mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-25 19:16:52 +01:00
00fe3ab40c
Fixes bloom, spotlight bloom, depth of field and downscaling anti-aliasing
162 lines
5.5 KiB
Plaintext
162 lines
5.5 KiB
Plaintext
#version 430
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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 8923d61563824d41
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// Used for: Spotlight Bloom
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const float resXScale = (float($width)/float($gameWidth));
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const float resYScale = (float($height)/float($gameHeight));
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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#ifdef VULKAN
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layout(set = 1, binding = 1) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[1];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[1];
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem136;
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layout(location = 0) out vec4 passPixelColor0;
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// end of shader inputs/outputs
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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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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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 R4f = vec4(0.0);
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vec4 R5f = vec4(0.0);
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vec4 R6f = vec4(0.0);
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vec4 R7f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R125f = 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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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 = passParameterSem136;
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// 0
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R127f.x = intBitsToFloat(uf_remappedPS[0].x) / resXScale * intBitsToFloat(0x3f0b59de);
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PV0f.x = R127f.x;
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R127f.y = intBitsToFloat(uf_remappedPS[0].y) / resYScale * intBitsToFloat(0x3f0b59de);
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PV0f.z = intBitsToFloat(uf_remappedPS[0].y) / resYScale * intBitsToFloat(0x40183eea);
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PV0f.w = intBitsToFloat(uf_remappedPS[0].x) / resXScale * intBitsToFloat(0x40183eea);
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R127f.w = intBitsToFloat(uf_remappedPS[0].x) / resXScale * intBitsToFloat(0x408950c6);
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PS0f = R127f.w;
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// 1
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R1f.x = R0f.x + -(PV0f.w);
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R1f.y = R0f.y + -(PV0f.z);
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R0f.z = R0f.x + PV0f.w;
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R0f.w = R0f.y + PV0f.z;
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R2f.x = R0f.x + -(PV0f.x);
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PS1f = R2f.x;
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// 2
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R3f.x = R0f.x + R127f.x;
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R2f.y = R0f.y + -(R127f.y);
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R3f.z = R0f.y + R127f.y;
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PV0f.w = intBitsToFloat(uf_remappedPS[0].y) / resYScale * intBitsToFloat(0x408950c6);
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R4f.x = R0f.x + -(R127f.w);
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PS0f = R4f.x;
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// 3
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R5f.x = R0f.x + R127f.w;
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R4f.y = R0f.y + -(PV0f.w);
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R5f.z = R0f.y + PV0f.w;
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PV1f.w = intBitsToFloat(uf_remappedPS[0].x) / resXScale * intBitsToFloat(0x40c6ee78);
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PS1f = intBitsToFloat(uf_remappedPS[0].y) / resYScale * intBitsToFloat(0x40c6ee78);
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// 4
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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R0f.x = backupReg0f + -(PV1f.w);
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R0f.y = backupReg1f + -(PS1f);
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R1f.z = backupReg0f + PV1f.w;
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R1f.w = backupReg1f + PS1f;
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R6f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
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R7f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
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R2f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw);
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R3f.xyzw = (texture(textureUnitPS0, R3f.xz).xyzw);
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R4f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw);
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R5f.xyzw = (texture(textureUnitPS0, R5f.xz).xyzw);
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R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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R1f.xyzw = (texture(textureUnitPS0, R1f.zw).xyzw);
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// 0
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R127f.xyz = vec3(R6f.w,R6f.z,R6f.y) + vec3(R7f.w,R7f.z,R7f.y);
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PV0f.w = R6f.x + R7f.x;
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// 1
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R126f.xyz = vec3(R2f.w,R2f.z,R2f.y) + vec3(R3f.w,R3f.z,R3f.y);
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PV1f.w = R2f.x + R3f.x;
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PS1f = PV0f.w * intBitsToFloat(0x3e45143c);
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// 2
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PV0f.x = R127f.x * intBitsToFloat(0x3e45143c);
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PV0f.y = R127f.y * intBitsToFloat(0x3e45143c);
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PV0f.z = R127f.z * intBitsToFloat(0x3e45143c);
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R126f.w = (PV1f.w * intBitsToFloat(0x3e7f99c4) + PS1f);
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R127f.w = R4f.x + R5f.x;
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PS0f = R127f.w;
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// 3
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backupReg0f = R126f.x;
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R126f.x = (backupReg0f * intBitsToFloat(0x3e7f99c4) + PV0f.x);
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R123f.y = (R126f.y * intBitsToFloat(0x3e7f99c4) + PV0f.y);
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PV1f.y = R123f.y;
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R123f.z = (R126f.z * intBitsToFloat(0x3e7f99c4) + PV0f.z);
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PV1f.z = R123f.z;
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PV1f.w = R4f.y + R5f.y;
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PS1f = R4f.z + R5f.z;
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// 4
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backupReg0f = R0f.x;
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PV0f.x = R4f.w + R5f.w;
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R126f.y = (PS1f * intBitsToFloat(0x3d52d235) + PV1f.y);
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R123f.z = (PV1f.w * intBitsToFloat(0x3d52d235) + PV1f.z);
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PV0f.z = R123f.z;
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R125f.w = backupReg0f + R1f.x;
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PS0f = R0f.y + R1f.y;
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// 5
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backupReg0f = R126f.x;
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R126f.x = (PV0f.x * intBitsToFloat(0x3d52d235) + backupReg0f);
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PV1f.y = R0f.z + R1f.z;
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R123f.w = (R127f.w * intBitsToFloat(0x3d52d235) + R126f.w);
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PV1f.w = R123f.w;
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R4f.y = (PS0f * intBitsToFloat(0x3bd35a86) + PV0f.z);
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PS1f = R4f.y;
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// 6
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PV0f.x = R0f.w + R1f.w;
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R4f.z = (PV1f.y * intBitsToFloat(0x3bd35a86) + R126f.y);
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R4f.x = (R125f.w * intBitsToFloat(0x3bd35a86) + PV1f.w);
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PS0f = R4f.x;
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// 7
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R4f.w = (PV0f.x * intBitsToFloat(0x3bd35a86) + R126f.x);
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// export
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passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
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}
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