Merge pull request #54 from SwooshyCueb/LoZAARemoval

Update Zelda AARemoval packs for 1.8, add WWHD ReducedBloom pack updated for 1.8
This commit is contained in:
Michael 2017-05-25 18:37:50 -07:00 committed by GitHub
commit 127aa6290c
11 changed files with 851 additions and 990 deletions

View File

@ -1,23 +1,24 @@
#version 400
#version 420
#extension GL_ARB_texture_gather : enable
// shader 869ee5a45d342865 // AA cleanup artefact removal horizon, grass
// shader eabf1e8268c0acf2
uniform ivec4 uf_remappedPS[10];
uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
uniform sampler2D textureUnitPS2;// Tex2 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 1
uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1
uniform sampler2D textureUnitPS7;// Tex7 addr 0xf5846000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 2 2 2 border: 1
uniform samplerCubeArray textureUnitPS8;// Tex8 addr 0x3d9ce800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x6) Sampler8 ClampX/Y/Z: 2 2 2 border: 1
uniform sampler2DArray textureUnitPS10;// Tex10 addr 0xf5593000 res 640x360x2 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x2) Sampler10 ClampX/Y/Z: 2 2 2 border: 1
uniform sampler2D textureUnitPS11;// Tex11 addr 0xf575f800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 2 2 2 border: 1
uniform sampler2D textureUnitPS13;// Tex13 addr 0xf5977800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler13 ClampX/Y/Z: 2 2 2 border: 1
in vec4 passParameter0;
in vec4 passParameter1;
in vec4 passParameter2;
in vec4 passParameter3;
in vec4 passParameter4;
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 7) uniform sampler2D textureUnitPS7;// Tex7 addr 0xf5846000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 8) uniform samplerCubeArray textureUnitPS8;// Tex8 addr 0x3dcfa800 res 64x64x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x6) Sampler8 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 10) uniform sampler2DArray textureUnitPS10;// Tex10 addr 0xf5593000 res 640x360x2 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x2) Sampler10 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf575f800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 13) uniform sampler2D textureUnitPS13;// Tex13 addr 0xf5977800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler13 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem3;
layout(location = 3) in vec4 passParameterSem4;
layout(location = 4) in vec4 passParameterSem6;
layout(location = 0) out vec4 passPixelColor0;
void redcCUBE(vec4 src0, vec4 src1, inout vec3 stm, inout int faceId)
uniform vec2 uf_fragCoordScale;
void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId)
{
// stm -> x .. s, y .. t, z .. MajorAxis*2.0
vec3 inputCoord = normalize(vec3(src1.y, src1.x, src0.x));
@ -143,28 +144,29 @@ bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
float cubeMapArrayIndex8 = 0.0;
R0i = floatBitsToInt(passParameter0);
R1i = floatBitsToInt(passParameter1);
R2i = floatBitsToInt(passParameter2);
R3i = floatBitsToInt(passParameter3);
R4i = floatBitsToInt(passParameter4);
R7i.xyzw = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R4i.zw)).xyzw);
