2021-10-21 08:45:27 +00:00
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#ifndef PS_SCALE_FACTOR
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2022-07-19 10:46:59 +00:00
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#define PS_SCALE_FACTOR 1.0
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2021-10-21 08:45:27 +00:00
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#endif
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#ifdef VERTEX_SHADER
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layout(location = 0) in vec4 a_pos;
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layout(location = 1) in vec2 a_tex;
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layout(location = 0) out vec2 v_tex;
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void main()
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{
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gl_Position = vec4(a_pos.x, -a_pos.y, a_pos.z, a_pos.w);
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v_tex = a_tex;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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layout(location = 0) in vec2 v_tex;
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#if defined(ps_convert_rgba8_16bits) || defined(ps_convert_float32_32bits)
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layout(location = 0) out uint o_col0;
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#else
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layout(location = 0) out vec4 o_col0;
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#endif
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layout(set = 0, binding = 0) uniform sampler2D samp0;
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vec4 sample_c(vec2 uv)
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{
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return texture(samp0, uv);
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}
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#ifdef ps_copy
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void ps_copy()
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{
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o_col0 = sample_c(v_tex);
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}
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#endif
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2022-02-03 11:40:03 +00:00
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#ifdef ps_depth_copy
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void ps_depth_copy()
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{
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gl_FragDepth = sample_c(v_tex).r;
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}
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#endif
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2021-10-21 08:45:27 +00:00
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#ifdef ps_filter_transparency
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void ps_filter_transparency()
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{
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vec4 c = sample_c(v_tex);
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c.a = dot(c.rgb, vec3(0.299, 0.587, 0.114));
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o_col0 = c;
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}
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#endif
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#ifdef ps_convert_rgba8_16bits
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2022-02-11 21:01:27 +00:00
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// Need to be careful with precision here, it can break games like Spider-Man 3 and Dogs Life
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2021-10-21 08:45:27 +00:00
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void ps_convert_rgba8_16bits()
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{
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2022-02-20 05:08:03 +00:00
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uvec4 i = uvec4(sample_c(v_tex) * vec4(255.5f, 255.5f, 255.5f, 255.5f));
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2021-10-21 08:45:27 +00:00
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2022-02-11 21:01:27 +00:00
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o_col0 = ((i.x & 0x00F8u) >> 3) | ((i.y & 0x00F8u) << 2) | ((i.z & 0x00f8u) << 7) | ((i.w & 0x80u) << 8);
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2021-10-21 08:45:27 +00:00
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}
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#endif
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#ifdef ps_datm1
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void ps_datm1()
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{
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o_col0 = vec4(0, 0, 0, 0);
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if(sample_c(v_tex).a < (127.5f / 255.0f)) // >= 0x80 pass
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discard;
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}
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#endif
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#ifdef ps_datm0
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void ps_datm0()
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{
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o_col0 = vec4(0, 0, 0, 0);
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if((127.5f / 255.0f) < sample_c(v_tex).a) // < 0x80 pass (== 0x80 should not pass)
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discard;
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}
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#endif
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2022-10-04 03:01:18 +00:00
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#ifdef ps_hdr_init
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void ps_hdr_init()
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2021-10-21 08:45:27 +00:00
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{
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2022-10-04 03:01:18 +00:00
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vec4 value = sample_c(v_tex);
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2022-10-09 05:51:41 +00:00
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o_col0 = vec4(roundEven(value.rgb * 255.0f) / 65535.0f, value.a);
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2022-10-04 03:01:18 +00:00
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}
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#endif
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2021-10-21 08:45:27 +00:00
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2022-10-04 03:01:18 +00:00
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#ifdef ps_hdr_resolve
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void ps_hdr_resolve()
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{
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vec4 value = sample_c(v_tex);
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2022-10-09 05:51:41 +00:00
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o_col0 = vec4(vec3(uvec3(value.rgb * 65535.5f) & 255u) / 255.0f, value.a);
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2021-10-21 08:45:27 +00:00
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}
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#endif
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#ifdef ps_convert_float32_32bits
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void ps_convert_float32_32bits()
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{
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// Convert a vec32 depth texture into a 32 bits UINT texture
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o_col0 = uint(exp2(32.0f) * sample_c(v_tex).r);
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}
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#endif
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#ifdef ps_convert_float32_rgba8
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void ps_convert_float32_rgba8()
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{
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// Convert a vec32 depth texture into a RGBA color texture
