
Mostly older stuff I hadn't gotten around to committing * AA removal XCX, not really needed anymore, ground is no longer broken, just for those who force AA through gfx drives * XCX adjustable bloom, for those who didn't download the old fix * BOTW, dark statue fix, cheers whoever msgd about this a while back * DK TF, AA removal re-commit, issue was retracted after deleting shader cache I guess..
86 lines
3.5 KiB
Plaintext
86 lines
3.5 KiB
Plaintext
#version 400
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#extension GL_ARB_texture_gather : enable
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const float bloomFactor = 0.64; // bloom strength AMD = 0.33, Nvidia 0.64 aprox. 1.0 default/disabled.
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// shader 2a706eb8eef36208
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uniform ivec4 uf_remappedPS[1];
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uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 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: 0
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uniform sampler3D textureUnitPS1;// Tex1 addr 0x25e75000 res 16x16x16 dim 2 tm: 7 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x10) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
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in vec4 passParameter0;
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layout(location = 0) out vec4 passPixelColor0;
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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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R127i = ivec4(0);
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(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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int loopStuckCounter = 0;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0i = floatBitsToInt(passParameter0);
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R0i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyz * bloomFactor);
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// 0
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R127i.x = floatBitsToInt(intBitsToFloat(R0i.z) * intBitsToFloat(uf_remappedPS[0].x));
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R127i.x = clampFI32(R127i.x);
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PV0i.x = R127i.x;
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R127i.y = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(uf_remappedPS[0].x));
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R127i.y = clampFI32(R127i.y);
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PV0i.y = R127i.y;
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PV0i.z = floatBitsToInt(intBitsToFloat(R0i.x) * intBitsToFloat(uf_remappedPS[0].x));
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PV0i.z = clampFI32(PV0i.z);
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R1i.w = 0x3f800000;
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PV0i.w = R1i.w;
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// 1
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tempResultf = log2(intBitsToFloat(PV0i.z));
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS1i = floatBitsToInt(tempResultf);
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// 2
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R127i.z = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3ee8ba2e));
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PV0i.z = R127i.z;
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tempResultf = log2(intBitsToFloat(R127i.y));
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS0i = floatBitsToInt(tempResultf);
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// 3
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R127i.w = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(0x3ee8ba2e));
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PV1i.w = R127i.w;
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tempResultf = log2(intBitsToFloat(R127i.x));
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS1i = floatBitsToInt(tempResultf);
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// 4
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R127i.x = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3ee8ba2e));
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PV0i.x = R127i.x;
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PS0i = floatBitsToInt(exp2(intBitsToFloat(R127i.z)));
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// 5
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R0i.x = floatBitsToInt((intBitsToFloat(PS0i) * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)));
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PV1i.x = R0i.x;
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PS1i = floatBitsToInt(exp2(intBitsToFloat(R127i.w)));
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// 6
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R0i.y = floatBitsToInt((intBitsToFloat(PS1i) * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)));
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PV0i.y = R0i.y;
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PS0i = floatBitsToInt(exp2(intBitsToFloat(R127i.x)));
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// 7
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R0i.z = floatBitsToInt((intBitsToFloat(PS0i) * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)));
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PV1i.z = R0i.z;
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R1i.xyz = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.z))).xyz);
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// export
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passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
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}
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