mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2025-04-29 06:49:28 -04:00
Delete src/MarioKart8/Enhancements/Bloom directory
was already merged into the resolution pack
This commit is contained in:
parent
5c12e9ff97
commit
590a6b0e24
2 changed files with 0 additions and 155 deletions
|
@ -1,129 +0,0 @@
|
|||
#version 430
|
||||
#extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu.
|
||||
|
||||
// shader e90feef2bca6cb2e
|
||||
const float bloomFactor = $bloom;
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 2) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[4];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[4];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 2) in vec4 passParameterSem2;
|
||||
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);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
vec4 R3f = vec4(0.0);
|
||||
vec4 R4f = vec4(0.0);
|
||||
vec4 R123f = vec4(0.0);
|
||||
vec4 R126f = vec4(0.0);
|
||||
vec4 R127f = 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;
|
||||
R1f = passParameterSem1;
|
||||
R2f = passParameterSem2;
|
||||
R3f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
|
||||
R1f.xyzw = (texture(textureUnitPS0, R1f.zw).xyzw);
|
||||
R4f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw);
|
||||
R0f.x = (texture(textureUnitPS1, R0f.xy).x);
|
||||
R2f.xyzw = (texture(textureUnitPS0, R2f.zw).xyzw);
|
||||
// 0
|
||||
backupReg0f = R0f.x;
|
||||
PV0f.x = R3f.y + R1f.y;
|
||||
PV0f.x /= 2.0;
|
||||
PV0f.y = R3f.x + R1f.x;
|
||||
PV0f.y /= 2.0;
|
||||
PV0f.z = R3f.w + R1f.w;
|
||||
PV0f.z /= 2.0;
|
||||
PV0f.w = R3f.z + R1f.z;
|
||||
PV0f.w /= 2.0;
|
||||
R127f.w = (backupReg0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
|
||||
R127f.w = clamp(R127f.w, 0.0, 1.0);
|
||||
PS0f = R127f.w;
|
||||
// 1
|
||||
R123f.x = (R4f.y * 0.5 + PV0f.x);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (R4f.x * 0.5 + PV0f.y);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (R4f.w * 0.5 + PV0f.z);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (R4f.z * 0.5 + PV0f.w);
|
||||
PV1f.w = R123f.w;
|
||||
R127f.z = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[1].z));
|
||||
PS1f = R127f.z;
|
||||
// 2
|
||||
R127f.x = (R2f.x * 0.5 + PV1f.y)/2.0;
|
||||
PV0f.x = R127f.x;
|
||||
R127f.y = (R2f.y * 0.5 + PV1f.x)/2.0;
|
||||
PV0f.y = R127f.y;
|
||||
R126f.z = (R2f.z * 0.5 + PV1f.w)/2.0;
|
||||
PV0f.z = R126f.z;
|
||||
R126f.w = (R2f.w * 0.5 + PV1f.z)/2.0;
|
||||
PV0f.w = R126f.w;
|
||||
// 3
|
||||
tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z),intBitsToFloat(uf_remappedPS[2].w)));
|
||||
tempf.x = clamp(tempf.x, 0.0, 1.0);
|
||||
PV1f.x = tempf.x;
|
||||
PV1f.y = tempf.x;
|
||||
PV1f.z = tempf.x;
|
||||
PV1f.w = tempf.x;
|
||||
// 4
|
||||
R123f.y = (R127f.w * R127f.z + PV1f.x);
|
||||
PV0f.y = R123f.y;
|
||||
// 5
|
||||
PV1f.x = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[3].z));
|
||||
// 6
|
||||
R2f.x = mul_nonIEEE(R127f.x, PV1f.x * bloomFactor);
|
||||
R2f.y = mul_nonIEEE(R127f.y, PV1f.x * bloomFactor);
|
||||
R2f.z = mul_nonIEEE(R126f.z, PV1f.x * bloomFactor);
|
||||
R2f.w = mul_nonIEEE(R126f.w, PV1f.x * bloomFactor);
|
||||
// export
|
||||
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
||||
}
|
|
@ -1,26 +0,0 @@
|
|||
[Definition]
|
||||
titleIds = 000500001010EC00,000500001010ED00,000500001010EB00
|
||||
name = Bloom Adjustment
|
||||
path = "Mario Kart 8/Enhancements/Bloom Adjustment"
|
||||
description = Allows you to adjust how strong the bloom is. Full amount is the default intensity of bloom.
|
||||
#Credits: M&&M
|
||||
version = 6
|
||||
|
||||
[Default]
|
||||
$bloom = 1.0
|
||||
|
||||
[Preset]
|
||||
name = Full Amount (Default)
|
||||
default = 1
|
||||
|
||||
[Preset]
|
||||
name = Half Amount
|
||||
$bloom = 0.5
|
||||
|
||||
[Preset]
|
||||
name = Quarter Amount
|
||||
$bloom = 0.25
|
||||
|
||||
[Preset]
|
||||
name = Disabled
|
||||
$bloom = 0.0
|
Loading…
Add table
Reference in a new issue