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[SM3DW] Improve Reduce Bloom Artifacts workaround
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1 changed files with 9 additions and 9 deletions
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@ -1,8 +1,8 @@
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#version 420
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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const float bloomFactor = 0.00;
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const float bloomFactor = 0.00;
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// shader 46575655811a12b7
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// shader 4102408f48cb6b94
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4f0c000 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5229000 res 320x180x1 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: 1
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 2) in vec4 passParameterSem2;
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layout(location = 2) in vec4 passParameterSem2;
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@ -40,13 +40,13 @@ int cubeMapFaceId;
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R0f = passParameterSem0;
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R0f = passParameterSem0;
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R1f = passParameterSem1;
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R1f = passParameterSem1;
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R2f = passParameterSem2;
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R2f = passParameterSem2;
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R3f.xyzw = (texture(textureUnitPS0, R1f.yx).xyzw);
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R3f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
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R4f.xyzw = (texture(textureUnitPS0, R2f.yx).xyzw);
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R4f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw);
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R5f.xyzw = (texture(textureUnitPS0, R0f.yx).xyzw);
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R5f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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R6f.xyzw = (texture(textureUnitPS0, R0f.wx).xyzw);
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R6f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw);
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R0f.xyzw = (texture(textureUnitPS0, R0f.zx).xyzw);
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R0f.xyzw = (texture(textureUnitPS0, R0f.xz).xyzw);
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R1f.xyzw = (texture(textureUnitPS0, R1f.zx).xyzw);
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R1f.xyzw = (texture(textureUnitPS0, R1f.xz).xyzw);
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R2f.xyzw = (texture(textureUnitPS0, R2f.zx).xyzw);
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R2f.xyzw = (texture(textureUnitPS0, R2f.xz).xyzw);
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// 0
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// 0
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PV0f.x = R3f.w * intBitsToFloat(0x3d8f0000);
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PV0f.x = R3f.w * intBitsToFloat(0x3d8f0000);
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PV0f.y = R3f.z * intBitsToFloat(0x3d8f0000);
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PV0f.y = R3f.z * intBitsToFloat(0x3d8f0000);
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