diff --git a/Enthusiast/BreathOfTheWild_2880p/10584c6fc5857351_0000000000000079_ps.txt b/Enthusiast/BreathOfTheWild_2880p/10584c6fc5857351_0000000000000079_ps.txt new file mode 100644 index 00000000..e990f622 --- /dev/null +++ b/Enthusiast/BreathOfTheWild_2880p/10584c6fc5857351_0000000000000079_ps.txt @@ -0,0 +1,83 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 10584c6fc5857351 // bloom pre-spread +uniform ivec4 uf_remappedPS[2]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 res 1280x720x1 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 = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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() +{ +vec2 R0f = vec2(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +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 = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point +vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y ); +int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5)); +float count = 0.0; +for( int x=-r; x<=r; x++ ) { + for( int y=-r; y<=r; y++ ) { + if( pow(x,2) + pow(y,2) <= pow(r,2) ) { + R1f += texture( textureUnitPS0, R0f + vec2(x,y)*res ); + count += 1.0; + } + } + } +PV0f = R1f/count; +R127f.xzw = PV0f.xzw; +R126f.y = PV0f.y; +// 3 +tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),0.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +PS1f = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].w)); +// 4 +tempf.x = dot(vec4(R127f.x,R126f.y,R127f.z,PS1f),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),1.0)); +tempf.x = clamp(tempf.x, 0.0, 1.0); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R127f.y = tempf.x; +PS0f = 1.0 / PV1f.x; +// 5 +PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[1].x); +PV1f.z = clamp(PV1f.z, 0.0, 1.0); +// 6 +PV0f.y = mul_nonIEEE(R127f.y, PV1f.z); +// 7 +PV1f.x = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[1].z)); +// 8 +R1f.x = mul_nonIEEE(R127f.x, PV1f.x); +R1f.y = mul_nonIEEE(R126f.y, PV1f.x); +R1f.z = mul_nonIEEE(R127f.z, PV1f.x); +R1f.w = mul_nonIEEE(R127f.w, PV1f.x); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Enthusiast/BreathOfTheWild_4320p/10584c6fc5857351_0000000000000079_ps.txt b/Enthusiast/BreathOfTheWild_4320p/10584c6fc5857351_0000000000000079_ps.txt new file mode 100644 index 00000000..e990f622 --- /dev/null +++ b/Enthusiast/BreathOfTheWild_4320p/10584c6fc5857351_0000000000000079_ps.txt @@ -0,0 +1,83 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 10584c6fc5857351 // bloom pre-spread +uniform ivec4 uf_remappedPS[2]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 res 1280x720x1 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 = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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() +{ +vec2 R0f = vec2(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +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 = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point +vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y ); +int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5)); +float count = 0.0; +for( int x=-r; x<=r; x++ ) { + for( int y=-r; y<=r; y++ ) { + if( pow(x,2) + pow(y,2) <= pow(r,2) ) { + R1f += texture( textureUnitPS0, R0f + vec2(x,y)*res ); + count += 1.0; + } + } + } +PV0f = R1f/count; +R127f.xzw = PV0f.xzw; +R126f.y = PV0f.y; +// 3 +tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),0.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +PS1f = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].w)); +// 4 +tempf.x = dot(vec4(R127f.x,R126f.y,R127f.z,PS1f),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),1.0)); +tempf.x = clamp(tempf.x, 0.0, 1.0); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R127f.y = tempf.x; +PS0f = 1.0 / PV1f.x; +// 5 +PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[1].x); +PV1f.z = clamp(PV1f.z, 0.0, 1.0); +// 6 +PV0f.y = mul_nonIEEE(R127f.y, PV1f.z); +// 7 +PV1f.x = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[1].z)); +// 8 +R1f.x = mul_nonIEEE(R127f.x, PV1f.x); +R1f.y = mul_nonIEEE(R126f.y, PV1f.x); +R1f.z = mul_nonIEEE(R127f.z, PV1f.x); +R1f.w = mul_nonIEEE(R127f.w, PV1f.x); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Enthusiast/BreathOfTheWild_5760p/10584c6fc5857351_0000000000000079_ps.txt b/Enthusiast/BreathOfTheWild_5760p/10584c6fc5857351_0000000000000079_ps.txt new file mode 100644 index 00000000..e990f622 --- /dev/null +++ b/Enthusiast/BreathOfTheWild_5760p/10584c6fc5857351_0000000000000079_ps.txt @@ -0,0 +1,83 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 10584c6fc5857351 // bloom pre-spread +uniform ivec4 