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[TPHD] Remove Bloom from Contrasty in favor of dedicated bloom pack
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164 changes: 82 additions & 82 deletions
164
.../49865bd2e62efda1_0000000000000079_ps.txt → ..._49865bd2e62efda1_0000000000000079_ps.txt
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,82 +1,82 @@ | ||
#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 shader was automatically converted to be cross-compatible with Vulkan and OpenGL. | ||
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||
// shader 49865bd2e62efda1 | ||
//dark world bloom | ||
|
||
const float bloom = $bloom; | ||
#ifdef VULKAN | ||
layout(set = 1, binding = 1) uniform ufBlock | ||
{ | ||
uniform ivec4 uf_remappedPS[1]; | ||
uniform vec4 uf_fragCoordScale; | ||
}; | ||
#else | ||
uniform ivec4 uf_remappedPS[1]; | ||
uniform vec2 uf_fragCoordScale; | ||
#endif | ||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; | ||
layout(location = 0) in vec4 passParameterSem0; | ||
layout(location = 0) out vec4 passPixelColor0; | ||
// uf_fragCoordScale was moved to the ufBlock | ||
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() | ||
{ | ||
vec4 R0f = 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.xyz = (textureLod(textureUnitPS0, R0f.xy,0.0).xyz)*bloom; | ||
// 0 | ||
backupReg0f = R0f.y; | ||
backupReg1f = R0f.x; | ||
PV0f.x = mul_nonIEEE(R0f.z, intBitsToFloat(uf_remappedPS[0].z)); | ||
PV0f.y = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].y)); | ||
PV0f.z = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].x)); | ||
PV0f.w = intBitsToFloat(uf_remappedPS[0].w); | ||
// 1 | ||
PV1f.x = max(PV0f.w, 0.0); | ||
PV1f.y = max(PV0f.x, 0.0); | ||
PV1f.z = max(PV0f.y, 0.0); | ||
PV1f.w = max(PV0f.z, 0.0); | ||
// 2 | ||
R0f.x = min(PV1f.w, 1.0); | ||
R0f.y = min(PV1f.z, 1.0); | ||
R0f.z = min(PV1f.y, 1.0); | ||
R0f.w = min(PV1f.x, 1.0); | ||
// export | ||
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); | ||
} | ||
#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 shader was automatically converted to be cross-compatible with Vulkan and OpenGL. | ||
// shader 49865bd2e62efda1 | ||
//dark world bloom | ||
const float bloom = $bloom; | ||
#ifdef VULKAN | ||
layout(set = 1, binding = 1) uniform ufBlock | ||
{ | ||
uniform ivec4 uf_remappedPS[1]; | ||
uniform vec4 uf_fragCoordScale; | ||
}; | ||
#else | ||
uniform ivec4 uf_remappedPS[1]; | ||
uniform vec2 uf_fragCoordScale; | ||
#endif | ||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; | ||
layout(location = 0) in vec4 passParameterSem0; | ||
layout(location = 0) out vec4 passPixelColor0; | ||
// uf_fragCoordScale was moved to the ufBlock | ||
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() | ||
{ | ||
vec4 R0f = 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.xyz = (textureLod(textureUnitPS0, R0f.xy,0.0).xyz)*bloom; | ||
// 0 | ||
backupReg0f = R0f.y; | ||
backupReg1f = R0f.x; | ||
PV0f.x = mul_nonIEEE(R0f.z, intBitsToFloat(uf_remappedPS[0].z)); | ||
PV0f.y = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].y)); | ||
PV0f.z = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].x)); | ||
PV0f.w = intBitsToFloat(uf_remappedPS[0].w); | ||
// 1 | ||
PV1f.x = max(PV0f.w, 0.0); | ||
PV1f.y = max(PV0f.x, 0.0); | ||
PV1f.z = max(PV0f.y, 0.0); | ||
PV1f.w = max(PV0f.z, 0.0); | ||
// 2 | ||
R0f.x = min(PV1f.w, 1.0); | ||
R0f.y = min(PV1f.z, 1.0); | ||
R0f.z = min(PV1f.y, 1.0); | ||
R0f.w = min(PV1f.x, 1.0); | ||
// export | ||
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); | ||
} |
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