Revert "[XCX] Re-adds custom shaders removed in red-sky fix as enhancements"

This reverts commit 76e072e4e2.
This commit is contained in:
getdls 2019-01-05 11:01:09 +01:00
parent 76e072e4e2
commit 0960a6fd09
11 changed files with 99 additions and 1942 deletions

1
.gitignore vendored
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@ -8,4 +8,3 @@ docs/\.idea/
docs/package-lock\.json
docs/Gemfile\.lock
Enhancements/TokyoMirage_AdjustBlur/4d96f8f88575bcab_00000000000003c9_ps.txt

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@ -1,567 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 5eb82314ffb8484e
//cross fade blur prel
uniform ivec4 uf_remappedPS[7];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 320x180x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = vec4(0.0);
vec4 R8f = vec4(0.0);
vec4 R9f = vec4(0.0);
vec4 R10f = vec4(0.0);
vec4 R11f = vec4(0.0);
vec4 R12f = vec4(0.0);
vec4 R13f = vec4(0.0);
vec4 R14f = vec4(0.0);
vec4 R15f = vec4(0.0);
vec4 R16f = vec4(0.0);
vec4 R17f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R124f = vec4(0.0);
vec4 R125f = 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 = passParameterSem0;
R14f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
// 0
R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x);
R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y);
R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[0].z);
R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[0].w);
R17f.w = R14f.w;
PS0f = R17f.w;
// 1
R2f.x = R0f.x + intBitsToFloat(uf_remappedPS[1].x);
R2f.y = R0f.y + intBitsToFloat(uf_remappedPS[1].y);
R1f.z = R0f.x + intBitsToFloat(uf_remappedPS[1].z);
R1f.w = R0f.y + intBitsToFloat(uf_remappedPS[1].w);
R16f.w = R14f.w;
PS1f = R16f.w;
// 2
R3f.x = R0f.x + intBitsToFloat(uf_remappedPS[2].x);
R3f.y = R0f.y + intBitsToFloat(uf_remappedPS[2].y);
R2f.z = R0f.x + intBitsToFloat(uf_remappedPS[2].z);
R2f.w = R0f.y + intBitsToFloat(uf_remappedPS[2].w);
// 3
R4f.x = R0f.x + intBitsToFloat(uf_remappedPS[3].x);
R4f.y = R0f.y + intBitsToFloat(uf_remappedPS[3].y);
R3f.z = R0f.x + intBitsToFloat(uf_remappedPS[3].z);
R3f.w = R0f.y + intBitsToFloat(uf_remappedPS[3].w);
R5f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
R6f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
R7f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw);
R9f.xyzw = (texture(textureUnitPS0, R1f.zw).xyzw);
R8f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
R10f.xyzw = (texture(textureUnitPS0, R2f.zw).xyzw);
R11f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw);
R12f.xyzw = (texture(textureUnitPS0, R3f.zw).xyzw);
// 0
R4f.x = R0f.x + intBitsToFloat(uf_remappedPS[4].x);
R4f.y = R0f.y + intBitsToFloat(uf_remappedPS[4].y);
R3f.z = R0f.x + intBitsToFloat(uf_remappedPS[4].z);
R3f.w = R0f.y + intBitsToFloat(uf_remappedPS[4].w);
R127f.x = R5f.w + -(0.5);
R127f.x *= 2.0;
R127f.x = clamp(R127f.x, 0.0, 1.0);
PS0f = R127f.x;
// 1
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg0f = R0f.x;
backupReg1f = R0f.y;
R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[5].z);
R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[5].w);
R2f.z = backupReg0f + intBitsToFloat(uf_remappedPS[5].x);
R2f.w = backupReg1f + intBitsToFloat(uf_remappedPS[5].y);
PS1f = R5f.x + -(0.0);
// 2
R126f.x = R127f.x + 1.0;
PV0f.y = R5f.z + -(0.0);
PV0f.z = R5f.y + -(0.0);
R127f.w = R6f.w + -(0.5);
R127f.w *= 2.0;
R127f.w = clamp(R127f.w, 0.0, 1.0);
R125f.x = (R127f.x * PS1f + R14f.x);
PS0f = R125f.x;
// 3
PV1f.x = R6f.x + -(0.0);
PV1f.y = R6f.y + -(0.0);
R123f.z = (R127f.x * PV0f.y + R14f.z);
PV1f.z = R123f.z;
R123f.w = (R127f.x * PV0f.z + R14f.y);
PV1f.w = R123f.w;
PS1f = R6f.z + -(0.0);
// 4
R3f.x = R7f.w + -(0.5);
R3f.x *= 2.0;
R3f.x = clamp(R3f.x, 0.0, 1.0);
R3f.y = R126f.x + R127f.w;
R1f.z = (R127f.w * PV1f.y + PV1f.w);
R1f.w = (R127f.w * PV1f.x + R125f.x);
R2f.y = (R127f.w * PS1f + PV1f.z);
PS0f = R2f.y;
R4f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw);
R13f.xyzw = (texture(textureUnitPS0, R3f.zw).xyzw);
R15f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R2f.zw).xyzw);
// 0
R126f.x = R3f.y + R3f.x;
PV0f.y = R7f.z + -(0.0);
PV0f.z = R7f.y + -(0.0);
PV0f.w = R7f.x + -(0.0);
R127f.z = R9f.w + -(0.5);
R127f.z *= 2.0;
R127f.z = clamp(R127f.z, 0.0, 1.0);
PS0f = R127f.z;
// 1
R123f.x = (R3f.x * PV0f.w + R1f.w);
PV1f.x = R123f.x;
R127f.y = R5f.w + -(intBitsToFloat(0x3f666666));
R126f.z = (R3f.x * PV0f.y + R2f.y);
R127f.w = (R3f.x * PV0f.z + R1f.z);
PS1f = R9f.x + -(0.0);
// 2
PV0f.x = R9f.y + -(0.0);
R126f.y = R126f.x + R127f.z;
R124f.z = R8f.w + -(0.5);
R124f.z *= 2.0;
R124f.z = clamp(R124f.z, 0.0, 1.0);
PV0f.w = R9f.z + -(0.0);
R125f.z = (R127f.z * PS1f + PV1f.x);
PS0f = R125f.z;
// 3
R126f.x = (R127f.z * PV0f.w + R126f.z);
R125f.y = (R127f.z * PV0f.x + R127f.w);
R126f.z = R127f.y * intBitsToFloat(0x41200000);
R126f.z = clamp(R126f.z, 0.0, 1.0);
R127f.w = -(R14f.x) + R5f.x;
R127f.z = -(R14f.y) + R5f.y;
PS1f = R127f.z;
// 4
R125f.x = R6f.w + -(intBitsToFloat(0x3f666666));
R124f.y = -(R14f.z) + R5f.z;
R5f.z = R7f.w + -(intBitsToFloat(0x3f666666));
PV0f.w = R8f.x + -(0.0);
R127f.y = R8f.y + -(0.0);
PS0f = R127f.y;
// 5
backupReg0f = R126f.y;
backupReg1f = R125f.z;
PV1f.x = R8f.z + -(0.0);
R126f.y = R8f.w + -(intBitsToFloat(0x3f666666));
R125f.z = backupReg0f + R124f.z;
R125f.w = R10f.w + -(0.5);
R125f.w *= 2.0;
R125f.w = clamp(R125f.w, 0.0, 1.0);
R126f.w = (R124f.z * PV0f.w + backupReg1f);
PS1f = R126f.w;
// 6
backupReg0f = R126f.x;
backupReg1f = R127f.y;
backupReg2f = R127f.z;
R126f.x = (R127f.w * R126f.z + R14f.x);
R127f.y = (R124f.z * PV1f.x + backupReg0f);
R127f.z = (R124f.z * backupReg1f + R125f.y);
R124f.w = (backupReg2f * R126f.z + R14f.y);
R5f.w = R125f.x * intBitsToFloat(0x41200000);
R5f.w = clamp(R5f.w, 0.0, 1.0);
PS0f = R5f.w;
// 7
backupReg0f = R124f.y;
backupReg1f = R126f.z;
R125f.x = -(R14f.x) + R6f.x;
R124f.y = -(R14f.y) + R6f.y;
