mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-01 13:54:16 +01:00
46db482e22
With the new bloom graphic pack you can simply choose a preset of the amount of bloom and brightness/post-processing inside the shadow land, or you can fine-tune it to your likings with the custom options. Thanks to @KoB-Kirito for making this dedicated bloom pack!
76 lines
2.5 KiB
Plaintext
76 lines
2.5 KiB
Plaintext
#version 430
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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 5f422bf63e25be7f: desaturates colors (shadow world only)
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// desaturates the image by shifting colors towards the red channel
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// used in shadow world only, as far as tested
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// grading values always seem to be: 1.0, 1.0, 1.0, ~0.33
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.z, 1.0/gl_FragCoord.w)
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layout(set = 1, binding = 1) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[1]; // grading
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};
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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uniform ivec4 uf_remappedPS[1]; // grading
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#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; // frame
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layout(location = 0) in vec4 passParameterSem1; // pixel coordinate
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layout(location = 0) out vec4 passPixelColor0; // output. w is alpha, overlayed
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// more compatible interpolation
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float mixf(float x, float y, float a)
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{
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return x * (1.0 - a) + y * a;
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}
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void main()
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{
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// get texel color
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vec2 coord = passParameterSem1.xy;
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vec3 texel = texture(textureUnitPS0, coord).xyz;
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// get grading
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vec4 grading = vec4(0.0);
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grading.x = intBitsToFloat(uf_remappedPS[0].x); // 1.0
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grading.y = intBitsToFloat(uf_remappedPS[0].y); // 1.0
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grading.z = intBitsToFloat(uf_remappedPS[0].z); // 1.0
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grading.w = intBitsToFloat(uf_remappedPS[0].w); // alpha, ~0.33
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// shift towards red channel
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vec4 color = vec4(0.0);
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color.x = texel.x * grading.x; // red * 1.0
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color.y = texel.x * grading.y; // red * 1.0
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color.z = texel.x * grading.z; // red * 1.0
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color.w = mixf(0.0, grading.w, $shadow_world_desaturation); // apply custom strength
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// export
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passPixelColor0 = vec4(color.x, color.y, color.z, color.w);
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// test current grading colors
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//passPixelColor0 = vec4(grading.x, grading.y, grading.z, 1.0);
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// test current grading alpha
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//passPixelColor0 = vec4(grading.w, grading.w, grading.w, 1.0);
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}
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