#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader e334517825fdd599 //basline dof blur.. const float scaleBlur = $scaleBlur; //0.125 4k const int sampleScaling = $presetPass; #define EnableBlur $enableBlur layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4001000 res 1920x1080x1 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: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; /* Nr of pass hack since we don't know what the res pack set to after moving shader from main pack :( * Would have been better to manually tweak per res setting , and then add static scaler on top of that. * ~1080 -> 2 pass, 1440->3 , 4k -> 5 */ const int sampleScale = 2 + int(1.0/uf_fragCoordScale.x) + sampleScaling; //const int sampleScale = 2 + sampleScaling; // FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG const int samples = 4 * sampleScale, //8 or 4 balances xy position + brightness hack 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)); } //return O / O.a; return vec4(O.x, O.y, O.z, 0.0)*20.0; // balance loss of brightness } 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 R9f = 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; #if (EnableBlur == 1) vec2 scaler = uf_fragCoordScale.xy; vec2 coord = R0f.xy*textureSize(textureUnitPS0, 0); // vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0); vec2 uv = coord * ps; R9f.xyz = blur(textureUnitPS0, R0f.xy, ps*0.5*scaleBlur*scaler).xyz; R0f.w = (textureLod(textureUnitPS0, R0f.xy,0.0).w); // export passPixelColor0 = vec4(R9f.x, R9f.y, R9f.z, R0f.w); #elif (EnableBlur == 0) R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw); // export passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); #endif }