mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-23 18:19:16 +01:00
596e66f7c8
See issue tracker for more details https://github.com/slashiee/cemu_graphic_packs/issues/132
73 lines
2.5 KiB
Plaintext
73 lines
2.5 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 91f557914ed24b44
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// re-alignt off axis bloom
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//To-do Re-do whole chain with centered viewport values.
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uniform ivec4 uf_remappedPS[1];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4386000 res 1280x720x1 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
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5376000 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 2) in vec4 passParameterSem2;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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const float repositionBloom = 1.00225;
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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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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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R1f = passParameterSem1;
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R2f = passParameterSem2;
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vec2 scaleFactor = vec2(repositionBloom, repositionBloom); //Added
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R2f.xy = R2f.xy * scaleFactor;// re-align bloom.. hack until issue source is found.
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R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
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R2f.xyz = (texture(textureUnitPS1, R2f.xy).xyz);
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// 0
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tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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// 1
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PV1f.y = -(R0f.x) + PV0f.x;
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// 2
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PV0f.x = max(PV1f.y, -(PV1f.y));
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// 3
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PV1f.w = R0f.y * PV0f.x;
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PV1f.w = clamp(PV1f.w, 0.0, 1.0);
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// 4
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tempResultf = log2(PV1f.w);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS0f = tempResultf;
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// 5
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PV1f.y = PS0f * intBitsToFloat(uf_remappedPS[0].w);
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// 6
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PS0f = exp2(PV1f.y);
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// 7
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R2f.w = PS0f * intBitsToFloat(uf_remappedPS[0].z); //sharpen
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// export
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passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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}
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