cemu_graphic_packs/Enhancements/MarioKart8_SmothSpeedBlur/fdf33c607cd1d737_0000000000000079_ps.txt
getdls 0e266fec6f [MK8] Add LOD, radial Blur
Original blur really need more samples above 1080p  ...in every racing
game.
2020-01-16 01:07:00 +01:00

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#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader fdf33c607cd1d737 //Radial blur replacement
// start of shader inputs/outputs, predetermined by Cemu. Do not touch
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
{
uniform vec4 uf_fragCoordScale;
};
#else
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem2;
layout(location = 3) in vec4 passParameterSem3;
layout(location = 0) out vec4 passPixelColor0;
// end of shader inputs/outputs
float blurStart = $blurStart;
float blurWidth = $blurWidth;
const int nsamples = $nrOfPasses ; //original had aprox 8 at 640x240
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 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = vec4(0.0);
vec4 colour = vec4(0.0);
vec2 center = vec2(0.5, 0.5);
vec4 R123f = 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;
R1f = passParameterSem1;
R2f = passParameterSem2;
R3f = passParameterSem3;
vec2 coord = -1.0 + R0f.xy;
vec2 ps = vec2(1.0)*uf_fragCoordScale.xy / textureSize(textureUnitPS0, 0);
vec2 uv = gl_FragCoord.xy *2.0 / textureSize(textureUnitPS0, 0);
//Simle radial blur jcant0n, shadertoy.com
uv -= center;
float precompute = blurWidth * (1.0 / float(nsamples - 1));
for(int i = 0; i < nsamples; i++)
{
float scale = blurStart + (float(i)* precompute);
colour += texture(textureUnitPS0, uv* scale + center );
}
colour /= float(nsamples);
//passPixelColor0 = colour;
R4f.xyz = colour.xyz;
R0f.xyz = R4f.xyz;
R5f.xyz = R4f.xyz;
R1f.xyz = R4f.xyz;
R6f.xyz = R4f.xyz;
R2f.xyz = R4f.xyz;
R7f.xyz = R4f.xyz;
R3f.xyz = R4f.xyz;
// 0
PV0f.x = R4f.y * intBitsToFloat(0x3e000000);
PV0f.y = R4f.x * intBitsToFloat(0x3e000000);
PV0f.w = R4f.z * intBitsToFloat(0x3e000000);
R4f.w = 1.0;
PS0f = R4f.w;
// 1
R123f.x = (R0f.z * intBitsToFloat(0x3e000000) + PV0f.w);
PV1f.x = R123f.x;
R123f.y = (R0f.y * intBitsToFloat(0x3e000000) + PV0f.x);
PV1f.y = R123f.y;
R123f.z = (R0f.x * intBitsToFloat(0x3e000000) + PV0f.y);
PV1f.z = R123f.z;
// 2
R123f.x = (R5f.z * intBitsToFloat(0x3e000000) + PV1f.x);
PV0f.x = R123f.x;
R123f.z = (R5f.y * intBitsToFloat(0x3e000000) + PV1f.y);
PV0f.z = R123f.z;
R123f.w = (R5f.x * intBitsToFloat(0x3e000000) + PV1f.z);
PV0f.w = R123f.w;
// 3
R123f.x = (R1f.y * intBitsToFloat(0x3e000000) + PV0f.z);
PV1f.x = R123f.x;
R123f.y = (R1f.x * intBitsToFloat(0x3e000000) + PV0f.w);
PV1f.y = R123f.y;
R123f.w = (R1f.z * intBitsToFloat(0x3e000000) + PV0f.x);
PV1f.w = R123f.w;
// 4
R123f.y = (R6f.y * intBitsToFloat(0x3e000000) + PV1f.x);
PV0f.y = R123f.y;
R123f.z = (R6f.x * intBitsToFloat(0x3e000000) + PV1f.y);
PV0f.z = R123f.z;
R123f.w = (R6f.z * intBitsToFloat(0x3e000000) + PV1f.w);
PV0f.w = R123f.w;
// 5
R123f.x = (R2f.x * intBitsToFloat(0x3e000000) + PV0f.z);
PV1f.x = R123f.x;
R123f.z = (R2f.z * intBitsToFloat(0x3e000000) + PV0f.w);
PV1f.z = R123f.z;
R123f.w = (R2f.y * intBitsToFloat(0x3e000000) + PV0f.y);
PV1f.w = R123f.w;
// 6
R123f.x = (R7f.y * intBitsToFloat(0x3e000000) + PV1f.w);
PV0f.x = R123f.x;
R123f.y = (R7f.x * intBitsToFloat(0x3e000000) + PV1f.x);
PV0f.y = R123f.y;
R123f.w = (R7f.z * intBitsToFloat(0x3e000000) + PV1f.z);
PV0f.w = R123f.w;
// 7
R4f.x = (R3f.x * intBitsToFloat(0x3e000000) + PV0f.y);
R4f.y = (R3f.y * intBitsToFloat(0x3e000000) + PV0f.x);
R4f.z = (R3f.z * intBitsToFloat(0x3e000000) + PV0f.w);
// export
passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
}