mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-29 21:04:14 +01:00
344 lines
16 KiB
Plaintext
344 lines
16 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 6ea8b1aa69c0b6f7
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//cutscene contrasty
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uniform vec2 uf_fragCoordScale;
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const float hazeFactor = 0.1;
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const float gamma = $gamma; // 1.0 is neutral Botw is already colour graded at this stage
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const float exposure = $exposure; // 1.0 is neutral
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const float vibrance = $vibrance; // 0.0 is neutral
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const float crushContrast = $crushContrast; // 0.0 is neutral. Use small increments, loss of shadow detail
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const float contrastCurve = $contrastCurve;
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vec3 RGB_Lift = vec3($redShadows, $greenShadows , $blueSadows); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
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vec3 RGB_Gamma = vec3($redMid ,$greenMid, $blueMid); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
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vec3 RGB_Gain = vec3($redHilight, $greenHilight, $blueHilight); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
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//lumasharpen
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const float sharp_mix = $sharp_mix;
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const float sharp_strength = 2.0;
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const float sharp_clamp = 0.75;
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const float offset_bias = 1.0;
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float Sigmoid (float x) {
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return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5)));
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}
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#define px (1.0/1920.0*uf_fragCoordScale.x)
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#define py (1.0/1080.0*uf_fragCoordScale.y)
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#define CoefLuma vec3(0.2126, 0.7152, 0.0722)
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float lumasharping(sampler2D tex, vec2 pos) {
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vec4 colorInput = texture(tex, pos);
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vec3 ori = colorInput.rgb;
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// -- Combining the strength and luma multipliers --
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vec3 sharp_strength_luma = (CoefLuma * sharp_strength);
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// -- Gaussian filter --
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// [ .25, .50, .25] [ 1 , 2 , 1 ]
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// [ .50, 1, .50] = [ 2 , 4 , 2 ]
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// [ .25, .50, .25] [ 1 , 2 , 1 ]
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vec3 blur_ori = texture(tex, pos + vec2(px, -py) * 0.5 * offset_bias).rgb; // South East
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blur_ori += texture(tex, pos + vec2(-px, -py) * 0.5 * offset_bias).rgb; // South West
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blur_ori += texture(tex, pos + vec2(px, py) * 0.5 * offset_bias).rgb; // North East
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blur_ori += texture(tex, pos + vec2(-px, py) * 0.5 * offset_bias).rgb; // North West
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blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches
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// -- Calculate the sharpening --
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vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image
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// -- Adjust strength of the sharpening and clamp it--
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vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); //Roll part of the clamp into the dot
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float sharp_luma = clamp((dot(vec4(sharp, 1.0), sharp_strength_luma_clamp)), 0.0, 1.0); //Calculate the luma, adjust the strength, scale up and clamp
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sharp_luma = (sharp_clamp * 2.0) * sharp_luma - sharp_clamp; //scale down
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return sharp_luma;
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}
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vec3 LiftGammaGainPass(vec3 colorInput)
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{ //reshade BSD https://reshade.me , Alexkiri port
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vec3 color = colorInput;
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color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
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color = clamp(color, 0.0, 1.0);
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color *= RGB_Gain;
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color = pow(color, 1.0 / RGB_Gamma);
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return clamp(color, 0.0, 1.0);
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}
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vec3 contrasty(vec3 colour){
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vec3 fColour = (colour.xyz);
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//fColour = LiftGammaGainPass(fColour);
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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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fColour = LiftGammaGainPass(fColour);
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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(crushContrast));
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return fColour;
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}
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uniform ivec4 uf_remappedPS[5];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e13800 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 = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x1b163800 res 512x1x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0x10ea5000 res 1280x720x1 dim 1 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x1aff9000 res 320x180x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0x1b072000 res 320x180x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0x1b17b000 res 1x1x1 dim 1 tm: 2 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 7) uniform sampler2D textureUnitPS7;// Tex7 addr 0x1abdd800 res 160x90x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem128;
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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){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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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R3i = ivec4(0);
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ivec4 R4i = ivec4(0);
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ivec4 R5i = ivec4(0);
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ivec4 R122i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R125i = ivec4(0);
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ivec4 R126i = 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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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0i = floatBitsToInt(passParameterSem128);
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R1i.x = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R0i.xy)).x);
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R4i.xyzw = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R0i.xy)).xyzw);
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R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
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R2i.xyzw = floatBitsToInt(texture(textureUnitPS5, intBitsToFloat(R0i.xy)).xyzw);
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R5i.xyz = floatBitsToInt(texture(textureUnitPS7, intBitsToFloat(R0i.xy)).xyz);
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// 0
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R0i.x = 0x3f000000;
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R1i.y = 0x3f000000;
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R0i.w = floatBitsToInt(intBitsToFloat(R4i.w) + -(0.5));
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R1i.x = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R1i.xy)).w);
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R0i.x = floatBitsToInt(texture(textureUnitPS6, intBitsToFloat(R0i.xx)).x);