R0i = floatBitsToInt(passParameterSem0);
R1i = floatBitsToInt(passParameterSem1);
R2i = floatBitsToInt(passParameterSem3);
R3i = floatBitsToInt(passParameterSem4);
R4i = floatBitsToInt(passParameterSem6);
R7i.xyzw = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R4i.zw)).xyzw);
R2i.w = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R0i.xy)).x);
R5i.xyzw = floatBitsToInt(textureGather(textureUnitPS6, intBitsToFloat(R0i.xy)).xyzw);//NE
R5i.xyzw = floatBitsToInt(textureGather(textureUnitPS6, intBitsToFloat(R0i.xy)).xyzw);
//R6i.xyzw = floatBitsToInt(textureGather(textureUnitPS7, intBitsToFloat(R0i.xy)).xyzw);
R4i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R4i.zw)).xyzw);
// 0
R127i.x = floatBitsToInt((intBitsToFloat(R7i.x) * intBitsToFloat(0x40000000) + -(1.0)));
R127i.x = floatBitsToInt((intBitsToFloat(R7i.x) * 2.0 + -(1.0)));
PV0i.x = R127i.x;
R127i.y = floatBitsToInt((intBitsToFloat(R7i.y) * intBitsToFloat(0x40000000) + -(1.0)));
R127i.y = floatBitsToInt((intBitsToFloat(R7i.y) * 2.0 + -(1.0)));
PV0i.y = R127i.y;
R124i.z = floatBitsToInt((intBitsToFloat(R7i.z) * intBitsToFloat(0x40000000) + -(1.0)));
R124i.z = floatBitsToInt((intBitsToFloat(R7i.z) * 2.0 + -(1.0)));
PV0i.z = R124i.z;
R127i.w = floatBitsToInt((intBitsToFloat(R2i.w) * intBitsToFloat(uf_remappedPS[0].x) + intBitsToFloat(uf_remappedPS[1].x)));
PV0i.w = R127i.w;
R126i.w = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(R5i.y));
PS0i = R126i.w;
// 1
tempi.x = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.y) * intBitsToFloat(PV0i.y) + intBitsToFloat(PV0i.z) * intBitsToFloat(PV0i.z) + intBitsToFloat(0x80000000) * 0.0);
tempi.x = floatBitsToInt(dot(vec3(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z)),vec3(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
@ -173,11 +175,8 @@ R8i.z = floatBitsToInt(-(intBitsToFloat(PV0i.w)));
PS1i = R8i.z;
// 2
R10i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), -(intBitsToFloat(R127i.w))));
PV0i.x = R10i.x;
R9i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), -(intBitsToFloat(R127i.w))));
PV0i.y = R9i.y;
R125i.z = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(R5i.x));
PV0i.z = R125i.z;
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(uf_remappedPS[2].y)));
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
R125i.x = floatBitsToInt(tempResultf);
@ -186,16 +185,13 @@ PS0i = R125i.x;
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS0i)));
PV1i.x = R5i.x;
R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i)));
PV1i.y = R5i.y;
R127i.z = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(R5i.w));
PV1i.z = R127i.z;
R127i.w = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(R5i.z));
PV1i.w = R127i.w;
R126i.z = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w));
PS1i = R126i.z;
// 4
backupReg0i = R0i.x;
tempi.x = floatBitsToInt(intBitsToFloat(R10i.x) * intBitsToFloat(R10i.x) + intBitsToFloat(R9i.y) * intBitsToFloat(R9i.y) + intBitsToFloat(R8i.z) * intBitsToFloat(R8i.z) + intBitsToFloat(0x80000000) * 0.0);
tempi.x = floatBitsToInt(dot(vec3(intBitsToFloat(R10i.x),intBitsToFloat(R9i.y),intBitsToFloat(R8i.z)),vec3(intBitsToFloat(R10i.x),intBitsToFloat(R9i.y),intBitsToFloat(R8i.z))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
