cemu_graphic_packs/Enhancements/XenobladeX_FancyFX/b3fb199c73caa796_00000000000003c9_ps.txt
Crementif 24b9b1eb29
Update XCX packs for Vulkan (#413)
Xenoblade Chronicles X packs are now ported too! Which has, after BotW, the most shaders I think made by all of the efforts from getdls. All shaders were successfully verified and tested in-game (from what I could tell).
2020-01-01 20:10:18 +01:00

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shaders was auto-converted from OpenGL to Cemu.
// shader b3fb199c73caa796
//BB title
const float dither = $dither ;
const float scaleShader = $scaleShader;
const float scaleBlur = $scaleBlur;
const int sampleScale = 4;
const float lightBloom = 0.95;
float lineRand(vec2 co)
{
float a = 12.9898;
float b = 78.233;
float c = 43758.5453;
float dt = dot(co.xy, vec2(a, b));
float sn = mod(dt, 3.14);
return fract(sin(sn) * c);
}
#ifdef VULKAN
layout(set = 1, binding = 2) uniform ufBlock
{
uniform ivec4 uf_remappedPS[4];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[4];
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
// uf_fragCoordScale was moved to the ufBlock
// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG
const int samples = 8 * sampleScale, //8 or 4 balances xy position
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);
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;
}
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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R124f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = 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;
R0f.xy = R0f.xy - (lineRand(gl_FragCoord.xy)*0.0012 *dither);
R0f.xy = R0f.xy + (lineRand(gl_FragCoord.xy*vec2(0.1, 0.09))*0.0011 *dither);
// 0
R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x);
R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y);
R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[0].z);
R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[0].w);
// 1
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg0f = R0f.x;
backupReg1f = R0f.y;
R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[1].x);
R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[1].y);
R1f.z = backupReg0f + intBitsToFloat(uf_remappedPS[1].z);
R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w);
vec2 coord = passParameterSem0.xy*textureSize(textureUnitPS0, 0); //
vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0);
vec2 uv = coord * ps;
R2f.xyzw = (texture(textureUnitPS1, R1f.xy).xyzw);
R3f.xyzw = (texture(textureUnitPS1, R0f.zw).xyzw);
R4f.xyzw = (texture(textureUnitPS1, R0f.xy).xyzw);
R5f.xyzw = (texture(textureUnitPS1, R1f.zw).xyzw);
R6f.xyz = blur(textureUnitPS0, R1f.xy, ps*scaleBlur).xyz; //1.0 4k //.66 2k //0.075 1k
R7f.xyz = R6f.xyz;
R0f.xyz = R6f.xyz;
R1f.xyz = R6f.xyz;
/*
R6f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
R7f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
R1f.xyzw = (texture(textureUnitPS0, R1f.zw).xyzw);
*/
// 0
PV0f.x = R2f.z + R3f.z;
PV0f.y = R2f.y + R3f.y;
PV0f.z = R2f.x + R3f.x;
PV0f.w = R2f.w + R3f.w;
// 1
PV1f.x = PV0f.x + R4f.z;
PV1f.y = PV0f.y + R4f.y;
PV1f.z = PV0f.z + R4f.x;
