mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-26 19:44:14 +01:00
693778d88a
Add - AA v2, no error comments so foar so should be safe to commit Fix - DOF masking (blur effects) w/o breaking bloom by only scaling depth for 320, 160, 80 Fix - Light breaking due to perf scaling not being scaled to TV res
53 lines
2.0 KiB
Plaintext
53 lines
2.0 KiB
Plaintext
#version 400
|
|
#extension GL_ARB_texture_gather : enable
|
|
const float bloomFactor = 1.0; // bloom strength, just for debug purposes.
|
|
const float contrastFactor = 1.0; // 1.05 increases contrast for screenshots etc, will crush black levels in dark areas.
|
|
// shader b650afd18c646005 // BOTW AA removal
|
|
uniform ivec4 uf_remappedPS[4];
|
|
uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4713800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
|
uniform sampler2D textureUnitPS1;// Tex1 addr 0x3877e000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
|
in vec4 passParameter0;
|
|
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 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;
|
|
bool activeMaskStack[2];
|
|
bool activeMaskStackC[3];
|
|
activeMaskStack[0] = false;
|
|
activeMaskStackC[0] = false;
|
|
activeMaskStackC[1] = false;
|
|
activeMaskStack[0] = true;
|
|
activeMaskStackC[0] = true;
|
|
activeMaskStackC[1] = true;
|
|
vec3 cubeMapSTM;
|
|
int cubeMapFaceId;
|
|
R0f = passParameter0;
|
|
vec4 colour = (texture(textureUnitPS0, R0f.xy).xyzw *bloomFactor);
|
|
vec3 contrastFactored = (colour.xyz - 0.5) * contrastFactor + 0.5;
|
|
|
|
passPixelColor0 = vec4(contrastFactored.x, contrastFactored.y, contrastFactored.z, colour.w);
|
|
}
|