mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-29 11:21:49 +01:00
5f6725df66
Add - Scaling of AO noise, blur steps and partial coverage
62 lines
1.8 KiB
Plaintext
62 lines
1.8 KiB
Plaintext
#version 420
|
|
#extension GL_ARB_texture_gather : enable
|
|
// shader fe436d1abf8cc6f6
|
|
//noise texture for AO, don't scale, use AO sahder.
|
|
const float resScale = 1.0;
|
|
uniform ivec4 uf_uniformRegisterPS[256];
|
|
layout(location = 0) in vec4 passParameterSem0;
|
|
layout(location = 0) out vec4 passPixelColor0;
|
|
uniform vec2 uf_fragCoordScale;
|
|
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()
|
|
{
|
|
ivec4 R0i = ivec4(0);
|
|
ivec4 R127i = ivec4(0);
|
|
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
|
|
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
|
|
int PS0i = 0, PS1i = 0;
|
|
ivec4 tempi = ivec4(0);
|
|
float tempResultf;
|
|
int tempResulti;
|
|
ivec4 ARi = ivec4(0);
|
|
bool predResult = true;
|
|
vec3 cubeMapSTM;
|
|
int cubeMapFaceId;
|
|
R0i = floatBitsToInt(passParameterSem0);
|
|
// 0
|
|
R127i.y = R0i.x;
|
|
R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 4.0/ resScale);
|
|
R0i.z = 0;
|
|
PV0i.w = R0i.y;
|
|
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 4.0/ resScale);
|
|
// 1
|
|
PS1i = int(intBitsToFloat(PV0i.w));
|
|
// 2
|
|
PV0i.y = PS1i << 0x00000002;
|
|
PS0i = int(intBitsToFloat(R127i.y));
|
|
// 3
|
|
PV1i.x = PS0i + PV0i.y;
|
|
// 4
|
|
R127i.w = floatBitsToInt(float(PV1i.x));
|
|
PS0i = R127i.w;
|
|
// 5
|
|
tempResultf = intBitsToFloat(PS0i);
|
|
tempResultf = floor(tempResultf);
|
|
tempResultf = clamp(tempResultf, -256.0, 255.0);
|
|
ARi.x = int(tempResultf);
|
|
PV1i.x = floatBitsToInt(tempResultf);
|
|
// 6
|
|
R0i.x = uf_uniformRegisterPS[ARi.x+0].x;
|
|
R0i.y = uf_uniformRegisterPS[ARi.x+0].y;
|
|
// export
|
|
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.z));
|
|
}
|