uf_remappedPS[2]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 res 1280x720x1 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 = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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() +{ +vec2 R0f = vec2(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +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 = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point +vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y ); +int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5)); +float count = 0.0; +for( int x=-r; x<=r; x++ ) { + for( int y=-r; y<=r; y++ ) { + if( pow(x,2) + pow(y,2) <= pow(r,2) ) { + R1f += texture( textureUnitPS0, R0f + vec2(x,y)*res ); + count += 1.0; + } + } + } +PV0f = R1f/count; +R127f.xzw = PV0f.xzw; +R126f.y = PV0f.y; +// 3 +tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),0.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +PS1f = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].w)); +// 4 +tempf.x = dot(vec4(R127f.x,R126f.y,R127f.z,PS1f),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),1.0)); +tempf.x = clamp(tempf.x, 0.0, 1.0); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R127f.y = tempf.x; +PS0f = 1.0 / PV1f.x; +// 5 +PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[1].x); +PV1f.z = clamp(PV1f.z, 0.0, 1.0); +// 6 +PV0f.y = mul_nonIEEE(R127f.y, PV1f.z); +// 7 +PV1f.x = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[1].z)); +// 8 +R1f.x = mul_nonIEEE(R127f.x, PV1f.x); +R1f.y = mul_nonIEEE(R126f.y, PV1f.x); +R1f.z = mul_nonIEEE(R127f.z, PV1f.x); +R1f.w = mul_nonIEEE(R127f.w, PV1f.x); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Quality/BreathOfTheWild_1080p/10584c6fc5857351_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1080p/10584c6fc5857351_0000000000000079_ps.txt new file mode 100644 index 00000000..e990f622 --- /dev/null +++ b/Quality/BreathOfTheWild_1080p/10584c6fc5857351_0000000000000079_ps.txt @@ -0,0 +1,83 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 10584c6fc5857351 // bloom pre-spread +uniform ivec4 uf_remappedPS[2]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 res 1280x720x1 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 = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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() +{ +vec2 R0f = vec2(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +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 = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point +vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y ); +int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5)); +float count = 0.0; +for( int x=-r; x<=r; x++ ) { + for( int y=-r; y<=r; y++ ) { + if( pow(x,2) + pow(y,2) <= pow(r,2) ) { + R1f += texture( textureUnitPS0, R0f + vec2(x,y)*res ); + count += 1.0; + } + } + } +PV0f = R1f/count; +R127f.xzw = PV0f.xzw; +R126f.y = PV0f.y; +// 3 +tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),0.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +PS1f = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].w)); +// 4 +tempf.x = dot(vec4(R127f.x,R126f.y,R127f.z,PS1f),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),1.0)); +tempf.x = clamp(tempf.x, 0.0, 1.0); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R127f.y = tempf.x; +PS0f = 1.0 / PV1f.x; +// 5 +PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[1].x); +PV1f.z = clamp(PV1f.z, 0.0, 1.0); +// 6 +PV0f.y = mul_nonIEEE(R127f.y, PV1f.z); +// 7 +PV1f.x = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[1].z)); +// 8 +R1f.x = mul_nonIEEE(R127f.x, PV1f.x); +R1f.y = mul_nonIEEE(R126f.y, PV1f.x); +R1f.z = mul_nonIEEE(R127f.z, PV1f.x); +R1f.w = mul_nonIEEE(R127f.w, PV1f.x); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Quality/BreathOfTheWild_1080pUW/10584c6fc5857351_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1080pUW/10584c6fc5857351_0000000000000079_ps.txt new file mode 100644 index 00000000..e990f622 --- /dev/null +++ b/Quality/BreathOfTheWild_1080pUW/10584c6fc5857351_0000000000000079_ps.txt @@ -0,0 +1,83 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 10584c6fc5857351 // bloom pre-spread +uniform ivec4 uf_remappedPS[2]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 res 1280x720x1 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 = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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() +{ +vec2 R0f = vec2(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +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 = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point +vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y ); +int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5)); +float count = 0.0; +for( int x=-r; x<=r; x++ ) { + for( int y=-r; y<=r; y++ ) { + if( pow(x,2) + pow(y,2) <= pow(r,2) ) { + R1f += texture( textureUnitPS0, R0f + vec2(x,y)*res ); + count += 1.0; + } + } + } +PV0f = R1f/count; +R127f.xzw = PV0f.xzw; +R126f.y = PV0f.y; +// 3 +tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),0.