From 220d400ead9a3a41f2ae14260bb03faf446cb329 Mon Sep 17 00:00:00 2001 From: Crementif Date: Wed, 22 Nov 2017 01:18:51 +0100 Subject: [PATCH] (Re)added captain toad bloom shaders Now using vertex shaders so no performance impacts. The radius is still smaller like all other blurs but it's likely better this way. --- .../6f5412f28bd716e8_0000000000000000_vs.txt | 109 ++++++++++++++++++ .../a0bda935c83e6f2a_0000000000000000_vs.txt | 107 +++++++++++++++++ 2 files changed, 216 insertions(+) create mode 100644 Source/CaptainToad/6f5412f28bd716e8_0000000000000000_vs.txt create mode 100644 Source/CaptainToad/a0bda935c83e6f2a_0000000000000000_vs.txt diff --git a/Source/CaptainToad/6f5412f28bd716e8_0000000000000000_vs.txt b/Source/CaptainToad/6f5412f28bd716e8_0000000000000000_vs.txt new file mode 100644 index 00000000..4433fb79 --- /dev/null +++ b/Source/CaptainToad/6f5412f28bd716e8_0000000000000000_vs.txt @@ -0,0 +1,109 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 6f5412f28bd716e8 +// Used for: Horizontal blur +const float resXScale = ; +const float resYScale = ; + +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem0; +layout(location = 1) out vec4 passParameterSem1; +layout(location = 2) out vec4 passParameterSem2; +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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R4f = vec4(0.0); +vec4 R127f = vec4(0.0); +uvec4 attrDecoder; +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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xy = attrDataSem1.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +backupReg0f = R1f.x; +backupReg1f = R1f.y; +R1f.x = backupReg0f; +R1f.x *= 2.0; +R1f.y = backupReg1f; +R1f.y *= 2.0; +R1f.z = 0.0; +R1f.w = 1.0; +PS0f = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x3fb13a93) / resYScale; +// 1 +PV1f.x = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x404ec4f0) / resYScale; +R127f.y = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x40a275f7) / resYScale; +R2f.z = R2f.y + PS0f; +PV1f.z = R2f.z; +R2f.w = R2f.y; +PV1f.w = R2f.w; +R0f.y = R2f.y + -(PS0f); +PS1f = R0f.y; +// 2 +R0f.x = R2f.x; +R3f.y = R2f.y + -(PV1f.x); +R0f.z = PV1f.z; +R0f.w = PV1f.w; +R2f.z = R2f.y + PV1f.x; +PS0f = R2f.z; +// 3 +R3f.x = R2f.x; +R4f.y = R2f.y + -(R127f.y); +R3f.z = PS0f; +R3f.w = R2f.y; +R2f.z = R2f.y + R127f.y; +PS1f = R2f.z; +// 4 +R4f.xzw = vec3(R2f.x,PS1f,R2f.y); +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); +// export +passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); +} \ No newline at end of file diff --git a/Source/CaptainToad/a0bda935c83e6f2a_0000000000000000_vs.txt b/Source/CaptainToad/a0bda935c83e6f2a_0000000000000000_vs.txt new file mode 100644 index 00000000..67aaa8ca --- /dev/null +++ b/Source/CaptainToad/a0bda935c83e6f2a_0000000000000000_vs.txt @@ -0,0 +1,107 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader a0bda935c83e6f2a +// Used for: Vertical blur +const float resXScale = ; +const float resYScale = ; + +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 1) out vec4 passParameterSem1; +layout(location = 2) out vec4 passParameterSem2; +layout(location = 0) out vec4 passParameterSem0; +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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +uvec4 attrDecoder; +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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xy = attrDataSem1.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +backupReg0f = R1f.x; +backupReg1f = R1f.y; +R1f.x = backupReg0f; +R1f.x *= 2.0; +R1f.y = backupReg1f; +R1f.y *= 2.0; +R1f.z = 0.0; +R1f.w = 1.0; +R127f.y = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x3fb13a93) / resXScale; +PS0f = R127f.y; +// 1 +PV1f.x = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x404ec4f0) / resXScale; +R126f.y = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x40a275f7) / resXScale; +R3f.z = R2f.x + PS0f; +R3f.w = R2f.x; +R3f.x = R2f.y; +PS1f = R3f.x; +// 2 +R0f.x = PS1f; +R3f.y = R2f.x + -(R127f.y); +R0f.z = R2f.x + PV1f.x; +R0f.w = R2f.x; +R0f.y = R2f.x + -(PV1f.x); +PS0f = R0f.y; +// 3 +backupReg0f = R2f.x; +backupReg0f = R2f.x; +backupReg0f = R2f.x; +R2f.x = R3f.x; +R2f.y = backupReg0f + -(R126f.y); +R2f.z = backupReg0f + R126f.y; +R2f.w = backupReg0f; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +passParameterSem2 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// export +passParameterSem0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); +} \ No newline at end of file