cemu-game-mods/Workaround/XCX_AdjustableBloom/2a706eb8eef36208_00000000000003ca_ps_source.txt
getdls de661b9a40 [Misc fixes] Minor fixes, optional packs - Credit to GiTech, SunbroDave, Exzap
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* DK TF, AA removal re-commit, issue was retracted after deleting shader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..
2017-05-02 01:38:16 +02:00

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#version 400
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 0.64; // bloom strength AMD = 0.33, Nvidia 0.64 aprox. 1.0 default/disabled.
// shader 2a706eb8eef36208
uniform ivec4 uf_remappedPS[1];
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
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
in vec4 passParameter0;
layout(location = 0) out vec4 passPixelColor0;
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
int loopStuckCounter = 0;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameter0);
R0i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyz * bloomFactor);
// 0
R127i.x = floatBitsToInt(intBitsToFloat(R0i.z) * intBitsToFloat(uf_remappedPS[0].x));
R127i.x = clampFI32(R127i.x);
PV0i.x = R127i.x;
R127i.y = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(uf_remappedPS[0].x));
R127i.y = clampFI32(R127i.y);
PV0i.y = R127i.y;
PV0i.z = floatBitsToInt(intBitsToFloat(R0i.x) * intBitsToFloat(uf_remappedPS[0].x));
PV0i.z = clampFI32(PV0i.z);
R1i.w = 0x3f800000;
PV0i.w = R1i.w;
// 1
tempResultf = log2(intBitsToFloat(PV0i.z));
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1i = floatBitsToInt(tempResultf);
// 2
R127i.z = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3ee8ba2e));
PV0i.z = R127i.z;
tempResultf = log2(intBitsToFloat(R127i.y));
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0i = floatBitsToInt(tempResultf);
// 3
R127i.w = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(0x3ee8ba2e));
PV1i.w = R127i.w;
tempResultf = log2(intBitsToFloat(R127i.x));
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1i = floatBitsToInt(tempResultf);
// 4
R127i.x = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3ee8ba2e));
PV0i.x = R127i.x;
PS0i = floatBitsToInt(exp2(intBitsToFloat(R127i.z)));
// 5
R0i.x = floatBitsToInt((intBitsToFloat(PS0i) * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)));
PV1i.x = R0i.x;
PS1i = floatBitsToInt(exp2(intBitsToFloat(R127i.w)));
// 6
R0i.y = floatBitsToInt((intBitsToFloat(PS1i) * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)));
PV0i.y = R0i.y;
PS0i = floatBitsToInt(exp2(intBitsToFloat(R127i.x)));
// 7
R0i.z = floatBitsToInt((intBitsToFloat(PS0i) * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)));
PV1i.z = R0i.z;
R1i.xyz = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.z))).xyz);
// export
passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
}