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// 0
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PV0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(0.5));
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R127i.y = ((0.5 > intBitsToFloat(R1i.x))?int(0xFFFFFFFF):int(0x0));
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PV0i.y = R127i.y;
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PV0i.z = floatBitsToInt(max(intBitsToFloat(R0i.w), -(intBitsToFloat(R0i.w))));
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PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
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// 1
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R123i.x = ((PV0i.y == 0)?(R2i.x):(R3i.x));
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PV1i.x = R123i.x;
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PV1i.y = floatBitsToInt(-(intBitsToFloat(PV0i.z)) + 1.0);
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PV1i.y = clampFI32(PV1i.y);
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R123i.z = ((PV0i.y == 0)?(R2i.y):(R3i.y));
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PV1i.z = R123i.z;
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PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
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PV1i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * 2.0);
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R122i.x = ((PV0i.y == 0)?(R2i.z):(R3i.z));
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PS1i = R122i.x;
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// 2
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PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(0x3727c5ac));
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R126i.y = floatBitsToInt(-(intBitsToFloat(R3i.y)) + intBitsToFloat(PV1i.z));
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PV0i.z = floatBitsToInt(-(intBitsToFloat(PV1i.w)) + 1.0);
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PV0i.z = clampFI32(PV0i.z);
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R127i.w = floatBitsToInt(-(intBitsToFloat(R3i.x)) + intBitsToFloat(PV1i.x));
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R125i.y = floatBitsToInt(-(intBitsToFloat(R3i.z)) + intBitsToFloat(PS1i));
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PS0i = R125i.y;
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// 3
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R123i.x = ((R127i.y == 0)?(R2i.w):(R3i.w));
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PV1i.x = R123i.x;
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PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(0x3727c5ac));
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PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.x));
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// 4
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R127i.x = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(PV1i.x));
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PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) + -(1.0));
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PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.y));
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// 5
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PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + 4.0);
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PV1i.w = floatBitsToInt(intBitsToFloat(PS0i) + -(1.0));
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// 6
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PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.y) + -(4.0));
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PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.w) + 4.0);
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// 7
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PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + -(4.0));
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R126i.w = floatBitsToInt(intBitsToFloat(PV0i.x) * 0.25);
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R126i.w = clampFI32(R126i.w);
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// 8
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PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.y) * 0.25);
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PV0i.x = clampFI32(PV0i.x);
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// 9
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backupReg0i = R127i.x;
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backupReg1i = R126i.y;
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backupReg2i = R127i.w;
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R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(PV0i.x)) + intBitsToFloat(R3i.w)));
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PV1i.x = R127i.x;
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R126i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(PV0i.x)) + intBitsToFloat(R3i.z)));
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PV1i.y = R126i.y;
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R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg1i),intBitsToFloat(PV0i.x)) + intBitsToFloat(R3i.y)));
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PV1i.z = R127i.z;
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R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg2i),intBitsToFloat(PV0i.x)) + intBitsToFloat(R3i.x)));
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PV1i.w = R127i.w;
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// 10
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PV0i.x = floatBitsToInt(intBitsToFloat(R4i.z) + -(intBitsToFloat(PV1i.y)));
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PV0i.y = floatBitsToInt(intBitsToFloat(R4i.y) + -(intBitsToFloat(PV1i.z)));
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PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
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PV0i.w = floatBitsToInt(intBitsToFloat(R4i.w) + -(intBitsToFloat(PV1i.x)));
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// 11
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R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R126i.w)) + intBitsToFloat(R127i.x)));
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PV1i.x = R123i.x;
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R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(R126i.w)) + intBitsToFloat(R127i.z)));
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PV1i.y = R123i.y;
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R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R126i.w)) + intBitsToFloat(R127i.w)));
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PV1i.z = R123i.z;
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R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(R126i.w)) + intBitsToFloat(R126i.y)));
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PV1i.w = R123i.w;
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// 12
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R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(R0i.x)));
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PV0i.x = R127i.x;
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PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(R0i.x)));
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R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(R0i.x)));
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PV0i.z = R126i.z;
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R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(R0i.x)));
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PV0i.w = R127i.w;
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// 13
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PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3e6147ae));
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R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(0x3e6147ae));
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PV1i.z = R127i.z;
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PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x3e6147ae));
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R0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[0].x)));
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PS1i = R0i.w;
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// 14
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PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(0x3e99999a));
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PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(0x3e99999a));
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PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(0x3cf5c28f));
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PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(0x3e99999a));