@ -206,16 +202,12 @@ PS0i = R8i.x;
backupReg0i = R126i.w;
backupReg0i = R126i.w;
R127i.x = floatBitsToInt(max(intBitsToFloat(R127i.z), -(intBitsToFloat(R127i.z))));
PV1i.x = R127i.x;
R8i.y = floatBitsToInt((intBitsToFloat(R2i.y) * intBitsToFloat(R5i.y) + intBitsToFloat(R0i.y)));
PV1i.y = R8i.y;
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x), intBitsToFloat(R126i.z)));
PV1i.z = R127i.z;
R126i.w = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i))));
PV1i.w = R126i.w;
PS1i = floatBitsToInt(sqrt(intBitsToFloat(PV0i.x)));
// 6
tempi.x = floatBitsToInt(intBitsToFloat(R7i.x) * intBitsToFloat(0x3eaaaaab) + intBitsToFloat(R7i.y) * intBitsToFloat(0x3eaaaaab) + intBitsToFloat(R7i.z) * intBitsToFloat(0x3eaaaaab) + intBitsToFloat(0x80000000) * 0.0);
tempi.x = floatBitsToInt(dot(vec3(intBitsToFloat(R7i.x),intBitsToFloat(R7i.y),intBitsToFloat(R7i.z)),vec3(intBitsToFloat(0x3eaaaaab),intBitsToFloat(0x3eaaaaab),intBitsToFloat(0x3eaaaaab))));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
@ -225,10 +217,8 @@ PS0i = floatBitsToInt(1.0 / intBitsToFloat(PS1i));
// 7
PV1i.x = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(R6i.w));
R10i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R10i.x), intBitsToFloat(PS0i)));
PV1i.y = R10i.y;
PV1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(R6i.y));
R2i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.y), intBitsToFloat(PS0i)));
PV1i.w = R2i.w;
R9i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R8i.z), intBitsToFloat(PS0i)));
PS1i = R9i.z;
// 8
@ -259,11 +249,10 @@ PV0i.y = R127i.y;
R6i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.z), intBitsToFloat(R125i.x)));
PV0i.z = R6i.z;
R127i.w = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(R127i.z) + intBitsToFloat(PV1i.w)));
PV0i.w = R127i.w;
R127i.z = floatBitsToInt(floor(intBitsToFloat(R3i.x)));
PS0i = R127i.z;
// 11
R125i.x = floatBitsToInt(intBitsToFloat(R5i.x) * intBitsToFloat(R10i.y) + intBitsToFloat(R5i.y) * intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.z) * intBitsToFloat(R9i.z) + intBitsToFloat(0x80000000) * 0.0);
R125i.x = floatBitsToInt(dot(vec3(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(PV0i.z)),vec3(intBitsToFloat(R10i.y),intBitsToFloat(R2i.w),intBitsToFloat(R9i.z))));
PV1i.x = R125i.x;
PV1i.y = R125i.x;
PV1i.z = R125i.x;
@ -280,7 +269,6 @@ PS0i = R126i.x;
backupReg0i = R127i.y;
PV1i.x = floatBitsToInt(intBitsToFloat(R3i.y) + -(intBitsToFloat(PV0i.x)));
R127i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5));
PV1i.y = R127i.y;
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(PV0i.w));
PV1i.z = clampFI32(PV1i.z);
PV1i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.y));
@ -299,35 +287,28 @@ PS0i = R126i.x;
// 15
backupReg0i = R127i.y;
R2i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(PV0i.z)));
PV1i.x = R2i.x;
R127i.y = floatBitsToInt((-(intBitsToFloat(R125i.x)) * intBitsToFloat(PV0i.x) + intBitsToFloat(R2i.w)));
PV1i.y = R127i.y;
R127i.z = floatBitsToInt((-(intBitsToFloat(R125i.x)) * intBitsToFloat(PV0i.w) + intBitsToFloat(R9i.z)));