R126f.z = (backupReg0f * backupReg1f + R14f.z);
R6f.w = -(R14f.z) + R6f.z;
R1f.w = -(R14f.x) + R7f.x;
PS1f = R1f.w;
// 8
backupReg0f = R126f.y;
R127f.x = R5f.z * intBitsToFloat(0x41200000);
R127f.x = clamp(R127f.x, 0.0, 1.0);
R126f.y = -(R14f.z) + R7f.z;
R124f.z = -(R14f.y) + R7f.y;
R7f.w = R9f.w + -(intBitsToFloat(0x3f666666));
R2f.w = backupReg0f * intBitsToFloat(0x41200000);
R2f.w = clamp(R2f.w, 0.0, 1.0);
PS0f = R2f.w;
// 9
R124f.x = -(R14f.z) + R8f.z;
R125f.y = -(R14f.y) + R8f.y;
R8f.z = -(R14f.x) + R8f.x;
R127f.w = R10f.x + -(0.0);
PS1f = R10f.y + -(0.0);
// 10
R8f.x = R10f.w + -(intBitsToFloat(0x3f666666));
R6f.y = R125f.z + R125f.w;
PV0f.z = R10f.z + -(0.0);
R8f.w = R11f.w + -(0.5);
R8f.w *= 2.0;
R8f.w = clamp(R8f.w, 0.0, 1.0);
R5f.x = (R125f.w * PS1f + R127f.z);
PS0f = R5f.x;
// 11
backupReg0f = R126f.x;
backupReg1f = R124f.z;
R126f.x = max(R14f.x, backupReg0f);
R5f.y = (R125f.w * R127f.w + R126f.w);
R124f.z = max(R14f.z, R126f.z);
R3f.w = (R125f.w * PV0f.z + R127f.y);
R126f.w = (backupReg1f * R127f.x + R14f.y);
PS1f = R126f.w;
// 12
backupReg0f = R125f.x;
backupReg1f = R126f.y;
R125f.x = max(R14f.y, R124f.w);
R126f.y = (R6f.w * R5f.w + R14f.z);
R126f.z = (R124f.y * R5f.w + R14f.y);
R124f.w = (backupReg0f * R5f.w + R14f.x);
R125f.z = (backupReg1f * R127f.x + R14f.z);
PS0f = R125f.z;
// 13
backupReg0f = R127f.x;
backupReg1f = R9f.z;
R127f.x = (R1f.w * backupReg0f + R14f.x);
R124f.y = -(R14f.x) + R9f.x;
R9f.z = R7f.w * intBitsToFloat(0x41200000);
R9f.z = clamp(R9f.z, 0.0, 1.0);
R125f.w = -(R14f.y) + R9f.y;
R1f.w = -(R14f.z) + backupReg1f;
PS1f = R1f.w;
// 14
backupReg0f = R124f.x;
backupReg1f = R125f.y;
R124f.x = (backupReg0f * R2f.w + R14f.z);
R125f.y = R8f.x * intBitsToFloat(0x41200000);
R125f.y = clamp(R125f.y, 0.0, 1.0);
R127f.z = (backupReg1f * R2f.w + R14f.y);
R127f.w = (R8f.z * R2f.w + R14f.x);
R2f.w = -(R14f.y) + R10f.y;
PS0f = R2f.w;
// 15
backupReg0f = R10f.x;
backupReg1f = R10f.z;
R10f.x = -(R14f.x) + backupReg0f;
R127f.y = R11f.y + -(0.0);
R10f.zwy = vec3(-(R14f.z),R11f.x,R11f.z) + vec3(backupReg1f,-(0.0),-(0.0));
PS1f = R10f.y;
// 16
backupReg0f = R126f.x;
backupReg1f = R124f.z;
backupReg2f = R126f.y;
R126f.x = max(backupReg0f, R124f.w);
R126f.y = max(R125f.x, R126f.z);
R126f.z = R6f.y + R8f.w;
R7f.w = R12f.w + -(0.5);
R7f.w *= 2.0;
R7f.w = clamp(R7f.w, 0.0, 1.0);
R124f.z = max(backupReg1f, backupReg2f);
PS0f = R124f.z;
// 17
R8f.x = max(R124f.x, R125f.z);
R9f.y = max(R127f.z, R126f.w);
R127f.z = max(R127f.w, R127f.x);
R127f.w = (R124f.y * R9f.z + R14f.x);
R124f.y = (R125f.w * R9f.z + R14f.y);
PS1f = R124f.y;
// 18
backupReg0f = R127f.y;
R127f.x = (R1f.w * R9f.z + R14f.z);
R127f.y = (R10f.x * R125f.y + R14f.x);
R125f.z = (R2f.w * R125f.y + R14f.y);
R1f.w = (R10f.z * R125f.y + R14f.z);
R2f.w = (R8f.w * backupReg0f + R5f.x);
PS0f = R2f.w;
// 19
backupReg0f = R10f.y;
R10f.x = (R8f.w * R10f.w + R5f.y);
R10f.y = R12f.x + -(0.0);
R9f.z = (R8f.w * backupReg0f + R3f.w);
R8f.w = R12f.y + -(0.0);
R9f.x = R12f.z + -(0.0);
PS1f = R9f.x;
// 20
R7f.x = R12f.w + -(intBitsToFloat(0x3f666666));
R8f.y = R11f.w + -(intBitsToFloat(0x3f666666));
R10f.z = R126f.z + R7f.w;
R10f.w = max(R126f.y, R124f.y);
R7f.y = max(R124f.z, R127f.x);
PS0f = R7f.y;
// 21
backupReg0f = R9f.y;
R6f.x = R13f.w + -(intBitsToFloat(0x3f666666));
R9f.y = max(R126f.x, R127f.w);
R8f.z = max(R127f.y, R127f.z);
R9f.w = R4f.w + -(0.5);
R9f.w *= 2.0;
R9f.w = clamp(R9f.w, 0.0, 1.0);
R5f.z = max(R125f.z, backupReg0f);
PS1f = R5f.z;
// 0
R127f.x = (R7f.w * R9f.x + R9f.z);
R127f.y = max(R1f.w, R8f.x);
R125f.z = R8f.y * intBitsToFloat(0x41200000);
R125f.z = clamp(R125f.z, 0.0, 1.0);
R127f.w = (R7f.w * R10f.y + R10f.x);
R124f.y = -(R14f.z) + R11f.z;
PS0f = R124f.y;
// 1
R125f.x = -(R14f.y) + R11f.y;
R11f.y = R7f.x * intBitsToFloat(0x41200000);
R11f.y = clamp(R11f.y, 0.0, 1.0);
R127f.z = (R7f.w * R8f.w + R2f.w);
R125f.w = -(R14f.x) + R11f.x;
R125f.y = -(R14f.y) + R12f.y;
PS1f = R125f.y;
// 2
backupReg0f = R12f.x;
R12f.x = -(R14f.z) + R12f.z;
R126f.yzw = vec3(R4f.x,-(R14f.x),R4f.y) + vec3(-(0.0),backupReg0f,-(0.0));
R126f.x = R4f.z + -(0.0);
PS0f = R126f.x;
// 3
backupReg0f = R10f.z;
R124f.x = R4f.w + -(intBitsToFloat(0x3f666666));
R8f.y = R6f.x * intBitsToFloat(0x41200000);
R8f.y = clamp(R8f.y, 0.0, 1.0);
R10f.z = R13f.w + -(0.5);
R10f.z *= 2.0;
R10f.z = clamp(R10f.z, 0.0, 1.0);
R124f.w = backupReg0f + R9f.w;
R12f.y = -(R14f.x) + R13f.x;
PS1f = R12f.y;
// 4
backupReg0f = R127f.x;
R127f.x = -(R14f.y) + R13f.y;
R10f.y = max(R9f.y, R8f.z);
R124f.z = R15f.w + -(intBitsToFloat(0x3f666666));
R12f.w = -(R14f.z) + R13f.z;
R9f.y = (R9f.w * R126f.x + backupReg0f);
PS0f = R9f.y;
// 5
backupReg0f = R124f.x;
backupReg1f = R7f.y;
backupReg2f = R10f.w;
R124f.x = (R9f.w * R126f.y + R127f.w);
R7f.y = backupReg0f * intBitsToFloat(0x41200000);
R7f.y = clamp(R7f.y, 0.0, 1.0);
R12f.z = max(backupReg1f, R127f.y);
R10f.w = max(backupReg2f, R5f.z);
R5f.z = -(R14f.x) + R4f.x;
PS1f = R5f.z;
// 6
backupReg0f = R127f.z;
R126f.x = (R125f.w * R125f.z + R14f.x);
R126f.y = (R124f.y * R125f.z + R14f.z);
R127f.z = (R9f.w * R126f.w + backupReg0f);
R125f.w = (R125f.x * R125f.z + R14f.y);
R127f.y = (R12f.x * R11f.y + R14f.z);
PS0f = R127f.y;
// 7
backupReg0f = R125f.y;
backupReg1f = R126f.z;
R12f.x = -(R14f.z) + R4f.z;
R125f.y = R13f.x + -(0.0);
R126f.z = (backupReg0f * R11f.y + R14f.y);
R126f.w = (backupReg1f * R11f.y + R14f.x);
R8f.z = R0f.w + -(0.5);
R8f.z *= 2.0;
R8f.z = clamp(R8f.z, 0.0, 1.0);
PS1f = R8f.z;
// 8
backupReg0f = R4f.y;
R125f.x = R13f.y + -(0.0);
R4f.y = -(R14f.y) + backupReg0f;
R125f.z = R124f.w + R10f.z;
R124f.w = R13f.z + -(0.0);
R127f.w = R0f.w + -(intBitsToFloat(0x3f666666));
PS0f = R127f.w;
// 9
backupReg0f = R127f.x;
R127f.x = (R12f.w * R8f.y + R14f.z);
R124f.y = (backupReg0f * R8f.y + R14f.y);
R123f.z = (R12f.y * R8f.y + R14f.x);
PV1f.z = R123f.z;
R12f.w = R124f.z * intBitsToFloat(0x41200000);
R12f.w = clamp(R12f.w, 0.0, 1.0);
R4f.x = -(R14f.x) + R15f.x;
PS1f = R4f.x;
// 10
