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https://github.com/cemu-project/cemu_graphic_packs.git
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102 lines
3.1 KiB
Plaintext
102 lines
3.1 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader bbf87e1769bdcea3 //foreground blur?
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const float dither = $dither ;
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const float scaleShader = $scaleShader;
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const float scaleBlur = ($scaleBlur*$internalRes);
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const int sampleScale = 2;
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const float lightBloom = 0.95;
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uniform ivec4 uf_remappedPS[1];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x1aa0b000 res 320x180x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 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 passParameterSem128;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG
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const int samples = 8 * sampleScale, //8 or 4 balances xy position
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LOD = 2, // gaussian done on MIPmap at scale LOD
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sLOD = 1 << LOD; // tile size = 2^LOD
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const float sigma = float(samples) * .25;
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float gaussian(vec2 i) {
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return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma);
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}
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vec4 blur(sampler2D sp, vec2 U, vec2 scale) {
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vec4 O = vec4(0);
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int s = samples / sLOD;
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for (int i = 0; i < s*s; i++) {
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vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.;
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O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD));
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}
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return O / O.a;
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}
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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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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vec4 R0f = 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 = passParameterSem128;
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vec2 coord = passParameterSem128.xy*textureSize(textureUnitPS0, 0); //
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vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0);
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vec2 uv = coord * ps;
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R0f.xyz = blur(textureUnitPS0, R0f.xy, ps*scaleBlur).xyz; //1.0 4k //.66 2k //0.075 1k //.51 4kx2
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//R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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// 0
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PV0f.x = R0f.z * intBitsToFloat(0x3dea747e);
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PV0f.w = intBitsToFloat(uf_remappedPS[0].x);
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PV0f.w = clamp(PV0f.w, 0.0, 1.0);
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// 1
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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tempf.x = dot(vec4(backupReg0f,backupReg1f,PV0f.x,-0.0),vec4(intBitsToFloat(0x3e990abb),intBitsToFloat(0x3f162c13),1.0,0.0));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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PS1f = -(PV0f.w) + intBitsToFloat(0x3f800054);
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// 2
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PV0f.z = PV1f.x + -(intBitsToFloat(uf_remappedPS[0].x));
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PS0f = 1.0 / PS1f;
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// 3
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PV1f.w = PV0f.z * PS0f;
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PV1f.w = clamp(PV1f.w, 0.0, 1.0);
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// 4
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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backupReg2f = R0f.z;
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R0f.x = mul_nonIEEE(backupReg0f, PV1f.w);
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R0f.y = mul_nonIEEE(backupReg1f, PV1f.w);
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R0f.z = mul_nonIEEE(backupReg2f, PV1f.w);
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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}
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