PV1i.z = R127i.z;
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(backupReg0i));
R2i.z = floatBitsToInt(roundEven(0.0));
PS1i = R2i.z;
// 16
R9i.x = floatBitsToInt((intBitsToFloat(R1i.x) * intBitsToFloat(R8i.x) + intBitsToFloat(R1i.z)));
PV0i.x = R9i.x;
R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w)));
PV0i.y = R2i.y;
R5i.z = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(R8i.y) + intBitsToFloat(R1i.w)));
PV0i.z = R5i.z;
R0i.w = floatBitsToInt((-(intBitsToFloat(R7i.w)) * intBitsToFloat(0x40400000) + intBitsToFloat(0x40400000)));
PV0i.w = R0i.w;
R3i.x = floatBitsToInt(intBitsToFloat(R10i.y) + intBitsToFloat(uf_remappedPS[3].x));
PS0i = R3i.x;
// 17
tempi.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[4].x) * intBitsToFloat(R126i.x) + intBitsToFloat(uf_remappedPS[4].y) * intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[4].z) * intBitsToFloat(R127i.z) + intBitsToFloat(0x80000000) * 0.0);
tempi.x = floatBitsToInt(dot(vec3(intBitsToFloat(uf_remappedPS[4].x),intBitsToFloat(uf_remappedPS[4].y),intBitsToFloat(uf_remappedPS[4].z)),vec3(intBitsToFloat(R126i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.w), intBitsToFloat(0x437f0000)));
R127i.w = floatBitsToInt(intBitsToFloat(R4i.w) * intBitsToFloat(0x437f0000));
PS1i = R127i.w;
// 18
R124i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[5].x) * intBitsToFloat(R126i.x) + intBitsToFloat(uf_remappedPS[5].y) * intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[5].z) * intBitsToFloat(R127i.z) + intBitsToFloat(0x80000000) * 0.0);
R124i.x = floatBitsToInt(dot(vec3(intBitsToFloat(uf_remappedPS[5].x),intBitsToFloat(uf_remappedPS[5].y),intBitsToFloat(uf_remappedPS[5].z)),vec3(intBitsToFloat(R126i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z))));
PV0i.x = R124i.x;
PV0i.y = R124i.x;
PV0i.z = R124i.x;
@ -335,7 +316,7 @@ PV0i.w = R124i.x;
R124i.z = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
PS0i = R124i.z;
// 19
tempi.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[6].x) * intBitsToFloat(R126i.x) + intBitsToFloat(uf_remappedPS[6].y) * intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[6].z) * intBitsToFloat(R127i.z) + intBitsToFloat(0x80000000) * 0.0);
tempi.x = floatBitsToInt(dot(vec3(intBitsToFloat(uf_remappedPS[6].x),intBitsToFloat(uf_remappedPS[6].y),intBitsToFloat(uf_remappedPS[6].z)),vec3(intBitsToFloat(R126i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
@ -361,38 +342,27 @@ R1i.y = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(uf_remappedPS[3].y
PS0i = R1i.y;
// 21
R6i.x = floatBitsToInt(intBitsToFloat(R9i.z) + intBitsToFloat(uf_remappedPS[3].z));
PV1i.x = R6i.x;
R3i.y = floatBitsToInt(-(intBitsToFloat(R7i.w)) + 1.0);
PV1i.y = R3i.y;
R0i.z = PV0i.w;
PV1i.z = R0i.z;
R3i.w = 0;
PV1i.w = R3i.w;
PS1i = floatBitsToInt(1.0 / abs(intBitsToFloat(PV0i.z)));
// 22
R1i.x = floatBitsToInt((-(intBitsToFloat(R7i.w)) * intBitsToFloat(PV1i.y) + intBitsToFloat(PV1i.y)));
PV0i.x = R1i.x;
R6i.y = floatBitsToInt(min(intBitsToFloat(R127i.z), 1.0));
PV0i.y = R6i.y;
R1i.z = floatBitsToInt((intBitsToFloat(R124i.x) * intBitsToFloat(PS1i) + intBitsToFloat(0x3fc00000)));
PV0i.z = R1i.z;
