[SM3DW] Improve Reduce Bloom Artifacts workaround

This commit is contained in:
Michael 2017-05-30 18:55:58 -07:00
parent c40ac02f52
commit f1a8394c6a

View file

@ -1,8 +1,8 @@
#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 0.00;
// shader 46575655811a12b7
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
// shader 4102408f48cb6b94
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
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem2;
@ -40,13 +40,13 @@ int cubeMapFaceId;
R0f = passParameterSem0;
R1f = passParameterSem1;
R2f = passParameterSem2;
R3f.xyzw = (texture(textureUnitPS0, R1f.yx).xyzw);
R4f.xyzw = (texture(textureUnitPS0, R2f.yx).xyzw);
R5f.xyzw = (texture(textureUnitPS0, R0f.yx).xyzw);
R6f.xyzw = (texture(textureUnitPS0, R0f.wx).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.zx).xyzw);
R1f.xyzw = (texture(textureUnitPS0, R1f.zx).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R2f.zx).xyzw);
R3f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
R4f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw);
R5f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
R6f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.xz).xyzw);
R1f.xyzw = (texture(textureUnitPS0, R1f.xz).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R2f.xz).xyzw);
// 0
PV0f.x = R3f.w * intBitsToFloat(0x3d8f0000);
PV0f.y = R3f.z * intBitsToFloat(0x3d8f0000);