cemu_graphic_packs/Source/XenobladeX/d8e69e8df8c227f5_00000000000003c9_ps.txt

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<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
?>
#version 420
#extension GL_ARB_texture_gather : enable
// shader d8e69e8df8c227f5
// Inital blur step pixelation fix, naive blur9 hack to aproximate 720 blur.
// To-do review performance hit of multi pass and depth for bokeh blur
const float resScale = <?=$scaleFactorX?>;
//const float resScale = 3.0; //
uniform ivec4 uf_remappedPS[3];
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
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
const float repositionBlur = 1.00425;
//mattdesl MIT - https://github.com/Jam3/glsl-fast-gaussian-blur
vec4 blur9(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {
vec4 color = vec4(0.0);
vec2 off1 = vec2(1.3846153846) * direction;
vec2 off2 = vec2(3.2307692308) * direction;
color += texture2D(image, uv) * 0.2270270270;
color += texture2D(image, uv + (off1 / resolution)) * 0.3162162162;
color += texture2D(image, uv - (off1 / resolution)) * 0.3162162162;
color += texture2D(image, uv + (off2 / resolution)) * 0.0702702703;
color += texture2D(image, uv - (off2 / resolution)) * 0.0702702703;
return color;
}
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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R127f = 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;
vec2 scaleFactor = vec2(repositionBlur, repositionBlur); //Added
R0f.xy = R0f.xy * scaleFactor;// re-align bloom.. hack until issue source is found.
// 0
R1f.x = R0f.x + (intBitsToFloat(uf_remappedPS[0].x)/ resScale);
R1f.y = R0f.y + (intBitsToFloat(uf_remappedPS[0].y)/ resScale);
R0f.z = R0f.x + (intBitsToFloat(uf_remappedPS[0].z)/ resScale);
R0f.w = R0f.y + (intBitsToFloat(uf_remappedPS[0].w)/ resScale);
// 1
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg0f = R0f.x;
backupReg1f = R0f.y;
R0f.x = backupReg0f + (intBitsToFloat(uf_remappedPS[1].x)/ resScale);
R0f.y = backupReg1f + (intBitsToFloat(uf_remappedPS[1].y)/ resScale);
R1f.z = backupReg0f + (intBitsToFloat(uf_remappedPS[1].z)/ resScale);
R1f.w = backupReg1f + (intBitsToFloat(uf_remappedPS[1].w)/ resScale);
R2f.xyz = (texture(textureUnitPS1, R1f.xy).xyz);
R3f.xyz = (texture(textureUnitPS1, R0f.zw).xyz);
R4f.xyz = (texture(textureUnitPS1, R0f.xy).xyz);
R5f.xyz = (texture(textureUnitPS1, R1f.zw).xyz);
//hack aproximate 720 blur
R6f = blur9(textureUnitPS0, R1f.xy, textureSize(textureUnitPS0, 0), vec2(0.0, 1.0)); // note, check what goes wrong with textureSize(textureUnitPS0, 0),
R7f = blur9(textureUnitPS0, R0f.zw, textureSize(textureUnitPS0, 0), vec2(1.0, 0.0));
R0f = blur9(textureUnitPS0, R0f.xy, textureSize(textureUnitPS0, 0), vec2(0.0, 1.0));
R1f = blur9(textureUnitPS0, R1f.zw, textureSize(textureUnitPS0, 0), vec2(1.0, 0.0));
/*
R6f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
R7f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
*/
// 0// 0.125, 31.875, 8128.125
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.w = tempf.x;
R127f.z = R6f.x + R7f.x;
PS0f = R127f.z;
// 1
tempf.x = dot(vec4(R3f.x,R3f.y,R3f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.y = R6f.y + R7f.y;
PS1f = R127f.y;
// 2
tempf.x = dot(vec4(R4f.x,R4f.y,R4f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
PS0f = R127f.w + PV1f.x;
// 3
tempf.x = dot(vec4(R5f.x,R5f.y,R5f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
PS1f = PS0f + PV0f.x;
// 4
backupReg0f = R0f.y;
PV0f.y = PS1f + PV1f.x;
PV0f.z = R127f.y + backupReg0f;
PV0f.w = R6f.z + R7f.z;
// 5
backupReg0f = R0f.z;
R123f.x = (PV0f.y * 0.25 + -(intBitsToFloat(uf_remappedPS[2].x)));
PV1f.x = R123f.x;
PV1f.y = R127f.z + R0f.x;
PV1f.z = PV0f.z + R1f.y;
PV1f.w = PV0f.w + backupReg0f;
// 6
PV0f.x = PV1f.y + R1f.x;
PV0f.y = PV1f.w + R1f.z;
PV0f.z = PV1f.z * 0.25;
PV0f.w = max(PV1f.x, -(PV1f.x));
// 7
PV1f.x = PV0f.x * 0.25;
PV1f.y = PV0f.y * 0.25;
PV1f.z = PV0f.w * intBitsToFloat(uf_remappedPS[2].y);
PV1f.z = clamp(PV1f.z, 0.0, 1.0);
PV1f.w = max(PV0f.z, 0.0);
// 8
PV0f.x = max(PV1f.y, 0.0);
R1f.y = min(PV1f.w, 4.0);
PV0f.z = max(PV1f.x, 0.0);
tempResultf = log2(PV1f.z);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0f = tempResultf;
// 9
PV1f.x = PS0f * intBitsToFloat(uf_remappedPS[2].w);
R1f.z = min(PV0f.x, 4.0);
R1f.x = min(PV0f.z, 4.0);
PS1f = R1f.x;
// 10
PS0f = exp2(PV1f.x);
// 11
R1f.w = PS0f * intBitsToFloat(uf_remappedPS[2].z);
//R1f = blur9(textureUnitPS0, R1f.xy, vec2(2560.0, 1440.0), vec2(1.0, 0.0));
// export
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}