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2022-02-12 04:50:35 +00:00
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uint d = uint(sample_c(v_tex).r * exp2(32.0f));
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o_col0 = vec4(uvec4((d & 0xFFu), ((d >> 8) & 0xFFu), ((d >> 16) & 0xFFu), (d >> 24))) / vec4(255.0);
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2021-10-21 08:45:27 +00:00
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}
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#endif
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#ifdef ps_convert_float16_rgb5a1
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void ps_convert_float16_rgb5a1()
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{
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// Convert a vec32 (only 16 lsb) depth into a RGB5A1 color texture
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2022-02-12 04:50:35 +00:00
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uint d = uint(sample_c(v_tex).r * exp2(32.0f));
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o_col0 = vec4(uvec4((d & 0x1Fu), ((d >> 5) & 0x1Fu), ((d >> 10) & 0x1Fu), (d >> 15) & 0x01u)) / vec4(32.0f, 32.0f, 32.0f, 1.0f);
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2021-10-21 08:45:27 +00:00
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}
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#endif
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2022-08-16 20:19:34 +00:00
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float rgba8_to_depth32(vec4 unorm)
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{
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uvec4 c = uvec4(unorm * vec4(255.5f));
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return float(c.r | (c.g << 8) | (c.b << 16) | (c.a << 24)) * exp2(-32.0f);
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}
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float rgba8_to_depth24(vec4 unorm)
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{
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uvec3 c = uvec3(unorm.rgb * vec3(255.5f));
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return float(c.r | (c.g << 8) | (c.b << 16)) * exp2(-32.0f);
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}
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float rgba8_to_depth16(vec4 unorm)
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{
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uvec2 c = uvec2(unorm.rg * vec2(255.5f));
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return float(c.r | (c.g << 8)) * exp2(-32.0f);
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}
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float rgb5a1_to_depth16(vec4 unorm)
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{
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uvec4 c = uvec4(unorm * vec4(255.5f));
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return float(((c.r & 0xF8u) >> 3) | ((c.g & 0xF8u) << 2) | ((c.b & 0xF8u) << 7) | ((c.a & 0x80u) << 8)) * exp2(-32.0f);
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}
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2021-10-21 08:45:27 +00:00
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#ifdef ps_convert_rgba8_float32
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void ps_convert_rgba8_float32()
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{
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2022-08-16 20:19:34 +00:00
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// Convert an RGBA texture into a float depth texture
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gl_FragDepth = rgba8_to_depth32(sample_c(v_tex));
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2021-10-21 08:45:27 +00:00
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}
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#endif
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#ifdef ps_convert_rgba8_float24
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void ps_convert_rgba8_float24()
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{
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// Same as above but without the alpha channel (24 bits Z)
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2022-08-16 20:19:34 +00:00
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// Convert an RGBA texture into a float depth texture
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gl_FragDepth = rgba8_to_depth24(sample_c(v_tex));
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2021-10-21 08:45:27 +00:00
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}
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#endif
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#ifdef ps_convert_rgba8_float16
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void ps_convert_rgba8_float16()
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{
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// Same as above but without the A/B channels (16 bits Z)
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2022-08-16 20:19:34 +00:00
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// Convert an RGBA texture into a float depth texture
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gl_FragDepth = rgba8_to_depth16(sample_c(v_tex));
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2021-10-21 08:45:27 +00:00
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}
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#endif
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#ifdef ps_convert_rgb5a1_float16
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void ps_convert_rgb5a1_float16()
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{
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2022-08-16 20:19:34 +00:00
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// Convert an RGB5A1 (saved as RGBA8) color to a 16 bit Z
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gl_FragDepth = rgb5a1_to_depth16(sample_c(v_tex));
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}
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#endif
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#define SAMPLE_RGBA_DEPTH_BILN(CONVERT_FN) \
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ivec2 dims = textureSize(samp0, 0); \
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vec2 top_left_f = v_tex * vec2(dims) - 0.5f; \
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ivec2 top_left = ivec2(floor(top_left_f)); \
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ivec4 coords = clamp(ivec4(top_left, top_left + 1), ivec4(0), dims.xyxy - 1); \
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vec2 mix_vals = fract(top_left_f); \
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float depthTL = CONVERT_FN(texelFetch(samp0, coords.xy, 0)); \
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float depthTR = CONVERT_FN(texelFetch(samp0, coords.zy, 0)); \
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float depthBL = CONVERT_FN(texelFetch(samp0, coords.xw, 0)); \
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float depthBR = CONVERT_FN(texelFetch(samp0, coords.zw, 0)); \
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gl_FragDepth = mix(mix(depthTL, depthTR, mix_vals.x), mix(depthBL, depthBR, mix_vals.x), mix_vals.y);
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#ifdef ps_convert_rgba8_float32_biln
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void ps_convert_rgba8_float32_biln()
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{
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// Convert an RGBA texture into a float depth texture
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SAMPLE_RGBA_DEPTH_BILN(rgba8_to_depth32);
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}
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#endif
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#ifdef ps_convert_rgba8_float24_biln
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void ps_convert_rgba8_float24_biln()
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{
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// Same as above but without the alpha channel (24 bits Z)
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// Convert an RGBA texture into a float depth texture
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SAMPLE_RGBA_DEPTH_BILN(rgba8_to_depth24);
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}