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +PS1f = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].w)); +// 4 +tempf.x = dot(vec4(R127f.x,R126f.y,R127f.z,PS1f),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),1.0)); +tempf.x = clamp(tempf.x, 0.0, 1.0); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R127f.y = tempf.x; +PS0f = 1.0 / PV1f.x; +// 5 +PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[1].x); +PV1f.z = clamp(PV1f.z, 0.0, 1.0); +// 6 +PV0f.y = mul_nonIEEE(R127f.y, PV1f.z); +// 7 +PV1f.x = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[1].z)); +// 8 +R1f.x = mul_nonIEEE(R127f.x, PV1f.x); +R1f.y = mul_nonIEEE(R126f.y, PV1f.x); +R1f.z = mul_nonIEEE(R127f.z, PV1f.x); +R1f.w = mul_nonIEEE(R127f.w, PV1f.x); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Quality/BreathOfTheWild_1440p/10584c6fc5857351_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1440p/10584c6fc5857351_0000000000000079_ps.txt new file mode 100644 index 00000000..e990f622 --- /dev/null +++ b/Quality/BreathOfTheWild_1440p/10584c6fc5857351_0000000000000079_ps.txt @@ -0,0 +1,83 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 10584c6fc5857351 // bloom pre-spread +uniform ivec4 uf_remappedPS[2]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 res 1280x720x1 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 = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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() +{ +vec2 R0f = vec2(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +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 = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point +vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y ); +int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5)); +float count = 0.0; +for( int x=-r; x<=r; x++ ) { + for( int y=-r; y<=r; y++ ) { + if( pow(x,2) + pow(y,2) <= pow(r,2) ) { + R1f += texture( textureUnitPS0, R0f + vec2(x,y)*res ); + count += 1.0; + } + } + } +PV0f = R1f/count; +R127f.xzw = PV0f.xzw; +R126f.y = PV0f.y; +// 3 +tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),0.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +PS1f = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].w)); +// 4 +tempf.x = dot(vec4(R127f.x,R126f.y,R127f.z,PS1f),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),1.0)); +tempf.x = clamp(tempf.x, 0.0, 1.0); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R127f.y = tempf.x; +PS0f = 1.0 / PV1f.x; +// 5 +PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[1].x); +PV1f.z = clamp(PV1f.z, 0.0, 1.0); +// 6 +PV0f.y = mul_nonIEEE(R127f.y, PV1f.z); +// 7 +PV1f.x = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[1].z)); +// 8 +R1f.x = mul_nonIEEE(R127f.x, PV1f.x); +R1f.y = mul_nonIEEE(R126f.y, PV1f.x); +R1f.z = mul_nonIEEE(R127f.z, PV1f.x); +R1f.w = mul_nonIEEE(R127f.w, PV1f.x); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Quality/BreathOfTheWild_1440pUW/10584c6fc5857351_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1440pUW/10584c6fc5857351_0000000000000079_ps.txt new file mode 100644 index 00000000..e990f622 --- /dev/null +++ b/Quality/BreathOfTheWild_1440pUW/10584c6fc5857351_0000000000000079_ps.txt @@ -0,0 +1,83 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 10584c6fc5857351 // bloom pre-spread +uniform ivec4 uf_remappedPS[2]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 res 1280x720x1 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 = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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() +{ +vec2 R0f = vec2(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +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 = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point +vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y ); +int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5)); +float count = 0.0; +for( int x=-r; x<=r; x++ ) { + for( int y=-r; y<=r; y++ ) { + if( pow(x,2) + pow(y,2) <= pow(r,2) ) { + R1f += texture( textureUnitPS0, R0f + vec2(x,y)*res ); + count += 1.0; + } + } + } +PV0f = R1f/count; +R127f.xzw = PV0f.xzw; +R126f.y = PV0f.y; +// 3 +tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),0.