PV1f.w = PV0f.w + R4f.w;
R127f.x = R6f.x + R7f.x;
PS1f = R127f.x;
// 2
PV0f.x = PV1f.x + R5f.z;
PV0f.y = PV1f.y + R5f.y;
PV0f.z = PV1f.z + R5f.x;
PV0f.w = PV1f.w + R5f.w;
R127f.w = R6f.y + R7f.y;
PS0f = R127f.w;
// 3
PV1f.x = PV0f.x * intBitsToFloat(uf_remappedPS[2].z);
PV1f.y = PV0f.y * intBitsToFloat(uf_remappedPS[2].z);
PV1f.z = PV0f.z * intBitsToFloat(uf_remappedPS[2].z);
PV1f.w = PV0f.w * intBitsToFloat(uf_remappedPS[2].z);
R127f.z = R6f.z + R7f.z;
PS1f = R127f.z;
// 4
PV0f.x = max(PV1f.x, 0.0);
PV0f.y = max(PV1f.y, 0.0);
PV0f.z = max(PV1f.z, 0.0);
PV0f.w = max(PV1f.w, 0.0);
R126f.y = R6f.w + R7f.w;
PS0f = R126f.y;
// 5
R6f.x = min(PV0f.x, 4.0);
PV1f.x = R6f.x;
R125f.y = min(PV0f.y, 4.0);
PV1f.y = R125f.y;
R126f.z = min(PV0f.z, 4.0);
PV1f.z = R126f.z;
R125f.w = min(PV0f.w, 4.0);
R124f.x = R127f.x + R0f.x;
PS1f = R124f.x;
// 6
PV0f.x = PV1f.z + -(intBitsToFloat(uf_remappedPS[2].x));
PV0f.y = PV1f.y + -(intBitsToFloat(uf_remappedPS[3].x));
PV0f.z = PV1f.z + -(intBitsToFloat(uf_remappedPS[3].x));
PV0f.w = PV1f.x + -(intBitsToFloat(uf_remappedPS[3].x));
R127f.y = PV1f.y + -(intBitsToFloat(uf_remappedPS[2].x));
PS0f = R127f.y;
// 7
R127f.x = R6f.x + -(intBitsToFloat(uf_remappedPS[2].x));
PV1f.y = max(PV0f.z, 0.0);
PV1f.z = max(PV0f.y, 0.0);
PV1f.w = max(PV0f.w, 0.0);
R126f.x = max(PV0f.x, 0.0);
PS1f = R126f.x;
// 8
backupReg0f = R127f.y;
R125f.x = dot(vec4(intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].y),-0.0),vec4(PV1f.y,PV1f.z,PV1f.w,0.0));
PV0f.x = R125f.x;
PV0f.y = R125f.x;
PV0f.z = R125f.x;
PV0f.w = R125f.x;
R127f.y = max(backupReg0f, 0.0);
PS0f = R127f.y;
// 9
backupReg0f = R126f.y;
backupReg1f = R127f.x;
backupReg2f = R127f.w;
R127f.x = R127f.z + R0f.z;
R126f.y = backupReg0f + R0f.w;
PV1f.z = max(backupReg1f, 0.0);
R127f.w = backupReg2f + R0f.y;
R126f.w = R126f.z * PV0f.x;
PS1f = R126f.w;
// 10
tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].y),-0.0),vec4(R126f.x,R127f.y,PV1f.z,0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R124f.w = tempf.x;
R127f.z = R125f.y * R125f.x;
PS0f = R127f.z;
// 11
PV1f.x = R125f.w * R125f.x;
PV1f.y = R6f.x * R125f.x;
R125f.z = R127f.w + R1f.y;
R127f.w = R127f.x + R1f.z;
R0f.w = R126f.y + R1f.w;
PS1f = R0f.w;
// 12
backupReg0f = R124f.x;
R124f.x = (R125f.y * R124f.w + R127f.z);
R125f.y = (R6f.x * R124f.w + PV1f.y);
PV0f.z = backupReg0f + R1f.x;
R123f.w = (R126f.z * R124f.w + R126f.w);
PV0f.w = R123f.w;
R127f.x = (R125f.w * R124f.w + PV1f.x);
PS0f = R127f.x;
// 13
R125f.x = R127f.w * intBitsToFloat(uf_remappedPS[3].z);
R126f.y = R125f.z * intBitsToFloat(uf_remappedPS[3].z);
PV1f.z = PV0f.z * intBitsToFloat(uf_remappedPS[3].z);
R127f.w = R0f.w * intBitsToFloat(uf_remappedPS[3].z);
PS1f = min(PV0f.w, intBitsToFloat(uf_remappedPS[2].w));
// 14
PV0f.x = min(R127f.x, intBitsToFloat(uf_remappedPS[2].w));
PV0f.y = min(R125f.y, intBitsToFloat(uf_remappedPS[2].w));
PV0f.z = min(R124f.x, intBitsToFloat(uf_remappedPS[2].w));
R0f.x = max(PV1f.z, PS1f);
PS0f = R0f.x;
// 15
R0f.y = max(R126f.y, PV0f.z);
R0f.z = max(R125f.x, PV0f.y);
R0f.w = max(R127f.w, PV0f.x);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)*0.33; //.25 4k
}