R1i.w = floatBitsToInt((intBitsToFloat(R124i.y) * intBitsToFloat(PS1i) + intBitsToFloat(0x3fc00000)));
PV0i.w = R1i.w;
R1i.z = floatBitsToInt((intBitsToFloat(R124i.x) * intBitsToFloat(PS1i) + 1.5));
R1i.w = floatBitsToInt((intBitsToFloat(R124i.y) * intBitsToFloat(PS1i) + 1.5));
R3i.z = int(intBitsToFloat(R127i.w));
PS0i = R3i.z;
// 0
R0i.x = R1i.w;
PV0i.x = R0i.x;
R0i.y = R1i.z;
PV0i.y = R0i.y;
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.w), intBitsToFloat(0x437f0000)));
PV0i.z = R127i.z;
R127i.z = floatBitsToInt(intBitsToFloat(R7i.w) * intBitsToFloat(0x437f0000));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].x), intBitsToFloat(uf_remappedPS[7].w)));
PV0i.w = R127i.w;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y), intBitsToFloat(uf_remappedPS[7].w)));
PS0i = R127i.y;
// 1
tempi.x = floatBitsToInt(intBitsToFloat(R3i.x) * intBitsToFloat(R3i.x) + intBitsToFloat(R1i.y) * intBitsToFloat(R1i.y) + intBitsToFloat(R6i.x) * intBitsToFloat(R6i.x) + intBitsToFloat(0x80000000) * 0.0);
tempi.x = floatBitsToInt(dot(vec3(intBitsToFloat(R3i.x),intBitsToFloat(R1i.y),intBitsToFloat(R6i.x)),vec3(intBitsToFloat(R3i.x),intBitsToFloat(R1i.y),intBitsToFloat(R6i.x))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
@ -403,18 +373,14 @@ PS1i = R125i.z;
PV0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(0x3c23d70a));
PV0i.x = clampFI32(PV0i.x);
R124i.y = R3i.z & 0x000000fc;
PV0i.y = R124i.y;
R124i.z = floatBitsToInt(-(intBitsToFloat(R6i.y)) + 1.0);
PV0i.z = R124i.z;
R124i.w = 0;
PV0i.w = R124i.w;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
PS0i = floatBitsToInt(tempResultf);
// 3
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(PS0i)));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.x), intBitsToFloat(PS0i)));
R1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
PV1i.z = R1i.z;
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(PS0i)));
R126i.y = int(intBitsToFloat(R127i.z));
PS1i = R126i.y;
@ -427,13 +393,12 @@ PV0i.y = R124i.y;
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(uf_remappedPS[7].w)));
PV0i.z = R127i.z;
R126i.w = floatBitsToInt((intBitsToFloat(R3i.y) * 0.5 + 0.5));
PV0i.w = R126i.w;
R126i.x = floatBitsToInt(float(backupReg0i));
PS0i = R126i.x;
// 5
backupReg0i = R124i.z;
backupReg0i = R124i.z;
tempi.x = floatBitsToInt(-(intBitsToFloat(R127i.w)) * -(intBitsToFloat(PV0i.x)) + -(intBitsToFloat(R127i.y)) * -(intBitsToFloat(PV0i.y)) + -(intBitsToFloat(R125i.z)) * -(intBitsToFloat(PV0i.z)) + intBitsToFloat(0x80000000) * 0.0);
tempi.x = floatBitsToInt(dot(vec3(-(intBitsToFloat(R127i.w)),-(intBitsToFloat(R127i.y)),-(intBitsToFloat(R125i.z))),vec3(-(intBitsToFloat(PV0i.x)),-(intBitsToFloat(PV0i.y)),-(intBitsToFloat(PV0i.z)))));
tempi.x = clampFI32(tempi.x);
PV1i.x = tempi.x;
PV1i.y = tempi.x;
@ -443,7 +408,7 @@ R1i.w = tempi.x;
R124i.z = floatBitsToInt((-(intBitsToFloat(R6i.y)) * intBitsToFloat(backupReg0i) + intBitsToFloat(backupReg0i)));
PS1i = R124i.z;
// 6
tempi.x = floatBitsToInt(intBitsToFloat(R5i.x) * -(intBitsToFloat(R124i.x)) + intBitsToFloat(R5i.y) * -(intBitsToFloat(R124i.y)) + intBitsToFloat(R6i.z) * -(intBitsToFloat(R127i.z)) + intBitsToFloat(R6i.z) * -(intBitsToFloat(R3i.w)));
