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https://github.com/cemu-project/cemu_graphic_packs.git
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189 lines
7.1 KiB
Plaintext
189 lines
7.1 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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// shader cc5b29e8cb801fb8
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// Used for: First glitter bloom pass
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const float resXScale = ($width/$gameWidth);
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const float resYScale = ($height/$gameHeight);
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uniform ivec4 uf_remappedPS[5];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e0c000 res 320x180x1 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 = 0) out vec4 passPixelColor0;
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layout(location = 1) out vec4 passPixelColor1;
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layout(location = 2) out vec4 passPixelColor2;
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layout(location = 3) out vec4 passPixelColor3;
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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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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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 R5f = vec4(0.0);
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vec4 R6f = vec4(0.0);
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vec4 R7f = vec4(0.0);
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vec4 R8f = vec4(0.0);
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vec4 R9f = vec4(0.0);
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vec4 R10f = vec4(0.0);
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vec4 R11f = vec4(0.0);
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vec4 R12f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R124f = vec4(0.0);
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vec4 R125f = 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 = passParameterSem0;
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R10f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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// 0
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R1f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale* 1.0 + R0f.x);
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R1f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * 1.0 + R0f.y);
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R0f.z = (intBitsToFloat(uf_remappedPS[1].x)/resXScale * 1.0 + R0f.x);
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R0f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * 1.0 + R0f.y);
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R3f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * 2.0 + R0f.x);
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PS0f = R3f.x;
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// 1
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R2f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * 1.0 + R0f.x);
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R2f.y = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * 1.0 + R0f.y);
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R1f.z = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * 1.0 + R0f.x);
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R1f.w = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * 1.0 + R0f.y);
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R5f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * 2.0 + R0f.x);
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PS1f = R5f.x;
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// 2
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R4f.x = (intBitsToFloat(uf_remappedPS[1].x)/resXScale * 2.0 + R0f.x);
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R3f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * 2.0 + R0f.y);
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R4f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * 2.0 + R0f.y);
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R4f.w = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x);
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R4f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y);
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PS0f = R4f.y;
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// 3
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R6f.x = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * 2.0 + R0f.x);
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R5f.y = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * 2.0 + R0f.y);
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R6f.z = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * 2.0 + R0f.y);
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R6f.w = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x);
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R6f.y = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y);
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PS1f = R6f.y;
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R7f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
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R8f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
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R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);
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R9f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
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R3f.xyz = (texture(textureUnitPS0, R3f.xy).xyz);
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R11f.xyz = (texture(textureUnitPS0, R4f.xz).xyz);
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R5f.xyz = (texture(textureUnitPS0, R5f.xy).xyz);
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R12f.xyz = (texture(textureUnitPS0, R6f.xz).xyz);
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// 0
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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R0f.x = (intBitsToFloat(uf_remappedPS[1].x)/resXScale * intBitsToFloat(0x40400000) + backupReg0f);
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R0f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * intBitsToFloat(0x40400000) + backupReg1f);
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R1f.z = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * intBitsToFloat(0x40400000) + backupReg0f);
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R1f.w = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * intBitsToFloat(0x40400000) + backupReg1f);
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// 1
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backupReg0f = R7f.x;
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backupReg1f = R7f.y;
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backupReg2f = R7f.z;
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R7f.x = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * backupReg0f + R10f.x);
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R7f.y = intBitsToFloat(uf_remappedPS[4].y)/resYScale * intBitsToFloat(uf_remappedPS[4].y);
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R7f.z = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * backupReg1f + R10f.y);
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R0f.w = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * backupReg2f + R10f.z);
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R2f.w = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R8f.x + R10f.x);
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PS1f = R2f.w;
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R4f.xyz = (texture(textureUnitPS0, R4f.wy).xyz);
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R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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R6f.xyz = (texture(textureUnitPS0, R6f.wy).xyz);
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R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
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// 0
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R127f.x = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R2f.x + R10f.x);
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R127f.y = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R2f.y + R10f.y);
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R127f.z = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R8f.y + R10f.y);
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R127f.w = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R8f.z + R10f.z);
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R126f.w = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R2f.z + R10f.z);
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PS0f = R126f.w;
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// 1
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R126f.x = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R9f.y + R10f.y);
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R126f.y = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R9f.x + R10f.x);
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R126f.z = (R7f.y * R3f.z + R0f.w);
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R125f.w = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R9f.z + R10f.z);
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R124f.w = (R7f.y * R11f.x + R2f.w);
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PS1f = R124f.w;
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// 2
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backupReg0f = R127f.w;
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R125f.x = (R7f.y * R11f.y + R127f.z);
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R125f.y = intBitsToFloat(uf_remappedPS[4].y)/resYScale * R7f.y;
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PV0f.y = R125f.y;
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R127f.z = (R7f.y * R3f.y + R7f.z);
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R123f.w = (R7f.y * R3f.x + R7f.x);
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PV0f.w = R123f.w;
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R127f.w = (R7f.y * R11f.z + backupReg0f);
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PS0f = R127f.w;
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// 3
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backupReg0f = R127f.y;
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backupReg1f = R127f.x;
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R127f.x = (R7f.y * R5f.z + R126f.w);
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R127f.y = (R7f.y * R12f.z + R125f.w);
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R125f.z = (R7f.y * R5f.y + backupReg0f);
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R126f.w = (R7f.y * R5f.x + backupReg1f);
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R5f.x = (PV0f.y * R4f.x + PV0f.w);
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PS1f = R5f.x;
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// 4
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R124f.z = (R7f.y * R12f.y + R126f.x);
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R123f.w = (R7f.y * R12f.x + R126f.y);
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PV0f.w = R123f.w;
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// 5
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R7f.x = (R125f.y * R0f.x + R124f.w);
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R5f.y = (R125f.y * R4f.y + R127f.z);
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R5f.z = (R125f.y * R4f.z + R126f.z);
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R12f.w = (R125f.y * R6f.x + R126f.w);
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R4f.x = (R125f.y * R1f.x + PV0f.w);
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PS1f = R4f.x;
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// 6
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R12f.x = (R125f.y * R6f.y + R125f.z);
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R7f.y = (R125f.y * R0f.y + R125f.x);
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R7f.z = (R125f.y * R0f.z + R127f.w);
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R12f.z = (R125f.y * R6f.z + R127f.x);
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PS0f = R12f.z;
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// 7
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R4f.y = (R125f.y * R1f.y + R124f.z);
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PV1f.y = R4f.y;
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R4f.z = (R125f.y * R1f.z + R127f.y);
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PV1f.z = R4f.z;
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// 8
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R3f.xyz = vec3(R4f.x,PV1f.y,PV1f.z);
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R3f.w = R4f.w;
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// 9
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R2f.xyz = vec3(R12f.w,R12f.x,R12f.z);
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R2f.w = R12f.w;
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// 10
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R1f.xyz = vec3(R7f.x,R7f.y,R7f.z);
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R1f.w = R7f.w;
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// 11
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R0f.xyz = vec3(R5f.x,R5f.y,R5f.z);
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R0f.w = R5f.w;
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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passPixelColor2 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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passPixelColor3 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
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}
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