R13f.x = (R10f.z * R125f.y + R124f.x);
R125f.y = max(PV1f.z, R126f.w);
R124f.z = -(R14f.z) + R15f.z;
R126f.w = -(R14f.y) + R15f.y;
R124f.x = max(R10f.w, R125f.w);
PS0f = R124f.x;
// 11
backupReg0f = R125f.x;
backupReg1f = R124f.y;
R125f.x = (R10f.z * R124f.w + R9f.y);
R124f.y = (R10f.z * backupReg0f + R127f.z);
R10f.z = max(backupReg1f, R126f.z);
R125f.w = max(R127f.x, R127f.y);
R127f.y = R0f.x + -(0.0);
PS1f = R127f.y;
// 12
backupReg0f = R126f.x;
backupReg1f = R126f.y;
backupReg2f = R127f.w;
R126f.x = (R5f.z * R7f.y + R14f.x);
R126f.y = max(R10f.y, backupReg0f);
R126f.z = (R12f.x * R7f.y + R14f.z);
R127f.w = max(R12f.z, backupReg1f);
R5f.z = backupReg2f * intBitsToFloat(0x41200000);
R5f.z = clamp(R5f.z, 0.0, 1.0);
PS0f = R5f.z;
// 13
backupReg0f = R4f.y;
R12f.x = -(R14f.z) + R0f.z;
R4f.y = -(R14f.x) + R0f.x;
R127f.z = (backupReg0f * R7f.y + R14f.y);
R124f.w = R0f.z + -(0.0);
R7f.y = R15f.w + -(0.5);
R7f.y *= 2.0;
R7f.y = clamp(R7f.y, 0.0, 1.0);
PS1f = R7f.y;
// 14
backupReg0f = R0f.y;
backupReg1f = R125f.z;
R127f.x = R0f.y + -(0.0);
R0f.y = -(R14f.y) + backupReg0f;
R125f.z = backupReg1f + R8f.z;
R123f.w = (R4f.x * R12f.w + R14f.x);
PV0f.w = R123f.w;
R0f.x = (R126f.w * R12f.w + R14f.y);
PS0f = R0f.x;
// 15
backupReg0f = R126f.x;
R126f.x = max(R126f.y, backupReg0f);
R126f.y = max(R124f.x, R127f.z);
R127f.z = max(PV0f.w, R125f.y);
R123f.w = (R124f.z * R12f.w + R14f.z);
PV1f.w = R123f.w;
R124f.x = R15f.x + -(0.0);
PS1f = R124f.x;
// 16
backupReg0f = R127f.x;
backupReg1f = R126f.z;
R127f.x = (R8f.z * R127f.y + R13f.x);
R127f.y = (R8f.z * backupReg0f + R124f.y);
R126f.z = max(R127f.w, backupReg1f);
R127f.w = (R8f.z * R124f.w + R125f.x);
R124f.y = max(PV1f.w, R125f.w);
PS0f = R124f.y;
// 17
R123f.x = (R4f.y * R5f.z + R14f.x);
PV1f.x = R123f.x;
R123f.y = (R0f.y * R5f.z + R14f.y);
PV1f.y = R123f.y;
R124f.z = max(R0f.x, R10f.z);
// 18
backupReg0f = R126f.y;
R123f.x = (R12f.x * R5f.z + R14f.z);
PV0f.x = R123f.x;
R126f.y = max(R126f.x, PV1f.x);
PV0f.z = R15f.z + -(0.0);
PV0f.w = R15f.y + -(0.0);
R5f.z = max(backupReg0f, PV1f.y);
PS0f = R5f.z;
// 19
backupReg0f = R127f.x;
backupReg1f = R126f.z;
backupReg2f = R127f.w;
R127f.x = (R7f.y * PV0f.w + R127f.y);
R127f.y = (R7f.y * R124f.x + backupReg0f);
R126f.z = R125f.z + R7f.y;
R127f.w = max(backupReg1f, PV0f.x);
R125f.w = (R7f.y * PV0f.z + backupReg2f);
PS1f = R125f.w;
// 20
PV0f.x = max(R10f.y, R127f.z);
PV0f.z = max(R12f.z, R124f.y);
PV0f.w = max(R10f.w, R124f.z);
R127f.z = 1.0 / R6f.y;
PS0f = R127f.z;
// 21
backupReg0f = R126f.y;
R124f.x = max(PV0f.w, R5f.z);
R126f.y = max(PV0f.x, backupReg0f);
R5f.z = R5f.y * PS0f;
R14f.w = max(PV0f.z, R127f.w);
PS1f = 1.0 / R126f.z;
// 22
backupReg0f = R3f.w;
R12f.x = R5f.x * R127f.z;
PV0f.x = R12f.x;
R5f.y = R127f.y * PS1f;
PV0f.y = R5f.y;
R14f.z = R127f.x * PS1f;
PV0f.z = R14f.z;
R3f.w = backupReg0f * R127f.z;
PV0f.w = R3f.w;
R15f.z = R125f.w * PS1f;
PS0f = R15f.z;
// 23
backupReg0f = R10f.y;
backupReg1f = R12f.z;
R5f.x = R10f.w + -(PV0f.x);
R10f.y = backupReg0f + -(R5f.z);
R12f.z = -(PV0f.y) + R126f.y;
R10f.w = backupReg1f + -(PV0f.w);
R6f.y = -(PV0f.z) + R124f.x;
PS1f = R6f.y;
// 0
PV0f.x = -(R15f.z) + R14f.w;
R17f.y = (R5f.x * intBitsToFloat(uf_remappedPS[6].x) + R12f.x);
R17f.z = (R10f.w * intBitsToFloat(uf_remappedPS[6].x) + R3f.w);
R17f.x = (R10f.y * intBitsToFloat(uf_remappedPS[6].x) + R5f.z);
PS0f = R17f.x;
// 1
R16f.x = (R12f.z * intBitsToFloat(uf_remappedPS[6].x) + R5f.y);
PV1f.x = R16f.x;
R16f.y = (R6f.y * intBitsToFloat(uf_remappedPS[6].x) + R14f.z);
PV1f.y = R16f.y;
R16f.z = (PV0f.x * intBitsToFloat(uf_remappedPS[6].x) + R15f.z);
PV1f.z = R16f.z;
// 2
R1f.xyz = vec3(PV1f.x,PV1f.y,PV1f.z);
R1f.w = R16f.w;
// 3
R0f.xyz = vec3(R17f.x,R17f.y,R17f.z);
R0f.w = R17f.w;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 810cde937ebbdf9f
//de-band sky
const float dither = $dither ;
uniform ivec4 uf_remappedPS[5];
layout(location = 0) in vec4 passParameterSem0;
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 )
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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = 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 = passParameterSem0;
R0f.xy = R0f.xy - (lineRand(gl_FragCoord.xy)*0.042 *dither);
R0f.xy = R0f.xy + (lineRand(gl_FragCoord.xy*vec2(0.1, 0.09))*0.041 *dither);
// 0
backupReg0f = R0f.x;
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
backupReg2f = R0f.z;
tempf.x = dot(vec4(backupReg0f,backupReg1f,backupReg2f,-0.0),vec4(backupReg0f,backupReg1f,backupReg2f,0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R1f.w = 1.0;
PS0f = R1f.w;
// 1
tempResultf = 1.0 / sqrt(PV0f.x);
PS1f = tempResultf;
// 2
R127f.x = R0f.x * PS1f;
PV0f.x = R127f.x;
R127f.y = R0f.y * PS1f;
PV0f.y = R127f.y;
R127f.z = R0f.z * PS1f;
PV0f.z = R127f.z;
// 3
tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),-0.0),vec4(PV0f.x,PV0f.y,PV0f.z,0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
// 4
PV0f.x = intBitsToFloat(uf_remappedPS[1].z) * R127f.z;
PV0f.w = max(PV1f.x, -(PV1f.x));
// 5
R123f.x = (intBitsToFloat(uf_remappedPS[1].y) * R127f.y + PV0f.x);
PV1f.x = R123f.x;
R127f.z = -(PV0f.w) + 1.0;
R127f.z = clamp(R127f.z, 0.0, 1.0);
PV1f.z = R127f.z;
// 6
R123f.w = (intBitsToFloat(uf_remappedPS[1].x) * R127f.x + PV1f.x);
R123f.w = clamp(R123f.w, 0.0, 1.0);
PV0f.w = R123f.w;
tempResultf = log2(PV1f.z);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0f = tempResultf;
// 7
PV1f.x = PS0f * intBitsToFloat(uf_remappedPS[2].w);
tempResultf = log2(PV0f.w);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1f = tempResultf;
// 8
PV0f.y = PS1f * intBitsToFloat(uf_remappedPS[3].w);
R127f.w = exp2(PV1f.x);
PS0f = R127f.w;
// 9
R127f.x = (R127f.z * intBitsToFloat(0x3f733333) + -(PS0f));
PV1f.z = PS0f + -(intBitsToFloat(0x3f4ccccd));
R126f.x = exp2(PV0f.y);
PS1f = R126f.x;
// 10
PV0f.y = PV1f.z * intBitsToFloat(0x40a00000);
PV0f.y = clamp(PV0f.y, 0.0, 1.0);
// 11
backupReg0f = R127f.w;
R127f.w = (R127f.x * PV0f.y + backupReg0f);
PV1f.w = R127f.w;
// 12
R127f.y = (PV1f.w * intBitsToFloat(uf_remappedPS[2].y) + intBitsToFloat(uf_remappedPS[4].y));
R127f.z = (PV1f.w * intBitsToFloat(uf_remappedPS[2].x) + intBitsToFloat(uf_remappedPS[4].x));
// 13
R123f.x = (R127f.w * intBitsToFloat(uf_remappedPS[2].z) + intBitsToFloat(uf_remappedPS[4].z));
PV1f.x = R123f.x;
// 14
R1f.x = (R126f.x * intBitsToFloat(uf_remappedPS[3].x) + R127f.z);
R1f.y = (R126f.x * intBitsToFloat(uf_remappedPS[3].y) + R127f.y);
R1f.z = (R126f.x * intBitsToFloat(uf_remappedPS[3].z) + PV1f.x);
// export
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 840947e29015aa9a
//BB cliff
const float dither = $dither ;
const float scaleShader = $scaleShader;
const float scaleBlur = $scaleBlur;
const int sampleScale = 4;
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);
}
uniform ivec4 uf_remappedPS[3];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 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: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 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 = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG
const int samples = 8 * sampleScale, //8 or 4 balances xy position
LOD = 2, // gaussian done on MIPmap at scale LOD
sLOD = 1 << LOD; // tile size = 2^LOD
const float sigma = float(samples) * .25;
float gaussian(vec2 i) {
return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma);
}
vec4 blur(sampler2D sp, vec2 U, vec2 scale) {
vec4 O = vec4(0);
int s = samples / sLOD;
for (int i = 0; i < s*s; i++) {
vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.;
O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD));
}
return O / O.a;
}
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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = vec4(0.0);
vec4 R8f = 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 = passParameterSem1;
R0f.xy = R0f.xy - (lineRand(gl_FragCoord.xy)*0.0012 *dither);
R0f.xy = R0f.xy + (lineRand(gl_FragCoord.xy*vec2(0.1, 0.09))*0.0011 *dither);
// 0
R2f.x = R1f.x + intBitsToFloat(uf_remappedPS[0].x);
R2f.y = R1f.y + intBitsToFloat(uf_remappedPS[0].y);
R0f.z = R1f.x + intBitsToFloat(uf_remappedPS[0].z);
R0f.w = R1f.y + intBitsToFloat(uf_remappedPS[0].w);
// 1
backupReg0f = R1f.x;
backupReg1f = R1f.y;
backupReg0f = R1f.x;
backupReg1f = R1f.y;
R1f.xyz = vec3(backupReg0f,backupReg1f,backupReg0f) + vec3(intBitsToFloat(uf_remappedPS[1].x),intBitsToFloat(uf_remappedPS[1].y),intBitsToFloat(uf_remappedPS[1].z));
R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w);
vec2 coord = passParameterSem0.xy*textureSize(textureUnitPS0, 0);
vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0);
vec2 uv = coord * ps;
R3f.xyz = (texture(textureUnitPS1, R2f.xy).xyz);
R4f.xyz = (texture(textureUnitPS1, R0f.zw).xyz);
R5f.xyz = (texture(textureUnitPS1, R1f.xy).xyz);
R6f.xyz = (texture(textureUnitPS1, R1f.zw).xyz);
R2f.xyz = blur(textureUnitPS0, R2f.xy, ps*scaleBlur).xyz;
R7f.xyz = R2f.xyz;
R8f.xyz = R2f.xyz;
R1f.xyz = R2f.xyz;
//R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);
//R7f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
//R8f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
//R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
// 0
tempf.x = dot(vec4(R3f.x,R3f.y,R3f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.w = tempf.x;
R127f.z = R2f.x + R7f.x;
PS0f = R127f.z;
// 1
tempf.x = dot(vec4(R4f.x,R4f.y,R4f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.y = R2f.y + R7f.y;
PS1f = R127f.y;
// 2
tempf.x = dot(vec4(R5f.x,R5f.y,R5f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
PS0f = R127f.w + PV1f.x;
// 3
tempf.x = dot(vec4(R6f.x,R6f.y,R6f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
PS1f = PS0f + PV0f.x;
// 4
PV0f.y = PS1f + PV1f.x;
PV0f.z = R127f.y + R8f.y;
PV0f.w = R2f.z + R7f.z;
// 5
R123f.x = (PV0f.y * 0.25 + -(R0f.x));
PV1f.x = R123f.x;
PV1f.y = R127f.z + R8f.x;
PV1f.z = PV0f.z + R1f.y;
PV1f.w = PV0f.w + R8f.z;
// 6
PV0f.x = PV1f.y + R1f.x;
PV0f.y = PV1f.w + R1f.z;
PV0f.z = PV1f.z * 0.25;
PV0f.w = max(PV1f.x, -(PV1f.x));
// 7
backupReg0f = R0f.y;
PV1f.x = PV0f.x * 0.25;
PV1f.y = PV0f.y * 0.25;
PV1f.z = backupReg0f * PV0f.w;
PV1f.z = clamp(PV1f.z, 0.0, 1.0);
PV1f.w = max(PV0f.z, 0.0);
// 8
PV0f.x = max(PV1f.y, 0.0);
R0f.y = min(PV1f.w, 4.0);
PV0f.z = max(PV1f.x, 0.0);
tempResultf = log2(PV1f.z);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0f = tempResultf;
// 9
PV1f.x = PS0f * intBitsToFloat(uf_remappedPS[2].w);
R0f.z = min(PV0f.x, 4.0);
R0f.x = min(PV0f.z, 4.0);
PS1f = R0f.x;
// 10
PS0f = exp2(PV1f.x);
// 11
R0f.w = PS0f * intBitsToFloat(uf_remappedPS[2].z);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader b253dca415790207
// motion blur alpha
const float resScale = float($height)/float($gameHeight);
//const float resScale = 2.0;
//const float resScale = 3;
uniform ivec4 uf_remappedPS[5];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 320x180x1 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(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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = 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 = passParameterSem0;
// 0
R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x)/ resScale;
R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y)/ resScale;
R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[1].x)/ resScale;
R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[1].y)/ resScale;
R5f.w = 1.0;
PS0f = R5f.w;
// 1
R2f.x = R0f.x + intBitsToFloat(uf_remappedPS[2].x)/ resScale;
R2f.y = R0f.y + intBitsToFloat(uf_remappedPS[2].y)/ resScale;
R1f.z = R0f.x + intBitsToFloat(uf_remappedPS[3].x)/ resScale;
R1f.w = R0f.y + intBitsToFloat(uf_remappedPS[3].y)/ resScale;
// 2
backupReg0f = R0f.x;
backupReg1f = R0f.y;
R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[4].x)/ resScale;
R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[4].y)/resScale;
R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
R4f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);
R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
// 0
PV0f.x = R3f.y + -(0.5);
PV0f.x *= 2.0;
PV0f.y = R3f.x + -(0.5);
PV0f.y *= 2.0;
R127f.z = R4f.x + -(0.5);
R127f.z *= 2.0;
R127f.w = R4f.y + -(0.5);
R127f.w *= 2.0;
PS0f = R3f.z * intBitsToFloat(uf_remappedPS[0].z);
// 1
R123f.x = (R4f.z * intBitsToFloat(uf_remappedPS[1].z) + PS0f);
PV1f.x = R123f.x;
R127f.y = R2f.x + -(0.5);
R127f.y *= 2.0;
PV1f.z = PV0f.y * intBitsToFloat(uf_remappedPS[0].z);
PV1f.w = PV0f.x * intBitsToFloat(uf_remappedPS[0].z);
R126f.z = R2f.y + -(0.5);
R126f.z *= 2.0;
PS1f = R126f.z;
// 2
R123f.x = (R127f.z * intBitsToFloat(uf_remappedPS[1].z) + PV1f.z);
PV0f.x = R123f.x;
R126f.y = R1f.x + -(0.5);
R126f.y *= 2.0;
R123f.z = (R127f.w * intBitsToFloat(uf_remappedPS[1].z) + PV1f.w);
PV0f.z = R123f.z;
R123f.w = (R2f.z * intBitsToFloat(uf_remappedPS[2].z) + PV1f.x);
PV0f.w = R123f.w;
R127f.w = R1f.y + -(0.5);
R127f.w *= 2.0;
PS0f = R127f.w;
// 3
R123f.x = (R126f.z * intBitsToFloat(uf_remappedPS[2].z) + PV0f.z);
PV1f.x = R123f.x;
R123f.y = (R127f.y * intBitsToFloat(uf_remappedPS[2].z) + PV0f.x);
PV1f.y = R123f.y;
R126f.z = R0f.x + -(0.5);
R126f.z *= 2.0;
R123f.w = (R1f.z * intBitsToFloat(uf_remappedPS[3].z) + PV0f.w);
PV1f.w = R123f.w;
R126f.w = R0f.y + -(0.5);
R126f.w *= 2.0;
PS1f = R126f.w;
// 4
R123f.x = (R0f.z * intBitsToFloat(uf_remappedPS[4].z) + PV1f.w);
PV0f.x = R123f.x;
R123f.y = (R126f.y * intBitsToFloat(uf_remappedPS[3].z) + PV1f.y);
PV0f.y = R123f.y;
R123f.z = (R127f.w * intBitsToFloat(uf_remappedPS[3].z) + PV1f.x);
PV0f.z = R123f.z;
// 5
R123f.y = (R126f.w * intBitsToFloat(uf_remappedPS[4].z) + PV0f.z);
PV1f.y = R123f.y;
R123f.z = (R126f.z * intBitsToFloat(uf_remappedPS[4].z) + PV0f.y);
PV1f.z = R123f.z;
R5f.z = PV0f.x;
PS1f = R5f.z;
// 6
R5f.x = PV1f.z + 1.0;
R5f.x /= 2.0;
R5f.y = PV1f.y + 1.0;
R5f.y /= 2.0;
// export
passPixelColor0 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
}

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@ -1,277 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader ed70de7fe7542f87
//motion blur sample spread scaling
const float resScale = float($height)/float($gameHeight);
//const float resScale = 2.0;
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 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: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e12000 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 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 = 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()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R6i = ivec4(0);
ivec4 R7i = ivec4(0);
ivec4 R8i = ivec4(0);
ivec4 R9i = ivec4(0);
ivec4 R10i = ivec4(0);
ivec4 R11i = ivec4(0);
ivec4 R12i = ivec4(0);
ivec4 R13i = ivec4(0);
ivec4 R14i = ivec4(0);
ivec4 R15i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem0);
R1i = floatBitsToInt(passParameterSem1);
if( activeMaskStackC[1] == true ) {
R12i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).xyzw);
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
PV0i.x = floatBitsToInt(intBitsToFloat(R12i.y) + -(0.5));
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
PV0i.y = floatBitsToInt(intBitsToFloat(R12i.x) + -(0.5));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
R0i.z = ((0.0 >= intBitsToFloat(R12i.z))?int(0xFFFFFFFF):int(0x0));
// 1
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0xbd4ccccd)/resScale);
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(0x3d4ccccd)/resScale);
// 2
R12i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R12i.w), intBitsToFloat(PV1i.w)));
R12i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R12i.w), intBitsToFloat(PV1i.z)));
// 3
predResult = (R0i.z == 0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(R12i.x)));
PV0i.x = R1i.x;
R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R12i.y)));
PV0i.y = R1i.y;
// 1
R2i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x));
PV1i.x = R2i.x;
R2i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y));
PV1i.y = R2i.y;
// 2
R3i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV1i.x));
PV0i.x = R3i.x;
R3i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV1i.y));
PV0i.y = R3i.y;
// 3
R4i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x));
PV1i.x = R4i.x;
R4i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y));
PV1i.y = R4i.y;
// 4
R5i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV1i.x));
PV0i.x = R5i.x;
R5i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV1i.y));
PV0i.y = R5i.y;
// 5
R6i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x));
PV1i.x = R6i.x;
R6i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y));
PV1i.y = R6i.y;
// 6
R7i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV1i.x));
PV0i.x = R7i.x;
R7i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV1i.y));
PV0i.y = R7i.y;
// 7
R15i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x));
PV1i.x = R15i.x;
R15i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y));
PV1i.y = R15i.y;
// 8
R11i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV1i.x));
PV0i.x = R11i.x;
R11i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV1i.y));
PV0i.y = R11i.y;
// 9
R10i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x));
PV1i.x = R10i.x;
R10i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y));
PV1i.y = R10i.y;
// 10
R9i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV1i.x));
PV0i.x = R9i.x;
R9i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV1i.y));
PV0i.y = R9i.y;
// 11
R8i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x));
PV1i.x = R8i.x;
R8i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y));
PV1i.y = R8i.y;
// 12
R14i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV1i.x));
PV0i.x = R14i.x;
R14i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV1i.y));
