mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-27 18:31:50 +01:00
209 lines
6.2 KiB
Plaintext
209 lines
6.2 KiB
Plaintext
<?php
|
|
include 'Source/functions.php';
|
|
$fullWidth = $argv[1];
|
|
$fullHeight = $argv[2];
|
|
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
|
|
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
|
|
?>
|
|
|
|
#version 420
|
|
#extension GL_ARB_texture_gather : enable
|
|
#define pow2(x) (x * x)
|
|
|
|
// shader d8e69e8df8c227f5
|
|
// Bloom/blur 1st step, 1280->640->1280
|
|
|
|
uniform ivec4 uf_remappedPS[3];
|
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
|
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
|
|
layout(location = 0) in vec4 passParameterSem0;
|
|
layout(location = 0) out vec4 passPixelColor0;
|
|
uniform vec2 uf_fragCoordScale;
|
|
const float resScale = <?=$scaleFactorX?>;
|
|
const int sampleScale = <?=round($scaleFactorX)?>;
|
|
|
|
|
|
highp float lineRand(vec2 co)
|
|
{
|
|
highp float a = 12.9898;
|
|
highp float b = 78.233;
|
|
highp float c = 43758.5453;
|
|
highp float dt = dot(co.xy, vec2(a, b));
|
|
highp float sn = mod(dt, 3.14);
|
|
return fract(sin(sn) * c);
|
|
}
|
|
|
|
|
|
// FabriceNeyret2, single pass gaussian by intermediate MIPmap level. https://www.shadertoy.com/view/ltScRG
|
|
// I hereby pledge my loyalty to the FabriceNeyret2 fanclub, this is bloody beautiful!
|
|
|
|
const int samples = 8 * sampleScale, //8 or 4 balances xy position
|
|
LOD = 2, // gaussian done on MIPmap at scale LOD
|
|
sLOD = 1 << LOD; // tile size = 2^LOD
|
|
const float sigma = float(samples) * .25;
|
|
|
|
float gaussian(vec2 i) {
|
|
return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma);
|
|
}
|
|
|
|
vec4 blur(sampler2D sp, vec2 U, vec2 scale) {
|
|
vec4 O = vec4(0);
|
|
int s = samples / sLOD;
|
|
|
|
for (int i = 0; i < s*s; i++) {
|
|
vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.;
|
|
O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD));
|
|
}
|
|
|
|
return O / O.a;
|
|
}
|
|
|
|
|
|
|
|
|
|
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 R5f = vec4(0.0);
|
|
vec4 R6f = vec4(0.0);
|
|
vec4 R7f = vec4(0.0);
|
|
vec4 R123f = 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;
|
|
R0f.xy = vec2((passParameterSem0.x + passParameterSem0.z), (passParameterSem0.y + passParameterSem0.w));
|
|
|
|
// 0
|
|
R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x) / resScale;
|
|
R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y) / resScale;
|
|
R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[0].z) / resScale;
|
|
R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[0].w) / resScale;
|
|
// 1
|
|
backupReg0f = R0f.x;
|
|
backupReg1f = R0f.y;
|
|
backupReg0f = R0f.x;
|
|
backupReg1f = R0f.y;
|
|
R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[1].x) / resScale;
|
|
R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[1].y) / resScale;
|
|
R1f.z = backupReg0f + intBitsToFloat(uf_remappedPS[1].z) / resScale;
|
|
