mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-27 18:31:50 +01:00
57 lines
1.8 KiB
Plaintext
57 lines
1.8 KiB
Plaintext
#version 420
|
|
#extension GL_ARB_texture_gather : enable
|
|
#extension GL_ARB_separate_shader_objects : enable
|
|
// shader 49865bd2e62efda1
|
|
//dark world bloom
|
|
|
|
const float bloom = $bloom;
|
|
uniform ivec4 uf_remappedPS[1];
|
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf597f000 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
|
layout(location = 0) in vec4 passParameterSem0;
|
|
layout(location = 0) out vec4 passPixelColor0;
|
|
uniform vec2 uf_fragCoordScale;
|
|
int clampFI32(int v)
|
|
{
|
|
if( v == 0x7FFFFFFF )
|
|
return floatBitsToInt(1.0);
|
|
else if( v == 0xFFFFFFFF )
|
|
return floatBitsToInt(0.0);
|
|
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
|
|
}
|
|
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
|
void main()
|
|
{
|
|
vec4 R0f = vec4(0.0);
|
|
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
|
|
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
|
|
float PS0f = 0.0, PS1f = 0.0;
|
|
vec4 tempf = vec4(0.0);
|
|
float tempResultf;
|
|
int tempResulti;
|
|
ivec4 ARi = ivec4(0);
|
|
bool predResult = true;
|
|
vec3 cubeMapSTM;
|
|
int cubeMapFaceId;
|
|
R0f = passParameterSem0;
|
|
R0f.xyz = (textureLod(textureUnitPS0, R0f.xy,0.0).xyz)*bloom;
|
|
// 0
|
|
backupReg0f = R0f.y;
|
|
backupReg1f = R0f.x;
|
|
PV0f.x = mul_nonIEEE(R0f.z, intBitsToFloat(uf_remappedPS[0].z));
|
|
PV0f.y = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].y));
|
|
PV0f.z = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].x));
|
|
PV0f.w = intBitsToFloat(uf_remappedPS[0].w);
|
|
// 1
|
|
PV1f.x = max(PV0f.w, 0.0);
|
|
PV1f.y = max(PV0f.x, 0.0);
|
|
PV1f.z = max(PV0f.y, 0.0);
|
|
PV1f.w = max(PV0f.z, 0.0);
|
|
// 2
|
|
R0f.x = min(PV1f.w, 1.0);
|
|
R0f.y = min(PV1f.z, 1.0);
|
|
R0f.z = min(PV1f.y, 1.0);
|
|
R0f.w = min(PV1f.x, 1.0);
|
|
// export
|
|
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
|
}
|