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#endif
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#ifdef ps_convert_rgba8_float16_biln
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void ps_convert_rgba8_float16_biln()
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{
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// Same as above but without the A/B channels (16 bits Z)
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// Convert an RGBA texture into a float depth texture
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SAMPLE_RGBA_DEPTH_BILN(rgba8_to_depth16);
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}
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#endif
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#ifdef ps_convert_rgb5a1_float16_biln
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void ps_convert_rgb5a1_float16_biln()
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{
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// Convert an RGB5A1 (saved as RGBA8) color to a 16 bit Z
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SAMPLE_RGBA_DEPTH_BILN(rgb5a1_to_depth16);
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2021-10-21 08:45:27 +00:00
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}
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#endif
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#ifdef ps_convert_rgba_8i
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void ps_convert_rgba_8i()
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{
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// Convert a RGBA texture into a 8 bits packed texture
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// Input column: 8x2 RGBA pixels
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// 0: 8 RGBA
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// 1: 8 RGBA
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// Output column: 16x4 Index pixels
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// 0: 8 R | 8 B
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// 1: 8 R | 8 B
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// 2: 8 G | 8 A
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// 3: 8 G | 8 A
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2022-10-15 07:06:14 +00:00
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uvec2 pos = uvec2(gl_FragCoord.xy);
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// Collapse separate R G B A areas into their base pixel
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uvec2 block = (pos & ~uvec2(15u, 3u)) >> 1;
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uvec2 subblock = pos & uvec2(7u, 1u);
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uvec2 coord = block | subblock;
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// Apply offset to cols 1 and 2
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uint is_col23 = pos.y & 4u;
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uint is_col13 = pos.y & 2u;
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uint is_col12 = is_col23 ^ (is_col13 << 1);
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coord.x ^= is_col12; // If cols 1 or 2, flip bit 3 of x
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if (floor(PS_SCALE_FACTOR) != PS_SCALE_FACTOR)
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coord = uvec2(vec2(coord) * PS_SCALE_FACTOR);
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else
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2022-10-17 14:04:00 +00:00
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coord *= uvec2(PS_SCALE_FACTOR);
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2022-10-15 07:06:14 +00:00
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vec4 pixel = texelFetch(samp0, ivec2(coord), 0);
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vec2 sel0 = (pos.y & 2u) == 0u ? pixel.rb : pixel.ga;
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float sel1 = (pos.x & 8u) == 0u ? sel0.x : sel0.y;
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o_col0 = vec4(sel1); // Divide by something here?
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2021-10-21 08:45:27 +00:00
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}
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#endif
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#ifdef ps_yuv
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layout(push_constant) uniform cb10
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{
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int EMODA;
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int EMODC;
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};
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void ps_yuv()
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{
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2022-08-16 22:32:24 +00:00
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vec4 i = sample_c(v_tex);
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vec4 o;
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2021-10-21 08:45:27 +00:00
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2022-08-16 22:32:24 +00:00
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mat3 rgb2yuv;
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rgb2yuv[0] = vec3(0.587, -0.311, -0.419);
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rgb2yuv[1] = vec3(0.114, 0.500, -0.081);
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rgb2yuv[2] = vec3(0.299, -0.169, 0.500);
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2021-10-21 08:45:27 +00:00
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2022-08-16 22:32:24 +00:00
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vec3 yuv = rgb2yuv * i.gbr;
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2021-10-21 08:45:27 +00:00
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2022-08-16 22:32:24 +00:00
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float Y = float(0xDB)/255.0f * yuv.x + float(0x10)/255.0f;
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float Cr = float(0xE0)/255.0f * yuv.y + float(0x80)/255.0f;
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float Cb = float(0xE0)/255.0f * yuv.z + float(0x80)/255.0f;
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2021-10-21 08:45:27 +00:00
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2022-08-16 22:32:24 +00:00
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switch(EMODA) {
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2021-10-21 08:45:27 +00:00
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case 0:
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o.a = i.a;
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break;
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case 1:
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o.a = Y;
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break;
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case 2:
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o.a = Y/2.0f;
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break;
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case 3:
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o.a = 0.0f;
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break;
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2022-08-16 22:32:24 +00:00
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}
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switch(EMODC) {
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|
|
case 0:
|
|
|
|
o.rgb = i.rgb;
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
o.rgb = vec3(Y);
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
o.rgb = vec3(Y, Cb, Cr);
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
o.rgb = vec3(i.a);
|
|
|
|
break;
|
|
|
|
}
|
2021-10-21 08:45:27 +00:00
|
|
|
|
|
|
|
o_col0 = o;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#if defined(ps_stencil_image_init_0) || defined(ps_stencil_image_init_1)
|
|
|
|
|
|
|
|
void main()
|
|
|
|
{
|
|
|
|
o_col0 = vec4(0x7FFFFFFF);
|
|
|
|
|
|
|
|
#ifdef ps_stencil_image_init_0
|
|
|
|
if((127.5f / 255.0f) < sample_c(v_tex).a) // < 0x80 pass (== 0x80 should not pass)
|
|
|
|
o_col0 = vec4(-1);
|
|
|
|
#endif
|
|
|
|
#ifdef ps_stencil_image_init_1
|
|
|
|
if(sample_c(v_tex).a < (127.5f / 255.0f)) // >= 0x80 pass
|
|
|
|
o_col0 = vec4(-1);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#endif
|