R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w) / resScale;
|
|
|
|
|
|
//color.a = 1.0;
|
|
|
|
R2f.xyz = (texture(textureUnitPS1, R1f.xy).xyz);
|
|
R3f.xyz = (texture(textureUnitPS1, R0f.zw).xyz);
|
|
R4f.xyz = (texture(textureUnitPS1, R0f.xy).xyz);
|
|
R5f.xyz = (texture(textureUnitPS1, R1f.zw).xyz);
|
|
|
|
|
|
|
|
vec2 coord = passParameterSem0.xy*textureSize(textureUnitPS0, 0); // R0f.xy;// vec2(0.5, 0.5);
|
|
|
|
vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0);
|
|
vec2 uv = coord * ps;
|
|
|
|
R6f.xyzw = blur(textureUnitPS0, uv, ps);
|
|
|
|
// R6f.xyz = blur(textureUnitPS0, uv, ps);
|
|
// R6f.w = 1.0;
|
|
R7f = R6f;
|
|
R0f = R6f;
|
|
R1f = R6f;
|
|
|
|
|
|
tempf.x = dot(vec4(R2f.x, R2f.y, R2f.z, -0.0), vec4(intBitsToFloat(0x3e000000), intBitsToFloat(0x41ff0000), intBitsToFloat(0x45fe0100), 0.0));
|
|
PV0f.x = tempf.x;
|
|
PV0f.y = tempf.x;
|
|
PV0f.z = tempf.x;
|
|
PV0f.w = tempf.x;
|
|
R127f.w = tempf.x;
|
|
R127f.z = R6f.x + R7f.x;
|
|
PS0f = R127f.z;
|
|
// 1
|
|
tempf.x = dot(vec4(R3f.x, R3f.y, R3f.z, -0.0), vec4(intBitsToFloat(0x3e000000), intBitsToFloat(0x41ff0000), intBitsToFloat(0x45fe0100), 0.0));
|
|
PV1f.x = tempf.x;
|
|
PV1f.y = tempf.x;
|
|
PV1f.z = tempf.x;
|
|
PV1f.w = tempf.x;
|
|
R127f.y = R6f.y + R7f.y;
|
|
PS1f = R127f.y;
|
|
// 2
|
|
tempf.x = dot(vec4(R4f.x, R4f.y, R4f.z, -0.0), vec4(intBitsToFloat(0x3e000000), intBitsToFloat(0x41ff0000), intBitsToFloat(0x45fe0100), 0.0));
|
|
PV0f.x = tempf.x;
|
|
PV0f.y = tempf.x;
|
|
PV0f.z = tempf.x;
|
|
PV0f.w = tempf.x;
|
|
PS0f = R127f.w + PV1f.x;
|
|
// 3
|
|
tempf.x = dot(vec4(R5f.x, R5f.y, R5f.z, -0.0), vec4(intBitsToFloat(0x3e000000), intBitsToFloat(0x41ff0000), intBitsToFloat(0x45fe0100), 0.0));
|
|
PV1f.x = tempf.x;
|
|
PV1f.y = tempf.x;
|
|
PV1f.z = tempf.x;
|
|
PV1f.w = tempf.x;
|
|
PS1f = PS0f + PV0f.x;
|
|
// 4
|
|
backupReg0f = R0f.y;
|
|
PV0f.y = PS1f + PV1f.x;
|
|
PV0f.z = R127f.y + backupReg0f;
|
|
PV0f.w = R6f.z + R7f.z;
|
|
// 5
|
|
backupReg0f = R0f.z;
|
|
R123f.x = (PV0f.y * 0.25 + -(intBitsToFloat(uf_remappedPS[2].x)));
|
|
PV1f.x = R123f.x;
|
|
PV1f.y = R127f.z + R0f.x;
|
|
PV1f.z = PV0f.z + R1f.y;
|
|
PV1f.w = PV0f.w + backupReg0f;
|
|
// 6
|
|
PV0f.x = PV1f.y + R1f.x;
|
|
PV0f.y = PV1f.w + R1f.z;
|
|
PV0f.z = PV1f.z * 0.25;
|
|
PV0f.w = max(PV1f.x, -(PV1f.x));
|
|
// 7
|
|
PV1f.x = PV0f.x * 0.25;
|
|
PV1f.y = PV0f.y * 0.25;
|
|
PV1f.z = PV0f.w * intBitsToFloat(uf_remappedPS[2].y);
|
|
PV1f.z = clamp(PV1f.z, 0.0, 1.0);
|
|
PV1f.w = max(PV0f.z, 0.0);
|
|
// 8
|
|
PV0f.x = max(PV1f.y, 0.0);
|
|
R1f.y = min(PV1f.w, 4.0);
|
|
PV0f.z = max(PV1f.x, 0.0);
|
|
tempResultf = log2(PV1f.z);
|
|
if (isinf(tempResultf) == true) tempResultf = -3.40282347E+38F;
|
|
PS0f = tempResultf;
|
|
// 9
|
|
PV1f.x = PS0f * intBitsToFloat(uf_remappedPS[2].w);
|
|
R1f.z = min(PV0f.x, 4.0);
|
|
R1f.x = min(PV0f.z, 4.0);
|
|
PS1f = R1f.x;
|
|
// 10
|
|
PS0f = exp2(PV1f.x);
|
|
// 11
|
|
R1f.w = PS0f * intBitsToFloat(uf_remappedPS[2].z);
|
|
// export
|
|
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
|
}
|