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https://github.com/cemu-project/cemu_graphic_packs.git
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109 lines
3.3 KiB
Plaintext
109 lines
3.3 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 888e5d95da8037e2
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// Used for: Horizontal & Vertical Blur Pass
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float resScale = ($width/$gameWidth);
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uniform ivec4 uf_remappedPS[1];
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uniform vec2 uf_fragCoordScale;
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x15c36000 res 320x180x1 dim 1 tm: 4 format 0810 compSel: 0 1 4 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 passParameterSem129;
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layout(location = 0) out vec4 passPixelColor0;
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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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vec4 R0f = vec4(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 R4f = 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 = passParameterSem129;
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R3f.xy = (texture(textureUnitPS0, R0f.xy).xy);
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// 0
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R1f.x = (-(intBitsToFloat(uf_remappedPS[0].z)/resScale) * 2.0 + R0f.x);
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R1f.y = (-(intBitsToFloat(uf_remappedPS[0].w)/resScale) * 2.0 + R0f.y);
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R0f.z = R0f.x + -(intBitsToFloat(uf_remappedPS[0].z)/resScale);
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R0f.w = R0f.y + -(intBitsToFloat(uf_remappedPS[0].w)/resScale);
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R2f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].z)/resScale;
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PS0f = R2f.x;
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// 1
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R2f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].w)/resScale;
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R4f.z = 0.0;
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R1f.w = R3f.y + -(R3f.y);
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R4f.y = R3f.y;
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PS1f = R4f.y;
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R0f.xy = (texture(textureUnitPS0, R1f.xy).xy);
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R1f.xy = (texture(textureUnitPS0, R0f.zw).xy);
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R2f.xy = (texture(textureUnitPS0, R2f.xy).xy);
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// 0
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PV0f.x = mul_nonIEEE(R1f.w, R1f.w);
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PV0f.z = -(R3f.y) + R0f.y;
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PV0f.w = -(R3f.y) + R1f.y;
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// 1
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PV1f.x = -(R3f.y) + R2f.y;
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PV1f.y = mul_nonIEEE(PV0f.z, PV0f.z);
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PV1f.z = mul_nonIEEE(PV0f.w, PV0f.w);
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PV1f.w = PV0f.x * intBitsToFloat(0x38d1b717);
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PV1f.w = clamp(PV1f.w, 0.0, 1.0);
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// 2
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PV0f.x = PV1f.y * intBitsToFloat(0x38d1b717);
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PV0f.x = clamp(PV0f.x, 0.0, 1.0);
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PV0f.y = PV1f.z * intBitsToFloat(0x38d1b717);
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PV0f.y = clamp(PV0f.y, 0.0, 1.0);
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PV0f.z = mul_nonIEEE(PV1f.x, PV1f.x);
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PV0f.w = -(PV1f.w) + 1.0;
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// 3
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PV1f.x = -(PV0f.y) + 1.0;
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PV1f.y = PV0f.z * intBitsToFloat(0x38d1b717);
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PV1f.y = clamp(PV1f.y, 0.0, 1.0);
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R126f.z = PV0f.w + intBitsToFloat(0x3e4ccccd);
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PV1f.w = -(PV0f.x) + 1.0;
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// 4
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PV0f.x = -(PV1f.y) + 1.0;
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R127f.z = PV1f.w + intBitsToFloat(0x3e4ccccd);
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PV0f.z = R127f.z;
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PV0f.w = PV1f.x + intBitsToFloat(0x3e4ccccd);
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// 5
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R127f.x = PV0f.x + intBitsToFloat(0x3e4ccccd);
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PV1f.y = mul_nonIEEE(R1f.x, PV0f.w);
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PV1f.z = PV0f.z + PV0f.w;
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// 6
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R123f.x = (mul_nonIEEE(R0f.x,R127f.z) + PV1f.y);
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PV0f.x = R123f.x;
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PV0f.z = PV1f.z + R126f.z;
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// 7
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PV1f.x = PV0f.z + R127f.x;
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R123f.w = (mul_nonIEEE(R3f.x,R126f.z) + PV0f.x);
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PV1f.w = R123f.w;
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// 8
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R123f.y = (mul_nonIEEE(R2f.x,R127f.x) + PV1f.w);
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PV0f.y = R123f.y;
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PS0f = 1.0 / PV1f.x;
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// 9
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R4f.x = PV0f.y * PS0f;
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// export
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passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.z);
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}
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