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https://github.com/cemu-project/cemu_graphic_packs.git
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08518d64ca
stumbled on another bloom shader, which does 2x2 average and bright pass to make bloom spread wider. now bloom should be a little larger.
84 lines
2.8 KiB
Plaintext
84 lines
2.8 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 10584c6fc5857351 // bloom pre-spread
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uniform ivec4 uf_remappedPS[2];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec2 R0f = vec2(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = 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 = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point
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vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y );
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int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
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float count = 0.0;
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for( int x=-r; x<=r; x++ ) {
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for( int y=-r; y<=r; y++ ) {
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if( pow(x,2) + pow(y,2) <= pow(r,2) ) {
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R1f += texture( textureUnitPS0, R0f + vec2(x,y)*res );
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count += 1.0;
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}
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}
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}
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PV0f = R1f/count;
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R127f.xzw = PV0f.xzw;
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R126f.y = PV0f.y;
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// 3
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tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),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 = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].w));
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// 4
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tempf.x = dot(vec4(R127f.x,R126f.y,R127f.z,PS1f),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),1.0));
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tempf.x = clamp(tempf.x, 0.0, 1.0);
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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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R127f.y = tempf.x;
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PS0f = 1.0 / PV1f.x;
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// 5
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PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[1].x);
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PV1f.z = clamp(PV1f.z, 0.0, 1.0);
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// 6
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PV0f.y = mul_nonIEEE(R127f.y, PV1f.z);
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// 7
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PV1f.x = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[1].z));
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// 8
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R1f.x = mul_nonIEEE(R127f.x, PV1f.x);
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R1f.y = mul_nonIEEE(R126f.y, PV1f.x);
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R1f.z = mul_nonIEEE(R127f.z, PV1f.x);
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R1f.w = mul_nonIEEE(R127f.w, PV1f.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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