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +PS1f = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].w)); +// 4 +tempf.x = dot(vec4(R127f.x,R126f.y,R127f.z,PS1f),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),1.0)); +tempf.x = clamp(tempf.x, 0.0, 1.0); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R127f.y = tempf.x; +PS0f = 1.0 / PV1f.x; +// 5 +PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[1].x); +PV1f.z = clamp(PV1f.z, 0.0, 1.0); +// 6 +PV0f.y = mul_nonIEEE(R127f.y, PV1f.z); +// 7 +PV1f.x = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[1].z)); +// 8 +R1f.x = mul_nonIEEE(R127f.x, PV1f.x); +R1f.y = mul_nonIEEE(R126f.y, PV1f.x); +R1f.z = mul_nonIEEE(R127f.z, PV1f.x); +R1f.w = mul_nonIEEE(R127f.w, PV1f.x); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Quality/BreathOfTheWild_1800p/10584c6fc5857351_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1800p/10584c6fc5857351_0000000000000079_ps.txt new file mode 100644 index 00000000..e990f622 --- /dev/null +++ b/Quality/BreathOfTheWild_1800p/10584c6fc5857351_0000000000000079_ps.txt @@ -0,0 +1,83 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 10584c6fc5857351 // bloom pre-spread +uniform ivec4 uf_remappedPS[2]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 res 1280x720x1 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 = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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() +{ +vec2 R0f = vec2(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +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 = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point +vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y ); +int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5)); +float count = 0.0; +for( int x=-r; x<=r; x++ ) { + for( int y=-r; y<=r; y++ ) { + if( pow(x,2) + pow(y,2) <= pow(r,2) ) { + R1f += texture( textureUnitPS0, R0f + vec2(x,y)*res ); + count += 1.0; + } + } + } +PV0f = R1f/count; +R127f.xzw = PV0f.xzw; +R126f.y = PV0f.y; +// 3 +tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),0.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +PS1f = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].w)); +// 4 +tempf.x = dot(vec4(R127f.x,R126f.y,R127f.z,PS1f),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),1.0)); +tempf.x = clamp(tempf.x, 0.0, 1.0); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R127f.y = tempf.x; +PS0f = 1.0 / PV1f.x; +// 5 +PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[1].x); +PV1f.z = clamp(PV1f.z, 0.0, 1.0); +// 6 +PV0f.y = mul_nonIEEE(R127f.y, PV1f.z); +// 7 +PV1f.x = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[1].z)); +// 8 +R1f.x = mul_nonIEEE(R127f.x, PV1f.x); +R1f.y = mul_nonIEEE(R126f.y, PV1f.x); +R1f.z = mul_nonIEEE(R127f.z, PV1f.x); +R1f.w = mul_nonIEEE(R127f.w, PV1f.x); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Quality/BreathOfTheWild_2160p/10584c6fc5857351_0000000000000079_ps.txt b/Quality/BreathOfTheWild_2160p/10584c6fc5857351_0000000000000079_ps.txt new file mode 100644 index 00000000..e990f622 --- /dev/null +++ b/Quality/BreathOfTheWild_2160p/10584c6fc5857351_0000000000000079_ps.txt @@ -0,0 +1,83 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 10584c6fc5857351 // bloom pre-spread +uniform ivec4 uf_remappedPS[2]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 res 1280x720x1 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 = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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() +{ +vec2 R0f = vec2(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +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 = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point +vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y ); +int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5)); +float count = 0.0; +for( int x=-r; x<=r; x++ ) { + for( int y=-r; y<=r; y++ ) { + if( pow(x,2) + pow(y,2) <= pow(r,2) ) { + R1f += texture( textureUnitPS0, R0f + vec2(x,y)*res ); + count += 1.0; + } + } + } +PV0f = R1f/count; +R127f.xzw = PV0f.xzw; +R126f.y = PV0f.y; +// 3 +tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),0.