diff --git a/Resolutions/SuperMario3DWorld_Resolution/470eee1bb25ab50d_0000000000000000_vs.txt b/Resolutions/SuperMario3DWorld_Resolution/470eee1bb25ab50d_0000000000000000_vs.txt new file mode 100644 index 00000000..9f012afb --- /dev/null +++ b/Resolutions/SuperMario3DWorld_Resolution/470eee1bb25ab50d_0000000000000000_vs.txt @@ -0,0 +1,82 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +#ifdef VULKAN +#define gl_VertexID gl_VertexIndex +#define gl_InstanceID gl_InstanceIndex +#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 +#else +#define SET_POSITION(_v) gl_Position = _v +#endif +// shader 470eee1bb25ab50d +// low res reflection +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); + +uniform ivec4 uf_remappedVS[1]; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; +}; +layout(location = 0) noperspective 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 R0f = vec4(0.0); +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; +R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +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 = R1f.x; +backupReg1f = R1f.y; +R1f.x = backupReg0f; +R1f.x *= 2.0; +R1f.y = backupReg1f; +R1f.y *= 2.0; +R1f.z = 0.0; +R1f.w = 1.0; +PS0f = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x3f99999a)/resXScale; +// 1 +backupReg0f = R2f.y; +backupReg0f = R2f.y; +backupReg0f = R2f.y; +R2f.y = backupReg0f + -(PS0f); +R2f.z = backupReg0f + PS0f; +R2f.w = backupReg0f; +// export +SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +// export +passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// 0 +} diff --git a/Resolutions/SuperMario3DWorld_Resolution/4c426260188ace42_0000000000000000_vs.txt b/Resolutions/SuperMario3DWorld_Resolution/4c426260188ace42_0000000000000000_vs.txt new file mode 100644 index 00000000..83ac0b2c --- /dev/null +++ b/Resolutions/SuperMario3DWorld_Resolution/4c426260188ace42_0000000000000000_vs.txt @@ -0,0 +1,114 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +#ifdef VULKAN +#define gl_VertexID gl_VertexIndex +#define gl_InstanceID gl_InstanceIndex +#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 +#else +#define SET_POSITION(_v) gl_Position = _v +#endif +// shader 4c426260188ace42 +//switch palace reflection vertical +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); + +uniform ivec4 uf_remappedVS[5]; +layout(location = 0) in uvec4 attrDataSem0; +out gl_PerVertex +{ + vec4 gl_Position; +}; +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 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = 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; +R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +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))); +// 0 +R127f.x = -(R1f.y); +PV0f.x = R127f.x; +R127f.y = (R1f.x > 0.0)?1.0:0.0; +R127f.y /= 2.0; +R126f.z = (0.0 > R1f.x)?1.0:0.0; +R126f.z /= 2.0; +R127f.w = 1.0; +PV0f.w = R127f.w; +R126f.x = intBitsToFloat(uf_remappedVS[0].w) * intBitsToFloat(0x3fae8a72)/resYScale; +PS0f = R126f.x; +// 1 +R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); +PV1f.x = R0f.x; +PV1f.y = R0f.x; +PV1f.z = R0f.x; +PV1f.w = R0f.x; +R127f.z = (PV0f.x > 0.0)?1.0:0.0; +R127f.z /= 2.0; +PS1f = R127f.z; +// 2 +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R0f.y = tempf.x; +PS0f = (0.0 > R127f.x)?1.0:0.0; +PS0f /= 2.0; +// 3 +backupReg0f = R127f.z; +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R0f.z = tempf.x; +R127f.z = backupReg0f + -(PS0f); +PS1f = R127f.z; +// 4 +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R0f.w = tempf.x; +PS0f = R127f.y + -(R126f.z); +// 5 +R1f.x = PS0f + 0.5; +PV1f.y = R127f.z + 0.5; +// 6 +R1f.y = PV1f.y + -(R126f.x); +R1f.z = PV1f.y + R126f.x; +R1f.w = PV1f.y; +// export +SET_POSITION(vec4(R0f.x, R0f.y, R0f.z, R0f.w)); +// export +passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// 0 +} diff --git a/Resolutions/SuperMario3DWorld_Resolution/c27612e2f7126ebf_0000000000000000_vs.txt