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(R6i.z),intBitsToFloat(R6i.z)),vec4(-(intBitsToFloat(R124i.x)),-(intBitsToFloat(R124i.y)),-(intBitsToFloat(R127i.z)),-(intBitsToFloat(R3i.w)))));
tempi.x = clampFI32(tempi.x);
PV0i.x = tempi.x;
PV0i.y = tempi.x;
@ -452,7 +417,7 @@ PV0i.w = tempi.x;
R125i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
PS0i = R125i.w;
// 7
tempi.x = floatBitsToInt(intBitsToFloat(R5i.x) * -(intBitsToFloat(R127i.w)) + intBitsToFloat(R5i.y) * -(intBitsToFloat(R127i.y)) + intBitsToFloat(R6i.z) * -(intBitsToFloat(R125i.z)) + intBitsToFloat(R6i.z) * -(intBitsToFloat(R124i.w)));
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(R6i.z),intBitsToFloat(R6i.z)),vec4(-(intBitsToFloat(R127i.w)),-(intBitsToFloat(R127i.y)),-(intBitsToFloat(R125i.z)),-(intBitsToFloat(R124i.w)))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
@ -463,54 +428,39 @@ PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)
PV0i.x = R126i.y & int(1);
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(R126i.w)));
R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) / 2.0);
PV0i.y = R126i.y;
R125i.z = floatBitsToInt((intBitsToFloat(R1i.z) * intBitsToFloat(PS1i) + -(intBitsToFloat(PS1i))));
PV0i.z = R125i.z;
R6i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(0x3b820821)));
PV0i.w = R6i.w;
R6i.w = floatBitsToInt(intBitsToFloat(R126i.x) * intBitsToFloat(0x3b820821));
R127i.z = floatBitsToInt((-(intBitsToFloat(R1i.w)) * intBitsToFloat(R125i.w) + intBitsToFloat(R125i.w)));
PS0i = R127i.z;
// 9
R126i.x = R127i.w;
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) * 2.0);
PV1i.x = R126i.x;
R123i.y = floatBitsToInt((-(intBitsToFloat(R6i.y)) * intBitsToFloat(R124i.z) + intBitsToFloat(R124i.z)));
PV1i.y = R123i.y;
R126i.z = ((PV0i.x == 0)?(0):(0x3f800000));
PV1i.z = R126i.z;
R126i.w = floatBitsToInt((-(intBitsToFloat(R7i.w)) * intBitsToFloat(0x40400000) + intBitsToFloat(0x40800000)));
PV1i.w = R126i.w;
R126i.w = floatBitsToInt((-(intBitsToFloat(R7i.w)) * intBitsToFloat(0x40400000) + 4.0));
R7i.x = R127i.w;
R7i.x = clampFI32(R7i.x);
PS1i = R7i.x;
// 10
R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.z), intBitsToFloat(PV1i.y)));
PV0i.x = R124i.x;
PV0i.y = floatBitsToInt(intBitsToFloat(R125i.z) + 1.0);
R124i.z = floatBitsToInt((-(intBitsToFloat(R6i.w)) * intBitsToFloat(0x3d23d70a) + intBitsToFloat(0x3d23d70a)));
PV0i.z = R124i.z;
R125i.w = floatBitsToInt((intBitsToFloat(R6i.y) * -(intBitsToFloat(R126i.y)) + intBitsToFloat(R6i.y)));
PV0i.w = R125i.w;
R122i.x = floatBitsToInt((-(intBitsToFloat(R1i.w)) * intBitsToFloat(R127i.z) + intBitsToFloat(R127i.z)));
PS0i = R122i.x;
// 11
backupReg0i = R126i.x;
R126i.x = floatBitsToInt((intBitsToFloat(R125i.z) * intBitsToFloat(PV0i.y) + intBitsToFloat(PV0i.y)));
PV1i.x = R126i.x;
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i)));
PV1i.y = R124i.y;
R7i.z = floatBitsToInt((intBitsToFloat(R6i.w) * intBitsToFloat(0x3e800000) + intBitsToFloat(0x3e800000)));
PV1i.z = R7i.z;
R7i.z = floatBitsToInt((intBitsToFloat(R6i.w) * 0.25 + 0.25));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(backupReg0i)));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(R126i.w));