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R125i.z = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(0x3cf5c28f));
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PS0i = R125i.z;
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// 15
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backupReg0i = R127i.x;
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R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),intBitsToFloat(PV0i.w)) + intBitsToFloat(0x3d75c28f)));
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PV1i.y = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(0x3cf5c28f));
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R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV0i.y)) + intBitsToFloat(0x3d75c28f)));
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PV1i.z = R123i.z;
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R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.w),intBitsToFloat(PV0i.x)) + intBitsToFloat(0x3d75c28f)));
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R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(PV0i.z)) + intBitsToFloat(0x3b03126f)));
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PS1i = R127i.x;
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// 16
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backupReg0i = R126i.z;
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backupReg1i = R127i.w;
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R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(PV1i.y)) + intBitsToFloat(0x3b03126f)));
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R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg1i),intBitsToFloat(R125i.z)) + intBitsToFloat(0x3b03126f)));
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PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.z));
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// 17
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PV1i.z = floatBitsToInt(intBitsToFloat(R127i.x) * intBitsToFloat(PS0i));
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PS1i = floatBitsToInt(1.0 / intBitsToFloat(R126i.w));
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// 18
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PV0i.y = floatBitsToInt(intBitsToFloat(R127i.w) * intBitsToFloat(PS1i));
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PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.z) + -(intBitsToFloat(0x3d086595)));
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PS0i = floatBitsToInt(1.0 / intBitsToFloat(R126i.x));
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// 19
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PV1i.x = floatBitsToInt(intBitsToFloat(R126i.z) * intBitsToFloat(PS0i));
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PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].x)));
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PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + -(intBitsToFloat(0x3d086595)));
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// 20
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R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(PV1i.y)));
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PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.x) + -(intBitsToFloat(0x3d086595)));
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PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[0].x)));
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// 21
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R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(PV0i.w)));
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PV1i.x = R123i.x;
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PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[0].x)));
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// 22
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backupReg0i = R126i.x;
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R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(uf_remappedPS[2].x)));
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R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[2].y)));
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R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.z),intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(PV1i.z)));
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PV0i.w = R123i.w;
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// 23
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R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[2].z)));
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PV1i.z = R126i.z;
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// 24
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R126i.x),intBitsToFloat(R126i.y),intBitsToFloat(PV1i.z),-0.0),vec4(intBitsToFloat(0x3e990abb),intBitsToFloat(0x3f162c13),intBitsToFloat(0x3dea747e),0.0)));
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PV0i.x = tempi.x;
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PV0i.y = tempi.x;
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PV0i.z = tempi.x;
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PV0i.w = tempi.x;
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R125i.z = tempi.x;
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// 25
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PV1i.x = floatBitsToInt(intBitsToFloat(R126i.y) + -(intBitsToFloat(PV0i.x)));
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PV1i.y = floatBitsToInt(intBitsToFloat(R126i.x) + -(intBitsToFloat(PV0i.x)));
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PV1i.w = floatBitsToInt(intBitsToFloat(R126i.z) + -(intBitsToFloat(PV0i.x)));
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// 26
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R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(uf_remappedPS[3].z)) + intBitsToFloat(R125i.z)));
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R126i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(uf_remappedPS[3].y)) + intBitsToFloat(R125i.z)));
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R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(uf_remappedPS[3].x)) + intBitsToFloat(R125i.z)));
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PV0i.z = R123i.z;
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// 27
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tempResultf = log2(intBitsToFloat(PV0i.z));
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS1i = floatBitsToInt(tempResultf);
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// 28
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R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS1i), intBitsToFloat(uf_remappedPS[4].x)));
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tempResultf = log2(intBitsToFloat(R126i.y));
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS0i = floatBitsToInt(tempResultf);
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// 29
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R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(uf_remappedPS[4].x)));
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tempResultf = log2(intBitsToFloat(R126i.x));
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS1i = floatBitsToInt(tempResultf);
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// 30
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R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS1i), intBitsToFloat(uf_remappedPS[4].x)));
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PS0i = floatBitsToInt(exp2(intBitsToFloat(R125i.z)));
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// 31
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R0i.x = PS0i;
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PS1i = floatBitsToInt(exp2(intBitsToFloat(R127i.w)));
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// 32
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R0i.y = PS1i;
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R4i.w = floatBitsToInt(exp2(intBitsToFloat(R126i.x)));
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|
PS0i = R4i.w;
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// 33
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|
R0i.z = R4i.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));
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|
|
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passPixelColor0.xyz = contrasty(passPixelColor0.xyz);
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|
passPixelColor0.xyz = mix(passPixelColor0.xyz, smoothstep(0.0, 1.0, passPixelColor0.xyz), contrastCurve);
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|
float smask = lumasharping(textureUnitPS0, passParameterSem128.xy);
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|
vec3 temp3 = passPixelColor0.xyz;
|
|
passPixelColor0.xyz = mix(passPixelColor0.xyz, (temp3.xyz += (smask)), sharp_mix);
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|
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}
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