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https://github.com/cemu-project/cemu_graphic_packs.git
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Update Zelda AARemoval packs for 1.8
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Load Diff
@ -1,52 +1,53 @@
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#version 400
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#extension GL_ARB_texture_gather : enable
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const float bloomFactor = 1.0; // bloom strength, just for debug purposes.
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const float contrastFactor = 1.0; // 1.05 increases contrast for screenshots etc, will crush black levels in dark areas.
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// shader b650afd18c646005 // BOTW AA removal
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uniform ivec4 uf_remappedPS[4];
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uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4713800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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uniform sampler2D textureUnitPS1;// Tex1 addr 0x3877e000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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in vec4 passParameter0;
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layout(location = 0) out vec4 passPixelColor0;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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bool activeMaskStack[2];
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bool activeMaskStackC[3];
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activeMaskStack[0] = false;
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activeMaskStackC[0] = false;
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activeMaskStackC[1] = false;
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activeMaskStack[0] = true;
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activeMaskStackC[0] = true;
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activeMaskStackC[1] = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameter0;
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vec4 colour = (texture(textureUnitPS0, R0f.xy).xyzw *bloomFactor);
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vec3 contrastFactored = (colour.xyz - 0.5) * contrastFactor + 0.5;
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passPixelColor0 = vec4(contrastFactored.x, contrastFactored.y, contrastFactored.z, colour.w);
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}
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#version 420
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#extension GL_ARB_texture_gather : enable
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const float bloomFactor = 1.0; // bloom strength, just for debug purposes.
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const float contrastFactor = 1.0; // 1.05 increases contrast for screenshots etc, will crush black levels in dark areas.
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// shader f14bb57cd5c9cb77
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uniform ivec4 uf_remappedPS[4];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4713800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x387a4000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in vec4 passParameterSem2;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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bool activeMaskStack[2];
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bool activeMaskStackC[3];
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activeMaskStack[0] = false;
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activeMaskStackC[0] = false;
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activeMaskStackC[1] = false;
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activeMaskStack[0] = true;
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activeMaskStackC[0] = true;
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activeMaskStackC[1] = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem2;
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vec4 colour = (texture(textureUnitPS0, R0f.xy).xyzw *bloomFactor);
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vec3 contrastFactored = (colour.xyz - 0.5) * contrastFactor + 0.5;
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passPixelColor0 = vec4(contrastFactored.x, contrastFactored.y, contrastFactored.z, colour.w);
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}
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@ -1,3 +1,4 @@
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[Definition]
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titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
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name = "The Legend of Zelda: Breath of the Wild - AA Removal"
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name = "The Legend of Zelda: Breath of the Wild - AA Removal"
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version = 2
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@ -1,50 +0,0 @@
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#version 400
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#extension GL_ARB_texture_gather : enable
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// shader 01cde9de91742af6 // AA removal wind walker
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uniform ivec4 uf_remappedPS[4];
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uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5807800 res 1920x1080x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4000800 res 1920x1080x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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in vec4 passParameter0;
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layout(location = 0) out vec4 passPixelColor0;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R3i = ivec4(0);
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ivec4 R4i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R126i = ivec4(0);
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ivec4 R127i = ivec4(0);
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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bool activeMaskStack[31];
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bool activeMaskStackC[32];
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int activeMaskIndex = 0;
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activeMaskStack[0] = true;
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activeMaskStackC[0] = true;
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activeMaskStackC[1] = true;
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int loopStuckCounter = 0;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0i = floatBitsToInt(passParameter0);
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R1i.xyzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).wzxy);
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R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
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passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
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}
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@ -0,0 +1,51 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader ff71dcd2ad4defdc
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uniform ivec4 uf_remappedPS[4];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5807800 res 1920x1080x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4000800 res 1920x1080x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in vec4 passParameterSem2;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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bool activeMaskStack[2];
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bool activeMaskStackC[3];
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activeMaskStack[0] = false;
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activeMaskStackC[0] = false;
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activeMaskStackC[1] = false;
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activeMaskStack[0] = true;
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activeMaskStackC[0] = true;
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activeMaskStackC[1] = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem2;
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//R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy);
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R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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passPixelColor0 = R2f.xyzw;
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}
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@ -1,3 +1,4 @@
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[Definition]
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titleIds = 0005000010143400,0005000010143600,0005000010143500
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name = "The Wind Waker HD - AA Removal"
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name = "The Wind Waker HD - AA Removal"
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version = 2
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@ -1,151 +0,0 @@
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#version 400
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#extension GL_ARB_texture_gather : enable
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// shader 34755035276148c0 // AA removal Twlight princess
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uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4001000 res 1920x1080x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5187000 res 1920x1080x1 dim 1 tm: 4 format 0011 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
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in vec4 passParameter0;
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layout(location = 0) out vec4 passPixelColor0;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R3i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R127i = ivec4(0);
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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int loopStuckCounter = 0;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0i = floatBitsToInt(passParameter0);
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R1i.xyzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).wzxy);
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R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
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passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
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/*
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R0i.w = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).y);
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// 0
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R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(0xba088889));
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PV0i.x = R1i.x;
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R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(0xba72b9d6));
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PV0i.y = R1i.y;
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R2i.z = R0i.x;
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PV0i.z = R2i.z;
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R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(0xba72b9d6));
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PS0i = R2i.y;
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// 1
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R3i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(0xba088889));
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PV1i.x = R3i.x;
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R3i.y = R0i.y;
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PV1i.y = R3i.y;
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R1i.xyzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R1i.xy)).xyzw);
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R2i.yz = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R2i.zy)).yz);
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R3i.xy = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R3i.xy)).xy);
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// 0
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PV0i.x = floatBitsToInt(intBitsToFloat(R2i.z) + intBitsToFloat(R3i.x));
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PV0i.y = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(R0i.w));
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PV0i.z = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R3i.y));
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PV0i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R2i.y));
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// 1
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R123i.x = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(0x40000000) + -(intBitsToFloat(PV0i.x))));
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PV1i.x = R123i.x;
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R123i.y = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(0x40000000) + -(intBitsToFloat(PV0i.y))));
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PV1i.y = R123i.y;
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R123i.z = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(0x40000000) + -(intBitsToFloat(PV0i.z))));
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PV1i.z = R123i.z;
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R123i.w = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(0x40000000) + -(intBitsToFloat(PV0i.w))));
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PV1i.w = R123i.w;
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// 2
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PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x))));
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PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.y), -(intBitsToFloat(PV1i.y))));
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PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.z), -(intBitsToFloat(PV1i.z))));
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PV0i.w = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w))));
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// 3
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PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(0xb400d959));
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PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(0xb400d959));
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PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(0xb400d959));
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PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(0xb400d959));
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// 4
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R123i.x = ((intBitsToFloat(PV1i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
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PV0i.x = R123i.x;
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R123i.y = ((intBitsToFloat(PV1i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
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PV0i.y = R123i.y;
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R123i.z = ((intBitsToFloat(PV1i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
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PV0i.z = R123i.z;
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R123i.w = ((intBitsToFloat(PV1i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
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PV0i.w = R123i.w;
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// 5
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tempi.x = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3e800000) + intBitsToFloat(PV0i.y) * intBitsToFloat(0x3e800000) + intBitsToFloat(PV0i.z) * intBitsToFloat(0x3e800000) + intBitsToFloat(PV0i.w) * intBitsToFloat(0x3e800000));
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
// 6
|
||||
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(0x3f400000)));
|
||||
PV0i.z = R127i.z;
|
||||
// 7
|
||||
R1i.x = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0xba088889) + intBitsToFloat(R0i.x)));
|
||||
PV1i.x = R1i.x;
|
||||
R1i.y = R0i.y;
|
||||
PV1i.y = R1i.y;
|
||||
R2i.z = R0i.x;
|
||||
PV1i.z = R2i.z;
|
||||
R2i.y = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0xba72b9d6) + intBitsToFloat(R0i.y)));
|
||||
PS1i = R2i.y;
|
||||
// 8
|
||||
R3i.x = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(0x3a088889) + intBitsToFloat(R0i.x)));
|
||||
PV0i.x = R3i.x;
|
||||
R3i.y = R0i.y;
|
||||
PV0i.y = R3i.y;
|
||||
R0i.w = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(0x3a72b9d6) + intBitsToFloat(R0i.y)));
|
||||
PV0i.w = R0i.w;
|
||||
R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyzw);
|
||||
R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.zy)).xyzw);
|
||||
R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R3i.xy)).xyzw);
|
||||
R0i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xw)).xyzw);
|
||||
// 0
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(R2i.w));
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R2i.z));
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R2i.y));
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R2i.x));
|
||||
// 1
|
||||
PV1i.x = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV0i.x));
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(R3i.z) + intBitsToFloat(PV0i.y));
|
||||
PV1i.z = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(PV0i.z));
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(PV0i.w));
|
||||
// 2
|
||||
backupReg0i = R0i.y;
|
||||
backupReg1i = R0i.x;
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(R0i.w) + intBitsToFloat(PV1i.x));
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(PV1i.y));
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV1i.z));
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV1i.w));
|
||||
// 3
|
||||
R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(0x3e800000)));
|
||||
PV1i.x = R0i.x;
|
||||
R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(0x3e800000)));
|
||||
PV1i.y = R0i.y;
|
||||
R0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(0x3e800000)));
|
||||
PV1i.z = R0i.z;
|
||||
R0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(0x3e800000)));
|
||||
PV1i.w = R0i.w;
|
||||
// export
|
||||
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); */
|
||||
}
|
@ -0,0 +1,41 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader c14019840473ff86
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4001000 res 1920x1080x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5187000 res 1920x1080x1 dim 1 tm: 4 format 0011 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
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()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
vec4 R3f = vec4(0.0);
|
||||
vec4 R123f = 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 = passParameterSem0;
|
||||
|
||||
//R1f.xyzw = textureGather(textureUnitPS1, R0f.xy).wzxy;
|
||||
R2f.xyzw = texture(textureUnitPS0, R0f.xy).xyzw;
|
||||
passPixelColor0 = R2f.xyzw;
|
||||
}
|
@ -1,3 +1,4 @@
|
||||
[Definition]
|
||||
titleIds = 000500001019C800,000500001019E600,000500001019E500
|
||||
name = "Twilight Princess HD - AA Removal"
|
||||
name = "Twilight Princess HD - AA Removal"
|
||||
version = 2
|
||||
|
Loading…
Reference in New Issue
Block a user