diff --git a/Enhancement/XenobladeX_219_GUI/f0cd5149ce8da077_0000000000000000_vs.txt b/Enhancement/XenobladeX_219_GUI/f0cd5149ce8da077_0000000000000000_vs.txt deleted file mode 100644 index dd088c97..00000000 --- a/Enhancement/XenobladeX_219_GUI/f0cd5149ce8da077_0000000000000000_vs.txt +++ /dev/null @@ -1,83 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#extension GL_ARB_shading_language_packing : enable -// shader f0cd5149ce8da077 -//Fix AA mssing from edge of screen for 21_9 -uniform ivec4 uf_remappedVS[2]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -layout(location = 0) in uvec4 attrDataSem0; -layout(location = 1) in uvec4 attrDataSem1; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 0) out vec4 passParameterSem0; -layout(location = 1) out vec4 passParameterSem1; -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 R123f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xy = attrDataSem1.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -R127f.z = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedVS[0].y)) + intBitsToFloat(uf_remappedVS[0].w)); -PV0f.z = R127f.z; -R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedVS[0].x)) + intBitsToFloat(uf_remappedVS[0].z)); -PV0f.w = R123f.w; -// 1 -R123f.x = (intBitsToFloat(uf_remappedVS[1].y) * 0.5 + PV0f.z); -PV1f.x = R123f.x; -R123f.y = (intBitsToFloat(uf_remappedVS[1].x) * 0.5 + PV0f.w); -PV1f.y = R123f.y; -R0f.z = PV0f.w; -R0f.w = PV0f.z; -R2f.x = (-(intBitsToFloat(uf_remappedVS[1].x)) * 0.5 + PV0f.w); -PS1f = R2f.x; -// 2 -R2f.y = (-(intBitsToFloat(uf_remappedVS[1].y)) * 0.5 + R127f.z); -R2f.z = PV1f.y; -R2f.w = PV1f.x; -// export -float origRatio = 1.777f; -float newRatio = 2.370f; -// *(origRatio / newRatio) -gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); -// export -passParameterSem0 = vec4(R2f.x +0.1, R2f.y, R2f.z, R2f.w);// that's pretty much it -// export -passParameterSem1 = vec4(R0f.z, R0f.w, R0f.z, R0f.z); -// 0 -}