diff --git a/Quality/NSMBU_1440p/72807b87b23dbe4e_00000000000003c9_ps_source.txt b/Quality/NSMBU_1440p/72807b87b23dbe4e_00000000000003c9_ps_source.txt new file mode 100644 index 00000000..bec389ab --- /dev/null +++ b/Quality/NSMBU_1440p/72807b87b23dbe4e_00000000000003c9_ps_source.txt @@ -0,0 +1,52 @@ +#version 400 +#extension GL_ARB_texture_gather : enable +// shader 72807b87b23dbe4e //removes AA pass +uniform ivec4 uf_remappedPS[3]; +uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 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: 1 +uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c5000 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 +in vec4 passParameter0; +layout(location = 0) out vec4 passPixelColor0; +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 R123i = ivec4(0); + ivec4 R125i = ivec4(0); + ivec4 R126i = ivec4(0); + ivec4 R127i = ivec4(0); + int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; + float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; + 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[31]; + bool activeMaskStackC[32]; + int activeMaskIndex = 0; + activeMaskStack[0] = true; + activeMaskStackC[0] = true; + activeMaskStackC[1] = true; + int loopStuckCounter = 0; + vec3 cubeMapSTM; + int cubeMapFaceId; + R0i = floatBitsToInt(passParameter0); + //R1i.xyzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).xyzw); + R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); + + passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); +} diff --git a/Quality/NSMBU_1440p/rules.txt b/Quality/NSMBU_1440p/rules.txt index fc846139..b15818b0 100644 --- a/Quality/NSMBU_1440p/rules.txt +++ b/Quality/NSMBU_1440p/rules.txt @@ -6,4 +6,24 @@ name = "New Super Mario Bros. U + New Super Luigi U - 1440p (2K)" width = 1280 height = 720 overwriteWidth = 2560 -overwriteHeight = 1440 \ No newline at end of file +overwriteHeight = 1440 + +[TextureRedefine] # AA pass, shadows viewport +width = 640 +height = 360 +overwriteWidth = 1280 +overwriteHeight = 720 + +[TextureRedefine] # +width = 320 +height = 180 +overwriteWidth = 640 +overwriteHeight = 360 + +##Textures +[TextureRedefine] # Dynamic shadows texture 3d overworld +width = 1024 +height = 1024 +formats = 0x005 #0x034 static shadow texture, don't scale +overwriteWidth = 2048 +overwriteHeight = 2048 \ No newline at end of file diff --git a/Quality/NSMBU_2160p/72807b87b23dbe4e_00000000000003c9_ps_source.txt b/Quality/NSMBU_2160p/72807b87b23dbe4e_00000000000003c9_ps_source.txt new file mode 100644 index 00000000..bec389ab --- /dev/null +++ b/Quality/NSMBU_2160p/72807b87b23dbe4e_00000000000003c9_ps_source.txt @@ -0,0 +1,52 @@ +#version 400 +#extension GL_ARB_texture_gather : enable +// shader 72807b87b23dbe4e //removes AA pass +uniform ivec4 uf_remappedPS[3]; +uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 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: 1 +uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c5000 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 +in vec4 passParameter0; +layout(location = 0) out vec4 passPixelColor0; +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 R123i = ivec4(0); + ivec4 R125i = ivec4(0); + ivec4 R126i = ivec4(0); + ivec4 R127i = ivec4(0); + int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; + float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; + 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[31]; + bool activeMaskStackC[32]; + int activeMaskIndex = 0; + activeMaskStack[0] = true; + activeMaskStackC[0] = true; + activeMaskStackC[1] = true; + int loopStuckCounter = 0; + vec3 cubeMapSTM; + int cubeMapFaceId; + R0i = floatBitsToInt(passParameter0); + //R1i.xyzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).xyzw); + R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); + + passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); +} diff --git a/Quality/NSMBU_2160p/rules.txt b/Quality/NSMBU_2160p/rules.txt index e9d5f73c..d3522369 100644 --- a/Quality/NSMBU_2160p/rules.txt +++ b/Quality/NSMBU_2160p/rules.txt @@ -6,4 +6,24 @@ name = "New Super Mario Bros. U + New Super Luigi U - 2160p (4K)" width = 1280 height = 720 overwriteWidth = 3840 -overwriteHeight = 2160 \ No newline at end of file +overwriteHeight = 2160 + +[TextureRedefine] # AA pass, shadows viewport +width = 640 +height = 360 +overwriteWidth = 1920 +overwriteHeight = 1080 + +[TextureRedefine] # +width = 320 +height = 180 +overwriteWidth = 960 +overwriteHeight = 540 + +##Textures +[TextureRedefine] # Dynamic shadows texture 3d overworld +width = 1024 +height = 1024 +formats = 0x005 #0x034 static shadow texture, don't scale +overwriteWidth = 2048 +overwriteHeight = 2048 \ No newline at end of file