b/Resolutions/SuperMario3DWorld_Resolution/c27612e2f7126ebf_0000000000000000_vs.txt new file mode 100644 index 00000000..a8301553 --- /dev/null +++ b/Resolutions/SuperMario3DWorld_Resolution/c27612e2f7126ebf_0000000000000000_vs.txt @@ -0,0 +1,117 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +#ifdef VULKAN +#define gl_VertexID gl_VertexIndex +#define gl_InstanceID gl_InstanceIndex +#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 +#else +#define SET_POSITION(_v) gl_Position = _v +#endif +// shader c27612e2f7126ebf +//switch palace low res reflection 256x240 / 240x240 hz +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); + +uniform ivec4 uf_remappedVS[5]; +layout(location = 0) in uvec4 attrDataSem0; +out gl_PerVertex +{ + vec4 gl_Position; +}; +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 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = 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; +R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +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))); +// 0 +R127f.x = (R1f.x > 0.0)?1.0:0.0; +R127f.x /= 2.0; +R127f.y = -(R1f.y); +PV0f.y = R127f.y; +R127f.z = (0.0 > R1f.x)?1.0:0.0; +R127f.z /= 2.0; +R127f.w = 1.0; +PV0f.w = R127f.w; +R126f.x = intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3f99999a)/resYScale; +PS0f = R126f.x; +// 1 +R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); +PV1f.x = R0f.x; +PV1f.y = R0f.x; +PV1f.z = R0f.x; +PV1f.w = R0f.x; +R126f.w = (PV0f.y > 0.0)?1.0:0.0; +R126f.w /= 2.0; +PS1f = R126f.w; +// 2 +backupReg0f = R127f.y; +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R0f.y = tempf.x; +R127f.y = (0.0 > backupReg0f)?1.0:0.0; +R127f.y /= 2.0; +PS0f = R127f.y; +// 3 +backupReg0f = R127f.x; +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R0f.z = tempf.x; +R127f.x = backupReg0f + -(R127f.z); +PS1f = R127f.x; +// 4 +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R0f.w = tempf.x; +PS0f = R126f.w + -(R127f.y); +// 5 +PV1f.y = PS0f + 0.5; +PV1f.z = R127f.x + 0.5; +// 6 +R1f.x = PV1f.y; +R1f.y = PV1f.z + -(R126f.x); +R1f.z = PV1f.z + R126f.x; +R1f.w = PV1f.z; +// export +SET_POSITION(vec4(R0f.x, R0f.y, R0f.z, R0f.w)); +// export +passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// 0 +} diff --git a/Resolutions/SuperMario3DWorld_Resolution/c4eaec09897d525e_0000000000000000_vs.txt b/Resolutions/SuperMario3DWorld_Resolution/c4eaec09897d525e_0000000000000000_vs.txt new file mode 100644 index 00000000..f3f9061e --- /dev/null +++ b/Resolutions/SuperMario3DWorld_Resolution/c4eaec09897d525e_0000000000000000_vs.txt @@ -0,0 +1,82 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +#ifdef VULKAN +#define gl_VertexID gl_VertexIndex +#define gl_InstanceID gl_InstanceIndex +#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 +#else +#define SET_POSITION(_v) gl_Position = _v +#endif +// shader c4eaec09897d525e +//reflection +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); + +uniform ivec4 uf_remappedVS[1]; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; +}; +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 R0f = vec4(0.0); +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; +R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +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 = R1f.x; +backupReg1f = R1f.y; +R1f.x = backupReg0f; +R1f.x *= 2.0; +R1f.y = backupReg1f; +R1f.y *= 2.0; +R1f.z = 0.0; +R1f.w = 1.0; +PS0f = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x3fae8a72)/resXScale; +// 1 +backupReg0f = R2f.y; +backupReg0f = R2f.y; +backupReg0f = R2f.y; +R2f.y = backupReg0f + -(PS0f); +R2f.z = backupReg0f + PS0f; +R2f.w = backupReg0f; +// export +SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +// export +passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// 0 +} diff --git a/Resolutions/SuperMario3DWorld_Resolution/d9c81460d6984bb2_0000000000000000_vs.txt