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +PS1f = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].w)); +// 4 +tempf.x = dot(vec4(R127f.x,R126f.y,R127f.z,PS1f),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),1.0)); +tempf.x = clamp(tempf.x, 0.0, 1.0); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R127f.y = tempf.x; +PS0f = 1.0 / PV1f.x; +// 5 +PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[1].x); +PV1f.z = clamp(PV1f.z, 0.0, 1.0); +// 6 +PV0f.y = mul_nonIEEE(R127f.y, PV1f.z); +// 7 +PV1f.x = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[1].z)); +// 8 +R1f.x = mul_nonIEEE(R127f.x, PV1f.x); +R1f.y = mul_nonIEEE(R126f.y, PV1f.x); +R1f.z = mul_nonIEEE(R127f.z, PV1f.x); +R1f.w = mul_nonIEEE(R127f.w, PV1f.x); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Quality/BreathOfTheWild_2160pUW/10584c6fc5857351_0000000000000079_ps.txt b/Quality/BreathOfTheWild_2160pUW/10584c6fc5857351_0000000000000079_ps.txt new file mode 100644 index 00000000..e990f622 --- /dev/null +++ b/Quality/BreathOfTheWild_2160pUW/10584c6fc5857351_0000000000000079_ps.txt @@ -0,0 +1,83 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 10584c6fc5857351 // bloom pre-spread +uniform ivec4 uf_remappedPS[2]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 res 1280x720x1 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 = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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() +{ +vec2 R0f = vec2(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +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 = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point +vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y ); +int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5)); +float count = 0.0; +for( int x=-r; x<=r; x++ ) { + for( int y=-r; y<=r; y++ ) { + if( pow(x,2) + pow(y,2) <= pow(r,2) ) { + R1f += texture( textureUnitPS0, R0f + vec2(x,y)*res ); + count += 1.0; + } + } + } +PV0f = R1f/count; +R127f.xzw = PV0f.xzw; +R126f.y = PV0f.y; +// 3 +tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),0.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +PS1f = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].w)); +// 4 +tempf.x = dot(vec4(R127f.x,R126f.y,R127f.z,PS1f),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),1.0)); +tempf.x = clamp(tempf.x, 0.0, 1.0); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R127f.y = tempf.x; +PS0f = 1.0 / PV1f.x; +// 5 +PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[1].x); +PV1f.z = clamp(PV1f.z, 0.0, 1.0); +// 6 +PV0f.y = mul_nonIEEE(R127f.y, PV1f.z); +// 7 +PV1f.x = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[1].z)); +// 8 +R1f.x = mul_nonIEEE(R127f.x, PV1f.x); +R1f.y = mul_nonIEEE(R126f.y, PV1f.x); +R1f.z = mul_nonIEEE(R127f.z, PV1f.x); +R1f.w = mul_nonIEEE(R127f.w, PV1f.x); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Quality/BreathOfTheWild_Switch/10584c6fc5857351_0000000000000079_ps.txt b/Quality/BreathOfTheWild_Switch/10584c6fc5857351_0000000000000079_ps.txt new file mode 100644 index 00000000..e990f622 --- /dev/null +++ b/Quality/BreathOfTheWild_Switch/10584c6fc5857351_0000000000000079_ps.txt @@ -0,0 +1,83 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 10584c6fc5857351 // bloom pre-spread +uniform ivec4 uf_remappedPS[2]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 res 1280x720x1 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 = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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() +{ +vec2 R0f = vec2(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +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 = vec2((passParameterSem0.x + passParameterSem1.x)/2, (passParameterSem0.y + passParameterSem0.w)/2); //center point +vec2 res = vec2( passParameterSem1.x - passParameterSem0.x, passParameterSem0.w - passParameterSem0.y ); +int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5)); +float count = 0.0; +for( int x=-r; x<=r; x++ ) { + for( int y=-r; y<=r; y++ ) { + if( pow(x,2) + pow(y,2) <= pow(r,2) ) { + R1f += texture( textureUnitPS0, R0f + vec2(x,y)*res ); + count += 1.0; + } + } + } +PV0f = R1f/count; +R127f.xzw = PV0f.xzw; +R126f.y = PV0f.y; +// 3 +tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),0.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +PS1f = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].w)); +// 4 +tempf.x = dot(vec4(R127f.x,R126f.y,R127f.z,PS1f),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),1.0)); +tempf.x = clamp(tempf.x, 0.0, 1.0); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R127f.y = tempf.x; +PS0f = 1.0 / PV1f.x; +// 5 +PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[1].x); +PV1f.z = clamp(PV1f.z, 0.0, 1.0); +// 6 +PV0f.y = mul_nonIEEE(R127f.y, PV1f.z); +// 7 +PV1f.x = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[1].z)); +// 8 +R1f.x = mul_nonIEEE(R127f.x, PV1f.x); +R1f.y = mul_nonIEEE(R126f.y, PV1f.x); +R1f.z = mul_nonIEEE(R127f.z, PV1f.x); +R1f.w = mul_nonIEEE(R127f.w, PV1f.x); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +}