mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-02 14:24:20 +01:00
6c05eebe65
update this first before adding splatoon caution: gpu taxing at high res, if get framerate drop, try replacing them with ones from lower res, bloom will appear smaller and brighter (concentrated) hope cemu will get more specific texture exclude so we don't have to upscale the blurs... any advice on optimization is appreciated
151 lines
5.7 KiB
Plaintext
151 lines
5.7 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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// shader c92c1c4c0a2fb839 // camera rune dof
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uniform ivec4 uf_remappedPS[5];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4813000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in vec4 passParameterSem2;
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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){ 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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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 R123i = 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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bool activeMaskStack[2];
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bool activeMaskStackC[3];
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activeMaskStack[0] = false;
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activeMaskStackC[0] = false;
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activeMaskStackC[1] = false;
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activeMaskStack[0] = true;
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activeMaskStackC[0] = true;
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activeMaskStackC[1] = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0i = floatBitsToInt(passParameterSem2);
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if( activeMaskStackC[1] == true ) {
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R1i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).x);
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R1i.z = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R0i.xy)).x);
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}
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if( activeMaskStackC[1] == true ) {
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// 0
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R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
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R123i.x = clampFI32(R123i.x);
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PV0i.x = R123i.x;
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// 1
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R0i.z = floatBitsToInt(max(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x)));
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PV1i.z = R0i.z;
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// 2
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R1i.y = ((intBitsToFloat(PV1i.z) != 0.0)?int(0xFFFFFFFF):int(0x0));
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PV0i.y = R1i.y;
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// 3
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if( (PV0i.y == 0)) discard;
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}
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if( activeMaskStackC[1] == true ) {
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activeMaskStack[1] = activeMaskStack[0];
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activeMaskStackC[2] = activeMaskStackC[1];
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// 0
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predResult = (R1i.y != 0);
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activeMaskStack[1] = predResult;
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activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
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}
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else {
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activeMaskStack[1] = false;
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activeMaskStackC[2] = false;
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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PV0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].y) + -(1.0));
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// 1
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R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R0i.z)) + 1.0));
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PV1i.z = R123i.z;
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// 2
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tempResultf = log2(intBitsToFloat(PV1i.z));
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PS0i = floatBitsToInt(tempResultf);
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// 3
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R127i.x = floatBitsToInt(intBitsToFloat(PS0i) + -(1.0));
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PV1i.x = R127i.x;
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// 4
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R2i.z = PV1i.x;
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R1i.w = PV1i.x;
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PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.x)));
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// 5
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PV1i.z = floatBitsToInt(intBitsToFloat(PS0i) + intBitsToFloat(uf_remappedPS[3].w));
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R3i.w = R127i.x;
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R4i.w = R127i.x;
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PS1i = R4i.w;
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// 6
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backupReg0i = R127i.x;
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R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].y)));
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PV0i.x = R127i.x;
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PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].x)));
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R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].w)));
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R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].z)));
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PV0i.w = R127i.w;
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R2i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + 1.0);
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R2i.w = clampFI32(R2i.w);
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PS0i = R2i.w;
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// 7
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R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.y));
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R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.x));
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R3i.z = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.w));
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R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(PV0i.y)));
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PS1i = R2i.x;
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// 8
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R3i.x = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(R127i.z));
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R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.x)));
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R4i.z = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(R127i.w)));
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R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.z)));
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PS0i = R4i.y;
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}
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if( activeMaskStackC[2] == true ) {
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R1i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R1i.xy),intBitsToFloat(R1i.w)).xyz);
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R2i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.xy),intBitsToFloat(R2i.z)).xyz);
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R3i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R3i.zx),intBitsToFloat(R3i.w)).xyz);
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R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBitsToFloat(R4i.w)).xyz);
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}
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if( activeMaskStackC[2] == true ) {
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vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
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vec2 res = vec2( R2i.x - R1i.x, R3i.x - R4i.y ) * uf_fragCoordScale;
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int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
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vec3 R10f = vec3(0.0);
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float count = 0.0;
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for( int x=-r; x<=r; x++ ) {
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for( int y=-r; y<=r; y++ ) {
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if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
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R10f += textureLod( textureUnitPS1, R9f + vec2(x,y)*res, intBitsToFloat(R1i.w) ).xyz;
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count += 1.0;
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}
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}
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}
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R2i.xyz = floatBitsToInt(R10f/count);
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}
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activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
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// export
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passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
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}
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