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130 lines
4.9 KiB
Plaintext
130 lines
4.9 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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// shader d936195db0dd8e7d
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// cross fade brightness
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// To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia
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// changes here in turn "breaks" bloom as they over or under expose depending on day/night
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//old contrasty, or just copy paste clarity
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const float gamma = 0.93; // 1.0 is neutral
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const float exposure = 0.32; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon.
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const float vibrance = 0.318; // 0.0 is neutral
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const float lift = 0.002; // 0.0 is neutral. loss of shadow detail
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const float postExposure = 1.05; // 1.0 is neutral, then slightly raise exposure back up.
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vec3 contrasty(vec3 colour){
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vec3 fColour = (colour.xyz);
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fColour = clamp(exposure * fColour, 0.0, 1.0);
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fColour = pow(fColour, vec3(1.0 / gamma));
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float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
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float mn = min(min(fColour.r, fColour.g), fColour.b);
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float mx = max(max(fColour.r, fColour.g), fColour.b);
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float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0;
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vec3 lightness = vec3((mn + mx) / 2.0);
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// vibrance
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fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
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fColour = max(vec3(0.0), fColour + vec3(lift));
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return fColour;
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}
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uniform ivec4 uf_remappedPS[1];
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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
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layout(binding = 1) uniform sampler3D textureUnitPS1;// Tex1 addr 0x26032000 res 16x16x16 dim 2 tm: 7 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x10) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 2) uniform sampler3D textureUnitPS2;// Tex2 addr 0x2603b000 res 16x16x16 dim 2 tm: 7 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x10) Sampler2 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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highp float lineRand(vec2 co)
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{
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highp float a = 12.9898;
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highp float b = 78.233;
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highp float c = 43758.5453;
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highp float dt = dot(co.xy, vec2(a, b));
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highp float sn = mod(dt, 3.14);
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return fract(sin(sn) * c);
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}
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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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R127f = 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 = passParameterSem0;
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R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) * (0.985 -(lineRand(gl_FragCoord.yx)*0.015));
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//R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) *preExposure;
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// 0
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R0f.xyz = contrasty(R0f.xyz);
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backupReg0f = R0f.x;
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PV0f.x = backupReg0f * intBitsToFloat(uf_remappedPS[0].x);
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PV0f.x = clamp(PV0f.x, 0.0, 1.0);
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R127f.z = R0f.z * intBitsToFloat(uf_remappedPS[0].x);
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R127f.z = clamp(R127f.z, 0.0, 1.0);
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R127f.w = R0f.y * intBitsToFloat(uf_remappedPS[0].x);
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R127f.w = clamp(R127f.w, 0.0, 1.0);
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R2f.w = 1.0;
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PS0f = R2f.w;
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// 1
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tempResultf = log2(PV0f.x);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS1f = tempResultf;
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// 2
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R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e);
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tempResultf = log2(R127f.w);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS0f = tempResultf;
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// 3
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R127f.y = PS0f * intBitsToFloat(0x3ee8ba2e);
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tempResultf = log2(R127f.z);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS1f = tempResultf;
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// 4
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R127f.w = PS1f * intBitsToFloat(0x3ee8ba2e);
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PS0f = exp2(R127f.x);
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// 5
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R0f.x = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
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PS1f = exp2(R127f.y);
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// 6
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R0f.y = (PS1f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
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PS0f = exp2(R127f.w);
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// 7
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R0f.z = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
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R1f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz);
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R0f.xyz = (texture(textureUnitPS2, vec3(R0f.x,R0f.y,R0f.z)).xyz);
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// 0
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backupReg0f = R0f.y;
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backupReg1f = R0f.x;
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PV0f.x = R1f.z + -(R0f.z);
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PV0f.y = R1f.y + -(backupReg0f);
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PV0f.z = R1f.x + -(backupReg1f);
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// 1
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R2f.x = (PV0f.z * intBitsToFloat(uf_remappedPS[0].y) + R0f.x);
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R2f.y = (PV0f.y * intBitsToFloat(uf_remappedPS[0].y) + R0f.y);
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R2f.z = (PV0f.x * intBitsToFloat(uf_remappedPS[0].y) + R0f.z);
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// export
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//R2f = vec4(pow(R2f.xyz, vec3(1. / gammaPostExposure)), 1.0);
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passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w)*postExposure;
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}
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