mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-23 01:59:18 +01:00
69 lines
2.2 KiB
Plaintext
69 lines
2.2 KiB
Plaintext
<?php
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include 'Source/functions.php';
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$fullWidth = $argv[1];
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$fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
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$scaleFactorY = always_decimal_format($fullHeight / 720.0);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 9ae7833e513d2c25 // bloom sampling scale
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const float resScale = <?=$scaleFactorX?>;
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//const float resScale = 4.0;
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uniform ivec4 uf_remappedPS[1];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4f4c800 res 80x46x1 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
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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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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.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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// 0
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backupReg0f = R0f.y;
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backupReg1f = R0f.z;
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PV0f.y = backupReg0f + -(intBitsToFloat(uf_remappedPS[0].x)/ resScale);
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PV0f.z = R0f.x + -(intBitsToFloat(uf_remappedPS[0].x)/ resScale);
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PV0f.w = backupReg1f + -(intBitsToFloat(uf_remappedPS[0].x)/ resScale);
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R1f.w = 1.0;
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PS0f = R1f.w;
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// 1
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PV1f.x = max(PV0f.z, 0.0);
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PV1f.y = max(PV0f.y, 0.0);
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PV1f.z = max(PV0f.w, 0.0);
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// 2
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tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[0].y)/resScale,intBitsToFloat(uf_remappedPS[0].y) / resScale,intBitsToFloat(uf_remappedPS[0].y) / resScale,-0.0),vec4(PV1f.x,PV1f.y,PV1f.z,0.0));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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// 3
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R1f.x = R0f.x * PV0f.x;
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R1f.y = R0f.y * PV0f.x;
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R1f.z = R0f.z * PV0f.x;
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// export
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passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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}
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