mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-25 19:16:52 +01:00
109 lines
3.3 KiB
Plaintext
109 lines
3.3 KiB
Plaintext
#version 420
|
|
#extension GL_ARB_texture_gather : enable
|
|
#extension GL_ARB_separate_shader_objects : enable
|
|
// shader 888e5d95da8037e2
|
|
// Used for: Horizontal & Vertical Blur Pass
|
|
float resScale = ($width/$gameWidth);
|
|
|
|
uniform ivec4 uf_remappedPS[1];
|
|
uniform vec2 uf_fragCoordScale;
|
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x15c36000 res 320x180x1 dim 1 tm: 4 format 0810 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
|
layout(location = 0) in vec4 passParameterSem129;
|
|
layout(location = 0) out vec4 passPixelColor0;
|
|
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);
|
|
vec4 R1f = vec4(0.0);
|
|
vec4 R2f = vec4(0.0);
|
|
vec4 R3f = vec4(0.0);
|
|
vec4 R4f = vec4(0.0);
|
|
vec4 R123f = vec4(0.0);
|
|
vec4 R126f = 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 = passParameterSem129;
|
|
R3f.xy = (texture(textureUnitPS0, R0f.xy).xy);
|
|
// 0
|
|
R1f.x = (-(intBitsToFloat(uf_remappedPS[0].z)/resScale) * 2.0 + R0f.x);
|
|
R1f.y = (-(intBitsToFloat(uf_remappedPS[0].w)/resScale) * 2.0 + R0f.y);
|
|
R0f.z = R0f.x + -(intBitsToFloat(uf_remappedPS[0].z)/resScale);
|
|
R0f.w = R0f.y + -(intBitsToFloat(uf_remappedPS[0].w)/resScale);
|
|
R2f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].z)/resScale;
|
|
PS0f = R2f.x;
|
|
// 1
|
|
R2f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].w)/resScale;
|
|
R4f.z = 0.0;
|
|
R1f.w = R3f.y + -(R3f.y);
|
|
R4f.y = R3f.y;
|
|
PS1f = R4f.y;
|
|
R0f.xy = (texture(textureUnitPS0, R1f.xy).xy);
|
|
R1f.xy = (texture(textureUnitPS0, R0f.zw).xy);
|
|
R2f.xy = (texture(textureUnitPS0, R2f.xy).xy);
|
|
// 0
|
|
PV0f.x = mul_nonIEEE(R1f.w, R1f.w);
|
|
PV0f.z = -(R3f.y) + R0f.y;
|
|
PV0f.w = -(R3f.y) + R1f.y;
|
|
// 1
|
|
PV1f.x = -(R3f.y) + R2f.y;
|
|
PV1f.y = mul_nonIEEE(PV0f.z, PV0f.z);
|
|
PV1f.z = mul_nonIEEE(PV0f.w, PV0f.w);
|
|
PV1f.w = PV0f.x * intBitsToFloat(0x38d1b717);
|
|
PV1f.w = clamp(PV1f.w, 0.0, 1.0);
|
|
// 2
|
|
PV0f.x = PV1f.y * intBitsToFloat(0x38d1b717);
|
|
PV0f.x = clamp(PV0f.x, 0.0, 1.0);
|
|
PV0f.y = PV1f.z * intBitsToFloat(0x38d1b717);
|
|
PV0f.y = clamp(PV0f.y, 0.0, 1.0);
|
|
PV0f.z = mul_nonIEEE(PV1f.x, PV1f.x);
|
|
PV0f.w = -(PV1f.w) + 1.0;
|
|
// 3
|
|
PV1f.x = -(PV0f.y) + 1.0;
|
|
PV1f.y = PV0f.z * intBitsToFloat(0x38d1b717);
|
|
PV1f.y = clamp(PV1f.y, 0.0, 1.0);
|
|
R126f.z = PV0f.w + intBitsToFloat(0x3e4ccccd);
|
|
PV1f.w = -(PV0f.x) + 1.0;
|
|
// 4
|
|
PV0f.x = -(PV1f.y) + 1.0;
|
|
R127f.z = PV1f.w + intBitsToFloat(0x3e4ccccd);
|
|
PV0f.z = R127f.z;
|
|
PV0f.w = PV1f.x + intBitsToFloat(0x3e4ccccd);
|
|
// 5
|
|
R127f.x = PV0f.x + intBitsToFloat(0x3e4ccccd);
|
|
PV1f.y = mul_nonIEEE(R1f.x, PV0f.w);
|
|
PV1f.z = PV0f.z + PV0f.w;
|
|
// 6
|
|
R123f.x = (mul_nonIEEE(R0f.x,R127f.z) + PV1f.y);
|
|
PV0f.x = R123f.x;
|
|
PV0f.z = PV1f.z + R126f.z;
|
|
// 7
|
|
PV1f.x = PV0f.z + R127f.x;
|
|
R123f.w = (mul_nonIEEE(R3f.x,R126f.z) + PV0f.x);
|
|
PV1f.w = R123f.w;
|
|
// 8
|
|
R123f.y = (mul_nonIEEE(R2f.x,R127f.x) + PV1f.w);
|
|
PV0f.y = R123f.y;
|
|
PS0f = 1.0 / PV1f.x;
|
|
// 9
|
|
R4f.x = PV0f.y * PS0f;
|
|
// export
|
|
passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.z);
|
|
}
|