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fec10e3071
* Update rules.txt fixed preset parsing error * Create rules.txt created the rules file for adjust blur pack * Add files via upload uploaded the shader responsible
100 lines
3.7 KiB
Plaintext
100 lines
3.7 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 4d96f8f88575bcab -- Used to blur out the main frame in various cutscenes
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float blur = $Blur;
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uniform ivec4 uf_remappedPS[1];
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4fa8000 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4c24000 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem136;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R127i = ivec4(0);
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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bool activeMaskStack[2];
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bool activeMaskStackC[3];
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activeMaskStack[0] = false;
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activeMaskStackC[0] = false;
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activeMaskStackC[1] = false;
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activeMaskStack[0] = true;
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activeMaskStackC[0] = true;
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activeMaskStackC[1] = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0i = floatBitsToInt(passParameterSem136);
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if( activeMaskStackC[1] == true ) {
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R0i.w = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R0i.xy),0.0).x);
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}
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if( activeMaskStackC[1] == true ) {
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activeMaskStack[1] = activeMaskStack[0];
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activeMaskStackC[2] = activeMaskStackC[1];
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// 0
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R1i.w = int(-1);
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// 1
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predResult = (intBitsToFloat(0x3f7ff972) >= intBitsToFloat(R0i.w));
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activeMaskStack[1] = predResult;
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activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
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}
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else {
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activeMaskStack[1] = false;
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activeMaskStackC[2] = false;
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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PV0i.y = ((intBitsToFloat(uf_remappedPS[0].y) >= intBitsToFloat(R0i.w))?int(0xFFFFFFFF):int(0x0));
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PV0i.z = ((intBitsToFloat(R0i.w) >= intBitsToFloat(uf_remappedPS[0].x))?int(0xFFFFFFFF):int(0x0));
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// 1
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R123i.x = ((PV0i.z == 0)?(0):(PV0i.y));
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PV1i.x = R123i.x;
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// 2
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R1i.w = ((PV1i.x == 0)?(0):(int(-1)));
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}
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activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
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if( activeMaskStackC[1] == true ) {
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// 0
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if( (R1i.w != 0)) discard;
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}
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if( activeMaskStackC[1] == true ) {
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R0i.xyz = floatBitsToInt(textureLod(textureUnitPS2, intBitsToFloat(R0i.xy),0.0).xyz);
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}
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if( activeMaskStackC[1] == true ) {
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// 0
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R127i.x = ((intBitsToFloat(uf_remappedPS[0].x) > intBitsToFloat(R0i.w))?int(0xFFFFFFFF):int(0x0));
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PV0i.y = floatBitsToInt(-(intBitsToFloat(R0i.w)) + intBitsToFloat(uf_remappedPS[0].x));
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PV0i.z = floatBitsToInt(intBitsToFloat(R0i.w) + -(intBitsToFloat(uf_remappedPS[0].y)));
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// 1
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PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z), intBitsToFloat(PV0i.y)));
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PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w), intBitsToFloat(PV0i.z)));
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// 2
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PV0i.x = floatBitsToInt(min(intBitsToFloat(PV1i.y), 1.0));
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PV0i.w = floatBitsToInt(min(intBitsToFloat(PV1i.x), 1.0));
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// 3
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R0i.w = ((R127i.x == 0)?(PV0i.x):(PV0i.w));
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}
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// export
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passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w) * blur );
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}
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