b/Resolutions/SuperMario3DWorld_Resolution/d9c81460d6984bb2_0000000000000000_vs.txt new file mode 100644 index 00000000..2682e18e --- /dev/null +++ b/Resolutions/SuperMario3DWorld_Resolution/d9c81460d6984bb2_0000000000000000_vs.txt @@ -0,0 +1,117 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +#ifdef VULKAN +#define gl_VertexID gl_VertexIndex +#define gl_InstanceID gl_InstanceIndex +#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 +#else +#define SET_POSITION(_v) gl_Position = _v +#endif +// shader d9c81460d6984bb2 +//switch palace reflection hz +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); + +uniform ivec4 uf_remappedVS[5]; +layout(location = 0) in uvec4 attrDataSem0; +out gl_PerVertex +{ + vec4 gl_Position; +}; +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 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = 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; +R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +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))); +// 0 +R127f.x = (R1f.x > 0.0)?1.0:0.0; +R127f.x /= 2.0; +R127f.y = -(R1f.y); +PV0f.y = R127f.y; +R127f.z = (0.0 > R1f.x)?1.0:0.0; +R127f.z /= 2.0; +R127f.w = 1.0; +PV0f.w = R127f.w; +R126f.x = intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3fae8a72) /resYScale; +PS0f = R126f.x; +// 1 +R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); +PV1f.x = R0f.x; +PV1f.y = R0f.x; +PV1f.z = R0f.x; +PV1f.w = R0f.x; +R126f.w = (PV0f.y > 0.0)?1.0:0.0; +R126f.w /= 2.0; +PS1f = R126f.w; +// 2 +backupReg0f = R127f.y; +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R0f.y = tempf.x; +R127f.y = (0.0 > backupReg0f)?1.0:0.0; +R127f.y /= 2.0; +PS0f = R127f.y; +// 3 +backupReg0f = R127f.x; +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R0f.z = tempf.x; +R127f.x = backupReg0f + -(R127f.z); +PS1f = R127f.x; +// 4 +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R0f.w = tempf.x; +PS0f = R126f.w + -(R127f.y); +// 5 +PV1f.y = PS0f + 0.5; +PV1f.z = R127f.x + 0.5; +// 6 +R1f.x = PV1f.y; +R1f.y = PV1f.z + -(R126f.x); +R1f.z = PV1f.z + R126f.x; +R1f.w = PV1f.z; +// export +SET_POSITION(vec4(R0f.x, R0f.y, R0f.z, R0f.w)); +// export +passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// 0 +} diff --git a/Resolutions/SuperMario3DWorld_Resolution/e4e4a60266119f75_0000000000000000_vs.txt b/Resolutions/SuperMario3DWorld_Resolution/e4e4a60266119f75_0000000000000000_vs.txt new file mode 100644 index 00000000..d7d03d58 --- /dev/null +++ b/Resolutions/SuperMario3DWorld_Resolution/e4e4a60266119f75_0000000000000000_vs.txt @@ -0,0 +1,84 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +#ifdef VULKAN +#define gl_VertexID gl_VertexIndex +#define gl_InstanceID gl_InstanceIndex +#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 +#else +#define SET_POSITION(_v) gl_Position = _v +#endif +// shader e4e4a60266119f75 +//reflection +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); + + +uniform ivec4 uf_remappedVS[1]; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; +}; +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 R0f = vec4(0.0); +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; +R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +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 = R1f.x; +backupReg1f = R1f.y; +R1f.x = backupReg0f; +R1f.x *= 2.0; +R1f.y = backupReg1f; +R1f.y *= 2.0; +R1f.z = 0.0; +R1f.w = 1.0; +PS0f = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x3fae8a72)/resXScale; +// 1 +backupReg0f = R2f.x; +backupReg0f = R2f.x; +backupReg0f = R2f.x; +R2f.x = R2f.y; +R2f.y = backupReg0f + -(PS0f); +R2f.z = backupReg0f + PS0f; +R2f.w = backupReg0f; +// export +SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); +// export +passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// 0 +} diff --git a/Resolutions/SuperMario3DWorld_Resolution/fa47a4b5f1304f51_0000000000000000_vs.txt