[WW] Scaling test 1

This commit is contained in:
getdls 2018-01-01 16:52:10 +01:00
parent fba6a5c07f
commit 49520ac5b4
7 changed files with 11 additions and 11 deletions

View file

@ -2,15 +2,15 @@
include 'Source/functions.php'; include 'Source/functions.php';
$fullWidth = $argv[1]; $fullWidth = $argv[1];
$fullHeight = $argv[2]; $fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1920.0*2.0); $scaleFactorX = always_decimal_format($fullWidth / 1920.0);
$scaleFactorY = always_decimal_format($fullHeight / 1080.0*2.0); $scaleFactorY = always_decimal_format($fullHeight / 1080.0);
?> ?>
#version 420 #version 420
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 1f83c0d47b1c4c34 // half res blur // shader 1f83c0d47b1c4c34 // half res blur
const float resScale = <?=$scaleFactorX?>; const float resScale = <?=$scaleFactorY?>;
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0; layout(location = 0) in uvec4 attrDataSem0;

View file

@ -2,15 +2,15 @@
include 'Source/functions.php'; include 'Source/functions.php';
$fullWidth = $argv[1]; $fullWidth = $argv[1];
$fullHeight = $argv[2]; $fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1920.0*2.0); $scaleFactorX = always_decimal_format($fullWidth / 1920.0);
$scaleFactorY = always_decimal_format($fullHeight / 1080.0*2.0); $scaleFactorY = always_decimal_format($fullHeight / 1080.0);
?> ?>
#version 420 #version 420
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 4c426260188ace42 // shader 4c426260188ace42
// shadows pyramid blend 2nd downscale // shadows pyramid blend 2nd downscale
const float resScale = <?=$scaleFactorX?>; const float resScale = <?=$scaleFactorY?>;
uniform ivec4 uf_remappedVS[5]; uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0; layout(location = 0) in uvec4 attrDataSem0;

View file

@ -9,7 +9,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 1080.0*2.0);
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 842a19b509f8b91a //vert scale bloom // shader 842a19b509f8b91a //vert scale bloom
const float resScale = <?=$scaleFactorX?>; const float resScale = <?=$scaleFactorY?>;
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0; layout(location = 0) in uvec4 attrDataSem0;

View file

@ -9,7 +9,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 1080.0*2.0);
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 8d68a0e3561ff525 //scale bloom to res // shader 8d68a0e3561ff525 //scale bloom to res
const float resScale = <?=$scaleFactorX?>; const float resScale = <?=$scaleFactorY?>;
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0; layout(location = 0) in uvec4 attrDataSem0;

View file

@ -9,7 +9,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 1080.0);
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader d283b9338c6b10c5 //AO noise/de-banding scaling // shader d283b9338c6b10c5 //AO noise/de-banding scaling
const float resScale = <?=$scaleFactorX?>; const float resScale = <?=$scaleFactorY?>;
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0; layout(location = 0) in uvec4 attrDataSem0;

View file

@ -10,7 +10,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 1080.0*2.0);
#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader d9c81460d6984bb2 // shader d9c81460d6984bb2
//blur shadows step 1 //blur shadows step 1
const float resScale = <?=$scaleFactorX?>; const float resScale = <?=$scaleFactorY?>;
uniform ivec4 uf_remappedVS[5]; uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0; layout(location = 0) in uvec4 attrDataSem0;

View file

@ -9,7 +9,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 1080.0);
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
// shader ff71dcd2ad4defdc // shader ff71dcd2ad4defdc
//AA ps //AA ps
const float resScale = <?=$scaleFactorX?>; const float resScale = <?=$scaleFactorY?>;
uniform ivec4 uf_remappedPS[4]; uniform ivec4 uf_remappedPS[4];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5807800 res 1920x1080x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5807800 res 1920x1080x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4000800 res 1920x1080x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4000800 res 1920x1080x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1