnitPS0, 0), vec2(0.0, 1.0)); // note, check what goes wrong with textureSize(textureUnitPS0, 0), R7f = blur9(textureUnitPS0, R0f.zw, textureSize(textureUnitPS0, 0), vec2(1.0, 0.0)); R0f = blur9(textureUnitPS0, R0f.xy, textureSize(textureUnitPS0, 0), vec2(0.0, 1.0)); R1f = blur9(textureUnitPS0, R1f.zw, textureSize(textureUnitPS0, 0), vec2(1.0, 0.0)); /* R6f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); R7f.xyz = (texture(textureUnitPS0, R0f.zw).xyz); R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz); */ // 0// 0.125, 31.875, 8128.125 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); //R1f = blur9(textureUnitPS0, R1f.xy, vec2(2560.0, 1440.0), vec2(1.0, 0.0)); // export passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); }