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111 lines
3.1 KiB
Plaintext
111 lines
3.1 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 5098356af9ebfe85
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//AO pass 3 vertical blur
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const float resScale = ($height/$gameHeight);
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uniform ivec4 uf_remappedPS[2];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5911000 res 640x360x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 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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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 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 = passParameterSem0;
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// 0
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PV0f.x = -(intBitsToFloat(uf_remappedPS[0].y)/ resScale);
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PV0f.x /= 2.0;
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R127f.y = intBitsToFloat(uf_remappedPS[0].y) / resScale;
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R127f.y /= 2.0;
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R127f.z = 0.0;
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PV0f.z = R127f.z;
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PV0f.w = intBitsToFloat(uf_remappedPS[0].y) / resScale * intBitsToFloat(0xbfc00000);
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R126f.z = intBitsToFloat(uf_remappedPS[0].y) / resScale*1.5;// *1.5 or blur won't sample between pixels
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PS0f = R126f.z;
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// 1
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R1f.x = PV0f.z + R0f.x;
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R1f.y = PV0f.w + R0f.y;
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R0f.z = PV0f.z + R0f.x;
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R0f.w = PV0f.x + R0f.y;
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R2f.x = PV0f.z + R0f.x;
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PS1f = R2f.x;
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// 2
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backupReg0f = R0f.x;
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R0f.x = intBitsToFloat(uf_remappedPS[1].z) * intBitsToFloat(0x40100000);
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R2f.y = R127f.y + R0f.y;
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R1f.z = intBitsToFloat(uf_remappedPS[1].z) * 0.25;
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R3f.w = R127f.z + backupReg0f;
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R3f.y = R126f.z + R0f.y;
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PS0f = R3f.y;
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R1f.x = (texture(textureUnitPS0, R1f.xy).x);
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R3f.x = (texture(textureUnitPS0, R0f.zw).x);
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R2f.x = (texture(textureUnitPS0, R2f.xy).x);
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R4f.x = (texture(textureUnitPS0, R3f.wy).x);
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// 0
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R127f.x = -(R1f.x) + 1.0;
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R127f.y = -(R1f.z) * intBitsToFloat(0x3fb8aa3b);
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PV0f.z = -(R0f.x) * intBitsToFloat(0x3fb8aa3b);
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R127f.w = -(R3f.x) + 1.0;
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R0f.w = 1.0;
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PS0f = R0f.w;
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// 1
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R126f.x = -(R2f.x) + 1.0;
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R126f.y = -(R4f.x) + 1.0;
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R125f.w = exp2(PV0f.z);
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PS1f = R125f.w;
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// 2
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PV0f.y = PS1f + 0.0;
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R123f.z = (R127f.x * PS1f + 0.0);
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PV0f.z = R123f.z;
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R126f.w = exp2(R127f.y);
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PS0f = R126f.w;
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// 3
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R123f.y = (R127f.w * PS0f + PV0f.z);
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PV1f.y = R123f.y;
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PV1f.z = PV0f.y + PS0f;
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// 4
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PV0f.z = R126f.w + PV1f.z;
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R123f.w = (R126f.w * R126f.x + PV1f.y);
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PV0f.w = R123f.w;
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// 5
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backupReg0f = R125f.w;
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PV1f.x = R125f.w + PV0f.z;
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R125f.w = (backupReg0f * R126f.y + PV0f.w);
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// 6
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PS0f = 1.0 / PV1f.x;
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// 7
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PV1f.y = R125f.w * PS0f;
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// 8
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R0f.x = (-(PV1f.y) * intBitsToFloat(uf_remappedPS[1].y) + 1.0);
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R0f.x = clamp(R0f.x, 0.0, 1.0);
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// export
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passPixelColor0 = vec4(R0f.x, R0f.x, R0f.x, R0f.w);
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}
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