PV0i.y = R14i.y;
// 13
R13i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x));
PV1i.x = R13i.x;
R13i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y));
PV1i.y = R13i.y;
// 14
backupReg0i = R12i.x;
backupReg1i = R12i.y;
R12i.x = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(PV1i.x));
R12i.y = floatBitsToInt(-(intBitsToFloat(backupReg1i)) + intBitsToFloat(PV1i.y));
}
if( activeMaskStackC[2] == true ) {
R1i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyz);
R0i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyz);
R2i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).xyz);
R3i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R3i.xy)).xyz);
R4i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R4i.xy)).xyz);
R5i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R5i.xy)).xyz);
R6i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R6i.xy)).xyz);
R7i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R7i.xy)).xyz);
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R0i.y;
backupReg1i = R0i.x;
PV0i.x = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(R1i.z));
PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R1i.y));
PV0i.z = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(R1i.x));
// 1
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R2i.z));
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R2i.y));
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R2i.x));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R3i.x));
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R3i.z));
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R3i.y));
// 3
backupReg0i = R4i.x;
R4i.x = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R4i.y));
R4i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(backupReg0i));
R0i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R4i.z));
}
if( activeMaskStackC[2] == true ) {
R3i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R15i.xy)).xyz);
R2i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R11i.xy)).xyz);
R0i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R10i.xy)).xyz);
R1i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R9i.xy)).xyz);
R8i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R8i.xy)).xyz);
R9i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R14i.xy)).xyz);
R10i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R13i.xy)).xyz);
R11i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R12i.xy)).xyz);
}
if( activeMaskStackC[2] == true ) {
// 0
PV0i.x = floatBitsToInt(intBitsToFloat(R0i.w) + intBitsToFloat(R5i.z));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R5i.y));
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R5i.x));
// 1
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R6i.z));
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R6i.y));
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R6i.x));
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R7i.x));
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R7i.z));
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R7i.y));
// 3
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.y));
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R3i.x));
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R3i.z));
// 4
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R2i.z));
PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R2i.y));
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R2i.x));
// 5
backupReg0i = R0i.y;
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R0i.z));
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(backupReg0i));
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R0i.x));
// 6
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R1i.x));
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R1i.z));
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R1i.y));
// 7
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R8i.y));
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R8i.x));
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R8i.z));
// 8
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R9i.z));
PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R9i.y));
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R9i.x));
// 9
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R10i.z));
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R10i.y));
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R10i.x));
// 10
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R11i.x));
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R11i.z));
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R11i.y));
// 11
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x3d800000));
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3d800000));
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(0x3d800000));
// 12
PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.w), 0.0));
PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), 0.0));
PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.y), 0.0));
// 13
R0i.x = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(0x41000000)));
R0i.y = floatBitsToInt(min(intBitsToFloat(PV0i.y), intBitsToFloat(0x41000000)));
R0i.z = floatBitsToInt(min(intBitsToFloat(PV0i.x), intBitsToFloat(0x41000000)));
R0i.w = R12i.z;
}
activeMaskStack[1] = activeMaskStack[1] == false;
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
if( activeMaskStackC[2] == true ) {
// 0
R0i.xyz = ivec3(0,0,0);
R0i.w = 0;
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
}

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@ -1,245 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader b3fb199c73caa796
//BB title
const float dither = $dither ;
const float scaleShader = $scaleShader;
const float scaleBlur = $scaleBlur;
const int sampleScale = 4;
const float lightBloom = 0.95;
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);
}
