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Also new website! We've got the version2 branch if people want to search in those files.
184 lines
6.2 KiB
Plaintext
184 lines
6.2 KiB
Plaintext
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 8c1e55fd967b0496
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// 1/4 -> 1/16 bloom pyramid . Pixelated unless scaled but still needs blur for light bleed..
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// To-do. Check if screen res is * samples stable
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const float resScale = ($height/$gameHeight); // = 3.0;
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const int sampleScale = 3;
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const float lightBloom = 0.95;
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highp float lineRand(vec2 co)
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{
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highp float a = 12.9898;
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highp float b = 78.233;
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highp float c = 43758.5453;
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highp float dt = dot(co.xy, vec2(a, b));
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highp float sn = mod(dt, 3.14);
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return fract(sin(sn) * c);
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}
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uniform ivec4 uf_remappedPS[5];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e76000 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 6 6 6 border: 0
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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// FabriceNeyret2, single pass gaussian by intermediate MIPmap level. https://www.shadertoy.com/view/ltScRG
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// I hereby pledge my loyalty to the FabriceNeyret2 fanclub, this is bloody beautiful!
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const int samples = 8 * sampleScale, //8 or 4 balances xy position
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LOD = 2, // gaussian done on MIPmap at scale LOD
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sLOD = 1 << LOD; // tile size = 2^LOD
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const float sigma = float(samples) * .25;
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float gaussian(vec2 i) {
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return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma);
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}
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vec4 blur(sampler2D sp, vec2 U, vec2 scale) {
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vec4 O = vec4(0);
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int s = samples / sLOD;
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for (int i = 0; i < s*s; i++) {
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vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.;
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O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD));
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}
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return O / O.a;
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}
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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) { return min(a*b, min(abs(a)*3.40282347E+38F, abs(b)*3.40282347E+38F)); }
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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 R123f = 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 = passParameterSem0;
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//R0f.xy = R0f.xy - (lineRand(gl_FragCoord.xy)*0.015);
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//R0f.xy = vec2((passParameterSem0.x + passParameterSem0.z), (passParameterSem0.y + passParameterSem0.w));
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// 0
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R1f.x = R0f.x + (intBitsToFloat(uf_remappedPS[0].x) / resScale);
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R1f.y = R0f.y + (intBitsToFloat(uf_remappedPS[0].y) / resScale);
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R0f.z = R0f.x + (intBitsToFloat(uf_remappedPS[1].x) / resScale);
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R0f.w = R0f.y + (intBitsToFloat(uf_remappedPS[1].y) / resScale);
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R5f.w = 1.0;
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PS0f = R5f.w;
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// 1
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R2f.x = R0f.x + (intBitsToFloat(uf_remappedPS[2].x) / resScale);
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R2f.y = R0f.y + (intBitsToFloat(uf_remappedPS[2].y) / resScale);
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R1f.z = R0f.x + (intBitsToFloat(uf_remappedPS[3].x) / resScale);
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R1f.w = R0f.y + (intBitsToFloat(uf_remappedPS[3].y) / resScale);
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// 2
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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R0f.x = backupReg0f + (intBitsToFloat(uf_remappedPS[4].x) / resScale);
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R0f.y = backupReg1f + (intBitsToFloat(uf_remappedPS[4].y) / resScale);
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vec2 coord = passParameterSem0.xy*textureSize(textureUnitPS0, 0); // R0f.xy;// vec2(0.5, 0.5);
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vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0);
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vec2 uv = coord * ps;
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R4f.xyz = blur(textureUnitPS0, uv, ps*0.25).xyz;
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R4f.xyz += (texture(textureUnitPS0, R1f.xy).xyz)/2;
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R3f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
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R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);// prob?
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R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
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R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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/* //org
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R4f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
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R3f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
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R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);// prob?
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R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
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R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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*/
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// 0
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PV0f.x = R4f.y * intBitsToFloat(uf_remappedPS[0].z);
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PV0f.y = R4f.x * intBitsToFloat(uf_remappedPS[0].z);
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PV0f.z = R4f.z * intBitsToFloat(uf_remappedPS[0].z);
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PV0f.w = max(R3f.x, R4f.x);
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R127f.z = max(R3f.y, R4f.y);
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PS0f = R127f.z;
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// 1
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R123f.x = (R3f.z * intBitsToFloat(uf_remappedPS[1].z) + PV0f.z);
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PV1f.x = R123f.x;
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PV1f.y = max(R3f.z, R4f.z);
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R123f.z = (R3f.y * intBitsToFloat(uf_remappedPS[1].z) + PV0f.x);
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PV1f.z = R123f.z;
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R123f.w = (R3f.x * intBitsToFloat(uf_remappedPS[1].z) + PV0f.y);
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PV1f.w = R123f.w;
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R127f.y = max(PV0f.w, R2f.x);
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PS1f = R127f.y;
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// 2
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R127f.x = max(R127f.z, R2f.y);
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R123f.y = (R2f.y * intBitsToFloat(uf_remappedPS[2].z) + PV1f.z);
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PV0f.y = R123f.y;
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R123f.z = (R2f.x * intBitsToFloat(uf_remappedPS[2].z) + PV1f.w);
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PV0f.z = R123f.z;
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R123f.w = (R2f.z * intBitsToFloat(uf_remappedPS[2].z) + PV1f.x);
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PV0f.w = R123f.w;
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R127f.w = max(PV1f.y, R2f.z);
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PS0f = R127f.w;
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// 3
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backupReg0f = R0f.y;
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R123f.x = (R1f.x * intBitsToFloat(uf_remappedPS[3].z) + PV0f.z);
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PV1f.x = R123f.x;
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PV1f.y = max(R0f.x, R1f.x);
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R123f.z = (R1f.y * intBitsToFloat(uf_remappedPS[3].z) + PV0f.y);
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PV1f.z = R123f.z;
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R126f.w = (R1f.z * intBitsToFloat(uf_remappedPS[3].z) + PV0f.w);
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PS1f = max(backupReg0f, R1f.y);
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// 4
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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PV0f.x = max(R127f.y, PV1f.y);
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PV0f.y = max(R0f.z, R1f.z);
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R127f.z = (backupReg0f * intBitsToFloat(uf_remappedPS[4].z) + PV1f.x);
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PV0f.z = R127f.z;
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PV0f.w = max(R127f.x, PS1f);
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R127f.x = (backupReg1f * intBitsToFloat(uf_remappedPS[4].z) + PV1f.z);
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PS0f = R127f.x;
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// 5
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backupReg0f = R0f.z;
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PV1f.x = PV0f.x + -(PV0f.z);
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PV1f.y = PV0f.w + -(PS0f);
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PV1f.z = max(R127f.w, PV0f.y);
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R127f.w = (backupReg0f * intBitsToFloat(uf_remappedPS[4].z) + R126f.w);
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PV1f.w = R127f.w;
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// 6
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PV0f.x = PV1f.z + -(PV1f.w);
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R5f.y = (PV1f.y * 0.275 + R127f.x)*lightBloom;//degree of bloom
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R5f.x = (PV1f.x * 0.275 + R127f.z)*lightBloom;
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PS0f = R5f.x;
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// 7
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R5f.z = (PV0f.x * 0.275 + R127f.w)*lightBloom;
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// export
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passPixelColor0 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
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}
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