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https://github.com/cemu-project/cemu_graphic_packs.git
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71 lines
2.3 KiB
Plaintext
71 lines
2.3 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 d2a97b2fb99452a5
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//gauss blur box
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4385000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 1 1 1 border: 0
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layout(location = 0) in vec4 passParameterSem130;
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layout(location = 0) out vec4 passPixelColor0;
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// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG
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const int samples = 8 * 4, //8 or 4 balances xy position
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LOD = 2, // gaussian done on MIPmap at scale LOD
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sLOD = 1 << LOD; // tile size = 2^LOD
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const float sigma = float(samples) * .25;
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float gaussian(vec2 i) {
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return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma);
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}
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vec4 blur(sampler2D sp, vec2 U, vec2 scale) {
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vec4 O = vec4(0.0);
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int s = samples / sLOD;
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for (int i = 0; i < s*s; i++) {
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vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.;
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O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD));
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}
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// O / O.a;
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return vec4(O.x, O.y, O.z, 0.0)*19; //16 exact, 17 ~ a touch more haze to compensate res increase
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}
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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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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vec4 R0f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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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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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem130;
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#if ($textureFormat == 0x019)
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vec2 coord = passParameterSem130.xy*textureSize(textureUnitPS0, 0); //
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vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0);
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vec2 uv = coord * ps;
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//color = clamp(color*Exposure, 0.0, 1.0);
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R0f.xyzw = blur(textureUnitPS0, R0f.xy, ps*0.75).xyzw*0.975;
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#elif ($textureFormat == 0x01a)
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R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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// export
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#endif
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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}
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