uniform ivec4 uf_remappedPS[4];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf551a000 res 1280x720x1 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 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 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;
// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG
const int samples = 8 * sampleScale, //8 or 4 balances xy position
LOD = 2, // gaussian done on MIPmap at scale LOD
sLOD = 1 << LOD; // tile size = 2^LOD
const float sigma = float(samples) * .25;
float gaussian(vec2 i) {
return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma);
}
vec4 blur(sampler2D sp, vec2 U, vec2 scale) {
vec4 O = vec4(0);
int s = samples / sLOD;
for (int i = 0; i < s*s; i++) {
vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.;
O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD));
}
return O / O.a;
}
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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R124f = vec4(0.0);
vec4 R125f = 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 = passParameterSem0;
R0f.xy = R0f.xy - (lineRand(gl_FragCoord.xy)*0.0012 *dither);
R0f.xy = R0f.xy + (lineRand(gl_FragCoord.xy*vec2(0.1, 0.09))*0.0011 *dither);
// 0
R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x);
R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y);
R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[0].z);
R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[0].w);
// 1
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg0f = R0f.x;
backupReg1f = R0f.y;
R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[1].x);
R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[1].y);
R1f.z = backupReg0f + intBitsToFloat(uf_remappedPS[1].z);
R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w);
vec2 coord = passParameterSem0.xy*textureSize(textureUnitPS0, 0); //
vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0);
vec2 uv = coord * ps;
R2f.xyzw = (texture(textureUnitPS1, R1f.xy).xyzw);
R3f.xyzw = (texture(textureUnitPS1, R0f.zw).xyzw);
R4f.xyzw = (texture(textureUnitPS1, R0f.xy).xyzw);
R5f.xyzw = (texture(textureUnitPS1, R1f.zw).xyzw);
R6f.xyz = blur(textureUnitPS0, R1f.xy, ps*scaleBlur).xyz; //1.0 4k //.66 2k //0.075 1k
R7f.xyz = R6f.xyz;
R0f.xyz = R6f.xyz;
R1f.xyz = R6f.xyz;
/*
R6f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
R7f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
R1f.xyzw = (texture(textureUnitPS0, R1f.zw).xyzw);
*/
// 0
PV0f.x = R2f.z + R3f.z;
PV0f.y = R2f.y + R3f.y;
PV0f.z = R2f.x + R3f.x;
PV0f.w = R2f.w + R3f.w;
// 1
PV1f.x = PV0f.x + R4f.z;
PV1f.y = PV0f.y + R4f.y;
PV1f.z = PV0f.z + R4f.x;
PV1f.w = PV0f.w + R4f.w;
R127f.x = R6f.x + R7f.x;
PS1f = R127f.x;
// 2
PV0f.x = PV1f.x + R5f.z;
PV0f.y = PV1f.y + R5f.y;
PV0f.z = PV1f.z + R5f.x;
PV0f.w = PV1f.w + R5f.w;
R127f.w = R6f.y + R7f.y;
PS0f = R127f.w;
// 3
PV1f.x = PV0f.x * intBitsToFloat(uf_remappedPS[2].z);
PV1f.y = PV0f.y * intBitsToFloat(uf_remappedPS[2].z);
PV1f.z = PV0f.z * intBitsToFloat(uf_remappedPS[2].z);
PV1f.w = PV0f.w * intBitsToFloat(uf_remappedPS[2].z);
R127f.z = R6f.z + R7f.z;
PS1f = R127f.z;
// 4
PV0f.x = max(PV1f.x, 0.0);
PV0f.y = max(PV1f.y, 0.0);
PV0f.z = max(PV1f.z, 0.0);
PV0f.w = max(PV1f.w, 0.0);
R126f.y = R6f.w + R7f.w;
PS0f = R126f.y;
// 5
R6f.x = min(PV0f.x, 4.0);
PV1f.x = R6f.x;
R125f.y = min(PV0f.y, 4.0);
PV1f.y = R125f.y;
R126f.z = min(PV0f.z, 4.0);
PV1f.z = R126f.z;
R125f.w = min(PV0f.w, 4.0);
R124f.x = R127f.x + R0f.x;
PS1f = R124f.x;
// 6
PV0f.x = PV1f.z + -(intBitsToFloat(uf_remappedPS[2].x));
PV0f.y = PV1f.y + -(intBitsToFloat(uf_remappedPS[3].x));
PV0f.z = PV1f.z + -(intBitsToFloat(uf_remappedPS[3].x));
PV0f.w = PV1f.x + -(intBitsToFloat(uf_remappedPS[3].x));
R127f.y = PV1f.y + -(intBitsToFloat(uf_remappedPS[2].x));
PS0f = R127f.y;
// 7
R127f.x = R6f.x + -(intBitsToFloat(uf_remappedPS[2].x));
PV1f.y = max(PV0f.z, 0.0);
PV1f.z = max(PV0f.y, 0.0);
PV1f.w = max(PV0f.w, 0.0);
R126f.x = max(PV0f.x, 0.0);
PS1f = R126f.x;
// 8
backupReg0f = R127f.y;
R125f.x = dot(vec4(intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].y),-0.0),vec4(PV1f.y,PV1f.z,PV1f.w,0.0));
PV0f.x = R125f.x;
PV0f.y = R125f.x;
PV0f.z = R125f.x;
PV0f.w = R125f.x;
R127f.y = max(backupReg0f, 0.0);
PS0f = R127f.y;
// 9
backupReg0f = R126f.y;
backupReg1f = R127f.x;
backupReg2f = R127f.w;
R127f.x = R127f.z + R0f.z;
R126f.y = backupReg0f + R0f.w;
PV1f.z = max(backupReg1f, 0.0);
R127f.w = backupReg2f + R0f.y;
R126f.w = R126f.z * PV0f.x;
PS1f = R126f.w;
// 10
tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].y),-0.0),vec4(R126f.x,R127f.y,PV1f.z,0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R124f.w = tempf.x;
R127f.z = R125f.y * R125f.x;
PS0f = R127f.z;
// 11
PV1f.x = R125f.w * R125f.x;
PV1f.y = R6f.x * R125f.x;
R125f.z = R127f.w + R1f.y;
R127f.w = R127f.x + R1f.z;
R0f.w = R126f.y + R1f.w;
PS1f = R0f.w;
// 12
backupReg0f = R124f.x;
R124f.x = (R125f.y * R124f.w + R127f.z);
R125f.y = (R6f.x * R124f.w + PV1f.y);
PV0f.z = backupReg0f + R1f.x;
R123f.w = (R126f.z * R124f.w + R126f.w);
PV0f.w = R123f.w;
R127f.x = (R125f.w * R124f.w + PV1f.x);
PS0f = R127f.x;
// 13
R125f.x = R127f.w * intBitsToFloat(uf_remappedPS[3].z);
R126f.y = R125f.z * intBitsToFloat(uf_remappedPS[3].z);
PV1f.z = PV0f.z * intBitsToFloat(uf_remappedPS[3].z);
R127f.w = R0f.w * intBitsToFloat(uf_remappedPS[3].z);
PS1f = min(PV0f.w, intBitsToFloat(uf_remappedPS[2].w));
// 14
PV0f.x = min(R127f.x, intBitsToFloat(uf_remappedPS[2].w));
PV0f.y = min(R125f.y, intBitsToFloat(uf_remappedPS[2].w));
PV0f.z = min(R124f.x, intBitsToFloat(uf_remappedPS[2].w));
R0f.x = max(PV1f.z, PS1f);
PS0f = R0f.x;
// 15
R0f.y = max(R126f.y, PV0f.z);
R0f.z = max(R125f.x, PV0f.y);
R0f.w = max(R127f.w, PV0f.x);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)*0.33; //.25 4k
}

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@ -1,196 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader d8e69e8df8c227f5
//BB grid n char select
