cemu_graphic_packs/Enhancements/TwilightPrincessHD_FancyFX/e334517825fdd599_0000000000000079_ps.txt
getdls cba5441cd8 [TPHD] Fancy FX 8k option
Eyeballed nr of passes to aproximate same blur feel as native res. Old
approach, from res,  really started to break down around 5k.
2019-08-27 20:24:57 +02:00

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader e334517825fdd599
//basline dof blur..
const float scaleBlur = $scaleBlur; //0.125 4k
const int sampleScaling = $presetPass;
#define EnableBlur $enableBlur
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4001000 res 1920x1080x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
const int sampleScale = 2 + sampleScaling;
//const int sampleScale = 2 + sampleScaling;
// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG
const int samples = 4 * sampleScale, //8 or 4 balances xy position + brightness hack
LOD = 2, // gaussian done on MIPmap at scale LOD
sLOD = 1 << LOD; // tile size = 2^LOD
const float sigma = float(samples) * .25;
float gaussian(vec2 i) {
return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma);
}
vec4 blur(sampler2D sp, vec2 U, vec2 scale) {
vec4 O = vec4(0.0);
int s = samples / sLOD;
for (int i = 0; i < s*s; i++) {
vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.;
O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD));
}
//return O / O.a;
return vec4(O.x, O.y, O.z, 0.0)*20.0; // balance loss of brightness
}
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R9f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem0;
#if (EnableBlur == 1)
vec2 scaler = uf_fragCoordScale.xy;
vec2 coord = R0f.xy*textureSize(textureUnitPS0, 0); //
vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0);
vec2 uv = coord * ps;
R9f.xyz = blur(textureUnitPS0, R0f.xy, ps*0.5*scaleBlur*scaler).xyz;
R0f.w = (textureLod(textureUnitPS0, R0f.xy,0.0).w);
// export
passPixelColor0 = vec4(R9f.x, R9f.y, R9f.z, R0f.w);
#elif (EnableBlur == 0)
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
#endif
}