b/Resolutions/SuperMario3DWorld_Resolution/fa47a4b5f1304f51_0000000000000000_vs.txt new file mode 100644 index 00000000..4084b0e4 --- /dev/null +++ b/Resolutions/SuperMario3DWorld_Resolution/fa47a4b5f1304f51_0000000000000000_vs.txt @@ -0,0 +1,114 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +#ifdef VULKAN +#define gl_VertexID gl_VertexIndex +#define gl_InstanceID gl_InstanceIndex +#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 +#else +#define SET_POSITION(_v) gl_Position = _v +#endif +// shader fa47a4b5f1304f51 +// low res reflection +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); + +uniform ivec4 uf_remappedVS[5]; +layout(location = 0) in uvec4 attrDataSem0; +out gl_PerVertex +{ + vec4 gl_Position; +}; +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 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = 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; +R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +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))); +// 0 +R127f.x = -(R1f.y); +PV0f.x = R127f.x; +R127f.y = (R1f.x > 0.0)?1.0:0.0; +R127f.y /= 2.0; +R126f.z = (0.0 > R1f.x)?1.0:0.0; +R126f.z /= 2.0; +R127f.w = 1.0; +PV0f.w = R127f.w; +R126f.x = intBitsToFloat(uf_remappedVS[0].w) * intBitsToFloat(0x3f99999a)/resXScale; +PS0f = R126f.x; +// 1 +R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); +PV1f.x = R0f.x; +PV1f.y = R0f.x; +PV1f.z = R0f.x; +PV1f.w = R0f.x; +R127f.z = (PV0f.x > 0.0)?1.0:0.0; +R127f.z /= 2.0; +PS1f = R127f.z; +// 2 +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R0f.y = tempf.x; +PS0f = (0.0 > R127f.x)?1.0:0.0; +PS0f /= 2.0; +// 3 +backupReg0f = R127f.z; +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R0f.z = tempf.x; +R127f.z = backupReg0f + -(PS0f); +PS1f = R127f.z; +// 4 +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R0f.w = tempf.x; +PS0f = R127f.y + -(R126f.z); +// 5 +R1f.x = PS0f + 0.5; +PV1f.y = R127f.z + 0.5; +// 6 +R1f.y = PV1f.y + -(R126f.x); +R1f.z = PV1f.y + R126f.x; +R1f.w = PV1f.y; +// export +SET_POSITION(vec4(R0f.x, R0f.y, R0f.z, R0f.w)); +// export +passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// 0 +} diff --git a/Resolutions/SuperMario3DWorld_Resolution/rules.txt b/Resolutions/SuperMario3DWorld_Resolution/rules.txt index e8477692..2cf44e6a 100644 --- a/Resolutions/SuperMario3DWorld_Resolution/rules.txt +++ b/Resolutions/SuperMario3DWorld_Resolution/rules.txt @@ -2738,7 +2738,7 @@ height = 33 overwriteWidth = ($width/$gameWidth) * 60 overwriteHeight = ($height/$gameHeight) * 33 -## Dynamic scaling res +## Coopa castle [TextureRedefine] width = 637 @@ -3910,4 +3910,55 @@ formats = 0x816 overwriteWidth = ($width/$gameWidth) * 42 overwriteHeight = ($height/$gameHeight) * 24 +##1-5 Switch circus additional res + +[TextureRedefine] +width = 608 +height = 368 +#formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 608 +overwriteHeight = ($height/$gameHeight) * 368 + +[TextureRedefine] +width = 544 +height = 368 +#formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 544 +overwriteHeight = ($height/$gameHeight) * 368 + +[TextureRedefine] +width = 512 +height = 368 +#formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 512 +overwriteHeight = ($height/$gameHeight) * 368 + +[TextureRedefine] +width = 256 +height = 192 +#formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 256 +overwriteHeight = ($height/$gameHeight) * 192 + +[TextureRedefine] #low res reflection depth +width = 256 +height = 240 +#formats = 0x816,0x80e +overwriteWidth = ($width/$gameWidth) * 256 +overwriteHeight = ($height/$gameHeight) * 240 + +[TextureRedefine] #low res reflection shader 810,19,a01 +width = 240 +height = 240 +#formats = 0x816,0x80e +overwriteWidth = ($width/$gameWidth) * 240 +overwriteHeight = ($height/$gameHeight) * 240 + +[TextureRedefine] +width = 128 +height = 96 +#formats = 0x816 +overwriteWidth = ($width/$gameWidth) * 128 +overwriteHeight = ($height/$gameHeight) * 96 +