const float dither = $dither ;
const float scaleShader = $scaleShader;
const float scaleBlur = $scaleBlur;
const int sampleScale = 4;
const float lightBloom = 0.95;
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);
}
uniform ivec4 uf_remappedPS[3];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 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: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 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;
// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG
const int samples = 8 * sampleScale, //8 or 4 balances xy position
LOD = 2, // gaussian done on MIPmap at scale LOD
sLOD = 1 << LOD; // tile size = 2^LOD
const float sigma = float(samples) * .25;
float gaussian(vec2 i) {
return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma);
}
vec4 blur(sampler2D sp, vec2 U, vec2 scale) {
vec4 O = vec4(0);
int s = samples / sLOD;
for (int i = 0; i < s*s; i++) {
vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.;
O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD));
}
return O / O.a;
}
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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = 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;
R0f.xy = R0f.xy - (lineRand(gl_FragCoord.xy)*0.0012 *dither);
R0f.xy = R0f.xy + (lineRand(gl_FragCoord.xy*vec2(0.1, 0.09))*0.0011 *dither);
// 0
R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x);
R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y);
R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[0].z);
R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[0].w);
// 1
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg0f = R0f.x;
backupReg1f = R0f.y;
R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[1].x);
R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[1].y);
R1f.z = backupReg0f + intBitsToFloat(uf_remappedPS[1].z);
R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w);
vec2 coord = passParameterSem0.xy*textureSize(textureUnitPS0, 0); //
vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0);
vec2 uv = coord * ps;
R2f.xyz = (texture(textureUnitPS1, R1f.xy).xyz);
R3f.xyz = (texture(textureUnitPS1, R0f.zw).xyz);
R4f.xyz = (texture(textureUnitPS1, R0f.xy).xyz);
R5f.xyz = (texture(textureUnitPS1, R1f.zw).xyz);
R6f.xyz = blur(textureUnitPS0, R1f.xy, ps*scaleBlur).xyz; //1.0 4k //.66 2k //0.075 1k //.51 4kx2
R7f.xyz = R6f.xyz;
R0f.xyz = R6f.xyz;
R1f.xyz = R6f.xyz;
/*
R6f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
R7f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
*/
// 0
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.w = tempf.x;
R127f.z = R6f.x + R7f.x;
PS0f = R127f.z;
// 1
tempf.x = dot(vec4(R3f.x,R3f.y,R3f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.y = R6f.y + R7f.y;
PS1f = R127f.y;
// 2
tempf.x = dot(vec4(R4f.x,R4f.y,R4f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
PS0f = R127f.w + PV1f.x;
// 3
tempf.x = dot(vec4(R5f.x,R5f.y,R5f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
PS1f = PS0f + PV0f.x;
// 4
backupReg0f = R0f.y;
PV0f.y = PS1f + PV1f.x;
PV0f.z = R127f.y + backupReg0f;
PV0f.w = R6f.z + R7f.z;
// 5
backupReg0f = R0f.z;
R123f.x = (PV0f.y * 0.25 + -(intBitsToFloat(uf_remappedPS[2].x)));
PV1f.x = R123f.x;
PV1f.y = R127f.z + R0f.x;
PV1f.z = PV0f.z + R1f.y;
PV1f.w = PV0f.w + backupReg0f;
// 6
PV0f.x = PV1f.y + R1f.x;
PV0f.y = PV1f.w + R1f.z;
PV0f.z = PV1f.z * 0.25;
PV0f.w = max(PV1f.x, -(PV1f.x));
// 7
PV1f.x = PV0f.x * 0.25;
PV1f.y = PV0f.y * 0.25;
PV1f.z = PV0f.w * intBitsToFloat(uf_remappedPS[2].y);
PV1f.z = clamp(PV1f.z, 0.0, 1.0);
PV1f.w = max(PV0f.z, 0.0);
// 8
PV0f.x = max(PV1f.y, 0.0);
R1f.y = min(PV1f.w, 4.0);
PV0f.z = max(PV1f.x, 0.0);
tempResultf = log2(PV1f.z);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0f = tempResultf;
// 9
PV1f.x = PS0f * intBitsToFloat(uf_remappedPS[2].w);
R1f.z = min(PV0f.x, 4.0);
R1f.x = min(PV0f.z, 4.0);
PS1f = R1f.x;
// 10
PS0f = exp2(PV1f.x);
// 11
R1f.w = PS0f * intBitsToFloat(uf_remappedPS[2].z);
// export
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w)*1.0;
}

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@ -1,61 +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 e412d30f981be3b5
//stasis cinematic align. A compromise for pretty blur being centered
uniform ivec4 uf_remappedVS[1];
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;
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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
void main()
{
vec4 R1f = vec4(0.0);
vec4 R2f = 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;
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
backupReg0f = R2f.x;
backupReg1f = R2f.y;
R2f.x = (backupReg0f * intBitsToFloat(uf_remappedVS[0].x) + intBitsToFloat(uf_remappedVS[0].z)*0.5);//edit
R2f.y = (backupReg1f * intBitsToFloat(uf_remappedVS[0].y) + intBitsToFloat(uf_remappedVS[0].w)*0.5);
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.z);
// 0
}

View File

@ -1,40 +0,0 @@
[Definition]
titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
name = Fancy gfx # I would have called this RTX on, but Nvidia has trademarked it ;)
path = "Xenoblade Chronicles X/Enhancements/Fancy gfx"
description = Pretty blur, de-band sky, re-align cinematic etc.. NOT COMPATIBLE WITH OLDER GPUs ONLY TESTED ON NVIDIA, Probably breaks on res below 1080p
version = 3
[Preset]
name = 1080 -> 1440
$width = 2560
$height = 1440
$gameWidth = 1280
$gameHeight = 720
$internalRes = 0.75
$dither = 0.15
$scaleShader = (1440.0/1080.0)
$scaleBlur = 0.5
[Preset]
name = 1440 -> 2880
$width = 3840
$height = 2160
$gameWidth = 1280
$gameHeight = 720
$internalRes = (1440.0/2160.0)
$dither = 0.25
$scaleShader = 1.0 #round 1.5 shadow to 2.0
$scaleBlur = 0.5
[Preset]
name = 2880+ (probably won't look good)
$width = 7680
$height = 4320
$gameWidth = 1280
$gameHeight = 720
$internalRes = 0.5
$dither = 0.25
$scaleShader = 1.0
$scaleBlur = 1.0