[Color Splash] No Colorless Spots Workaround

This commit is contained in:
Michael 2017-03-28 22:22:13 -07:00
parent 442aa06ee4
commit 06af7d9485
2 changed files with 125 additions and 0 deletions

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#version 400
#extension GL_ARB_texture_gather : enable
// shader 459057c5fc27ffbe
layout(std140) uniform uniformBlockPS7
{
vec4 uf_blockPS7[1024];
};
layout(std140) uniform uniformBlockPS8
{
vec4 uf_blockPS8[1024];
};
layout(std140) uniform uniformBlockPS9
{
vec4 uf_blockPS9[1024];
};
uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4519800 res 1280x720x1 dim 1 tm: 4 format 021a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
uniform sampler2D textureUnitPS2;// Tex2 addr 0x00000000 res 1280x720x1 dim 1 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0
uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4c23000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
uniform sampler2D textureUnitPS6;// Tex6 addr 0x4eefd800 res 1280x720x1 dim 1 tm: 4 format 0201 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 0
uniform samplerCubeArray textureUnitPS15;// Tex15 addr 0x132a0000 res 128x128x1 dim 3 tm: 4 format 0033 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x6) Sampler15 ClampX/Y/Z: 2 2 2 border: 0
in vec4 passParameter0;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 4) out vec4 passPixelColor4;
void redcCUBE(vec4 src0, vec4 src1, inout vec3 stm, inout int faceId)
{
// stm -> x .. s, y .. t, z .. MajorAxis*2.0
vec3 inputCoord = normalize(vec3(src1.y, src1.x, src0.x));
float rx = inputCoord.x;
float ry = inputCoord.y;
float rz = inputCoord.z;
if( abs(rx) > abs(ry) && abs(rx) > abs(rz) )
{
stm.z = rx*2.0;
stm.xy = vec2(ry,rz);
if( rx >= 0.0 )
{
faceId = 0;
}
else
{
faceId = 1;
}
}
else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) )
{
stm.z = ry*2.0;
stm.xy = vec2(rx,rz);
if( ry >= 0.0 )
{
faceId = 2;
}
else
{
faceId = 3;
}
}
else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) )
{
stm.z = rz*2.0;
stm.xy = vec2(rx,ry);
if( rz >= 0.0 )
{
faceId = 4;
}
else
{
faceId = 5;
}
}
}
vec3 redcCUBEReverse(vec2 st, int faceId)
{
st.yx = st.xy;
vec3 v;
float majorAxis = 1.0;
if( faceId == 0 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = 1.0;
}
else if( faceId == 1 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = -1.0;
}
else if( faceId == 2 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = 1.0;
}
else if( faceId == 3 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = -1.0;
}
else if( faceId == 4 )
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = 1.0;
}
else
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = -1.0;
}
return v;
}
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()
{
}

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[Definition]
titleIds = 500001f600a00,500001f600b00
name = "Paper Mario: Color Splash - No Colorless Spots"