From 05aa203ea53f73fc95222aabab28459a383969aa Mon Sep 17 00:00:00 2001 From: getdls Date: Tue, 28 Nov 2017 01:09:19 +0100 Subject: [PATCH] Revert "[XCX] ... and cut-scenes" This reverts commit 00e785fde5cefa799930e109fc86091fc4474d0f. --- .../af7acf7fb6dca1be_0000000000079249_ps.txt | 31 +++++++------------ 1 file changed, 11 insertions(+), 20 deletions(-) diff --git a/Source/XenobladeX/af7acf7fb6dca1be_0000000000079249_ps.txt b/Source/XenobladeX/af7acf7fb6dca1be_0000000000079249_ps.txt index 4c3163e3..2f525fb4 100644 --- a/Source/XenobladeX/af7acf7fb6dca1be_0000000000079249_ps.txt +++ b/Source/XenobladeX/af7acf7fb6dca1be_0000000000079249_ps.txt @@ -24,15 +24,6 @@ layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; -highp float lineRand(vec2 co) -{ - highp float a = 12.9898; - highp float b = 78.233; - highp float c = 43758.5453; - highp float dt = dot(co.xy, vec2(a, b)); - highp float sn = mod(dt, 3.14); - return fract(sin(sn) * c); -} int clampFI32(int v) { if( v == 0x7FFFFFFF ) @@ -80,8 +71,8 @@ activeMaskStackC[0] = true; activeMaskStackC[1] = true; vec3 cubeMapSTM; int cubeMapFaceId; -R0i = floatBitsToInt(passParameterSem0)+ (lineRand(gl_FragCoord.xy)*0.0001)); -R1i = floatBitsToInt(passParameterSem1)-(lineRand(gl_FragCoord.yx)*0.0001)); +R0i = floatBitsToInt(passParameterSem0); +R1i = floatBitsToInt(passParameterSem1); if( activeMaskStackC[1] == true ) { R1i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyz); } @@ -384,10 +375,10 @@ R3i.w = PV1i.y; R3i.w = clampFI32(R3i.w); } if( activeMaskStackC[3] == true ) { -R0i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R0i.xy)+ (lineRand(gl_FragCoord.xy)*0.0002), intBitsToFloat(R0i.w)))); -R1i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R1i.zy)+ (lineRand(gl_FragCoord.yx)*0.0002), intBitsToFloat(R1i.w)))); -R2i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R2i.xy)+ (lineRand(gl_FragCoord.xy)*0.0002), intBitsToFloat(R2i.w)))); -R3i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R3i.xz)+ (lineRand(gl_FragCoord.yx)*0.0002), intBitsToFloat(R3i.w)))); +R0i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R0i.xy), intBitsToFloat(R0i.w)))); +R1i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R1i.zy), intBitsToFloat(R1i.w)))); +R2i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R2i.xy), intBitsToFloat(R2i.w)))); +R3i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R3i.xz), intBitsToFloat(R3i.w)))); } if( activeMaskStackC[3] == true ) { activeMaskStack[3] = activeMaskStack[2]; @@ -537,10 +528,10 @@ R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupR R1i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(uf_remappedPS[29].y) / resScale); // } if( activeMaskStackC[2] == true ) { -R0i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)+ (lineRand(gl_FragCoord.xy)*0.0002)).x); -R2i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.zw)+ (lineRand(gl_FragCoord.xy)*0.0002)).x); -R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)+ (lineRand(gl_FragCoord.xy)*0.0002)).x); -R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)+ (lineRand(gl_FragCoord.xy)*0.0002)).x); +R0i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).x); +R2i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.zw)).x); +R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); } if( activeMaskStackC[2] == true ) { // 0 @@ -591,5 +582,5 @@ R0i.y = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(uf_remappedPS[30 R0i.z = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(uf_remappedPS[30].x) + intBitsToFloat(uf_remappedPS[30].y))); } // export -passPixelColor0 = vec4(intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.y)*shadowExposure, intBitsToFloat(R0i.z)*shadowExposure, intBitsToFloat(R0i.w)); +passPixelColor0 = vec4(intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); }