mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-23 10:09:18 +01:00
47264be1b8
Fixes intro blur (and possibly more), glitter bloom, more general blur fixes. This fixes the glitter issue from this repository.
109 lines
3.3 KiB
Plaintext
109 lines
3.3 KiB
Plaintext
<?php
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include 'Source/functions.php';
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$fullWidth = $argv[1];
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$fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
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$scaleFactorY = always_decimal_format($fullHeight / 720.0);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 8d68a0e3561ff525
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// Used for: General Blur horizontal
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const float resXScale = <?=$scaleFactorY?>;
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const float resYScale = <?=$scaleFactorY?>;
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 1) out vec4 passParameterSem1;
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layout(location = 2) out vec4 passParameterSem2;
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layout(location = 0) out vec4 passParameterSem0;
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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 R3f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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uvec4 attrDecoder;
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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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem1.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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backupReg0f = R1f.x;
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backupReg1f = R1f.y;
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R1f.x = backupReg0f;
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R1f.x *= 2.0;
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R1f.y = backupReg1f;
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R1f.y *= 2.0;
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R1f.z = 0.0;
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R1f.w = 1.0;
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R127f.y = intBitsToFloat(uf_remappedVS[0].x)/resXScale * intBitsToFloat(0x3fb13a93);
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PS0f = R127f.y;
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// 1
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PV1f.x = intBitsToFloat(uf_remappedVS[0].x)/resXScale * intBitsToFloat(0x404ec4f0);
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R126f.y = intBitsToFloat(uf_remappedVS[0].x)/resXScale * intBitsToFloat(0x40a275f7);
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R3f.z = R2f.x + PS0f;
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R3f.w = R2f.x;
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R3f.x = R2f.y;
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PS1f = R3f.x;
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// 2
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R0f.x = PS1f;
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R3f.y = R2f.x + -(R127f.y);
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R0f.z = R2f.x + PV1f.x;
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R0f.w = R2f.x;
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R0f.y = R2f.x + -(PV1f.x);
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PS0f = R0f.y;
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// 3
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backupReg0f = R2f.x;
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backupReg0f = R2f.x;
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backupReg0f = R2f.x;
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R2f.x = R3f.x;
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R2f.y = backupReg0f + -(R126f.y);
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R2f.z = backupReg0f + R126f.y;
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R2f.w = backupReg0f;
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// export
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gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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// export
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passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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// export
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passParameterSem2 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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// export
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passParameterSem0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
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// 0
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}
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