cemu_graphic_packs/Source/XenobladeX/5098356af9ebfe85_0000000000000079_ps.txt
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2018-10-31 11:03:04 +01:00

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 5098356af9ebfe85
//AO pass 3 vertical blur
const float resScale = ($height/$gameHeight);
uniform ivec4 uf_remappedPS[2];
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
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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 R125f = 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 = passParameterSem0;
// 0
PV0f.x = -(intBitsToFloat(uf_remappedPS[0].y)/ resScale);
PV0f.x /= 2.0;
R127f.y = intBitsToFloat(uf_remappedPS[0].y) / resScale;
R127f.y /= 2.0;
R127f.z = 0.0;
PV0f.z = R127f.z;
PV0f.w = intBitsToFloat(uf_remappedPS[0].y) / resScale * intBitsToFloat(0xbfc00000);
R126f.z = intBitsToFloat(uf_remappedPS[0].y) / resScale*1.5;// *1.5 or blur won't sample between pixels
PS0f = R126f.z;
// 1
R1f.x = PV0f.z + R0f.x;
R1f.y = PV0f.w + R0f.y;
R0f.z = PV0f.z + R0f.x;
R0f.w = PV0f.x + R0f.y;
R2f.x = PV0f.z + R0f.x;
PS1f = R2f.x;
// 2
backupReg0f = R0f.x;
R0f.x = intBitsToFloat(uf_remappedPS[1].z) * intBitsToFloat(0x40100000);
R2f.y = R127f.y + R0f.y;
R1f.z = intBitsToFloat(uf_remappedPS[1].z) * 0.25;
R3f.w = R127f.z + backupReg0f;
R3f.y = R126f.z + R0f.y;
PS0f = R3f.y;
R1f.x = (texture(textureUnitPS0, R1f.xy).x);
R3f.x = (texture(textureUnitPS0, R0f.zw).x);
R2f.x = (texture(textureUnitPS0, R2f.xy).x);
R4f.x = (texture(textureUnitPS0, R3f.wy).x);
// 0
R127f.x = -(R1f.x) + 1.0;
R127f.y = -(R1f.z) * intBitsToFloat(0x3fb8aa3b);
PV0f.z = -(R0f.x) * intBitsToFloat(0x3fb8aa3b);
R127f.w = -(R3f.x) + 1.0;
R0f.w = 1.0;
PS0f = R0f.w;
// 1
R126f.x = -(R2f.x) + 1.0;
R126f.y = -(R4f.x) + 1.0;
R125f.w = exp2(PV0f.z);
PS1f = R125f.w;
// 2
PV0f.y = PS1f + 0.0;
R123f.z = (R127f.x * PS1f + 0.0);
PV0f.z = R123f.z;
R126f.w = exp2(R127f.y);
PS0f = R126f.w;
// 3
R123f.y = (R127f.w * PS0f + PV0f.z);
PV1f.y = R123f.y;
PV1f.z = PV0f.y + PS0f;
// 4
PV0f.z = R126f.w + PV1f.z;
R123f.w = (R126f.w * R126f.x + PV1f.y);
PV0f.w = R123f.w;
// 5
backupReg0f = R125f.w;
PV1f.x = R125f.w + PV0f.z;
R125f.w = (backupReg0f * R126f.y + PV0f.w);
// 6
PS0f = 1.0 / PV1f.x;
// 7
PV1f.y = R125f.w * PS0f;
// 8
R0f.x = (-(PV1f.y) * intBitsToFloat(uf_remappedPS[1].y) + 1.0);
R0f.x = clamp(R0f.x, 0.0, 1.0);
// export
passPixelColor0 = vec4(R0f.x, R0f.x, R0f.x, R0f.w);
}