// 12
backupReg0i = R124i.x;
R124i.x = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(R125i.w));
PV0i.x = R124i.x;
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS1i)));
PV0i.y = R125i.y;
R10i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.z), intBitsToFloat(PV1i.w)));
PV0i.z = R10i.z;
R123i.w = floatBitsToInt((intBitsToFloat(R7i.x) * -(intBitsToFloat(R126i.y)) + intBitsToFloat(R7i.x)));
PV0i.w = R123i.w;
R127i.y = floatBitsToInt((intBitsToFloat(R4i.y) * intBitsToFloat(R6i.w) + intBitsToFloat(R124i.z)));
@ -522,22 +472,16 @@ backupReg2i = R126i.x;
R126i.x = floatBitsToInt((intBitsToFloat(R4i.z) * intBitsToFloat(R6i.w) + intBitsToFloat(R124i.z)));
PV1i.x = R126i.x;
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[7].w), intBitsToFloat(uf_remappedPS[7].w)));
PV1i.y = R126i.y;
R124i.z = floatBitsToInt((intBitsToFloat(R4i.x) * intBitsToFloat(R6i.w) + intBitsToFloat(backupReg0i)));
PV1i.z = R124i.z;
R125i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.w));
PV1i.w = R125i.w;
PS1i = floatBitsToInt(1.0 / intBitsToFloat(backupReg2i));
// 14
backupReg0i = R124i.x;
R124i.x = floatBitsToInt((intBitsToFloat(PV1i.z) * -(intBitsToFloat(R124i.y)) + intBitsToFloat(PV1i.z)));
PV0i.x = R124i.x;
R6i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PS1i)));
PV0i.y = R6i.y;
R126i.z = floatBitsToInt((intBitsToFloat(PV1i.x) * -(intBitsToFloat(R124i.y)) + intBitsToFloat(PV1i.x)));
PV0i.z = R126i.z;
R127i.w = floatBitsToInt((intBitsToFloat(R127i.y) * -(intBitsToFloat(R124i.y)) + intBitsToFloat(R127i.y)));
PV0i.w = R127i.w;
PS0i = floatBitsToInt(1.0 / intBitsToFloat(backupReg0i));
// 15
backupReg0i = R126i.x;
@ -546,13 +490,10 @@ backupReg1i = R127i.y;
backupReg1i = R127i.y;
backupReg2i = R125i.w;
R126i.x = floatBitsToInt((intBitsToFloat(backupReg0i) * -(intBitsToFloat(R125i.y)) + intBitsToFloat(backupReg0i)));
PV1i.x = R126i.x;
R127i.y = floatBitsToInt((intBitsToFloat(backupReg1i) * -(intBitsToFloat(R125i.y)) + intBitsToFloat(backupReg1i)));
PV1i.y = R127i.y;
R123i.z = floatBitsToInt((intBitsToFloat(R124i.z) * -(intBitsToFloat(R125i.y)) + intBitsToFloat(R124i.z)));
PV1i.z = R123i.z;
R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(0x3e800000), intBitsToFloat(PS0i)));
PV1i.w = R125i.w;
R125i.w = floatBitsToInt(0.25 * intBitsToFloat(PS0i));
R124i.z = floatBitsToInt(1.0 / intBitsToFloat(backupReg2i));
PS1i = R124i.z;
// 16
@ -560,47 +501,35 @@ backupReg0i = R126i.z;
PV0i.x = floatBitsToInt(intBitsToFloat(R124i.y) + intBitsToFloat(R127i.w));
PV0i.y = floatBitsToInt(intBitsToFloat(R124i.y) + intBitsToFloat(R124i.x));
R126i.z = floatBitsToInt(intBitsToFloat(R124i.y) + intBitsToFloat(backupReg0i));
PV0i.z = R126i.z;
R7i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R126i.y)));
PV0i.w = R7i.w;
R1i.w = floatBitsToInt(intBitsToFloat(R125i.y) + intBitsToFloat(PV1i.z));
PS0i = R1i.w;
// 17
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.z), intBitsToFloat(R6i.y)));
PV1i.x = R5i.x;
R6i.y = floatBitsToInt(intBitsToFloat(R125i.y) + intBitsToFloat(R126i.x));
PV1i.y = R6i.y;
R1i.z = floatBitsToInt(intBitsToFloat(R125i.y) + intBitsToFloat(R127i.y));
PV1i.z = R1i.z;
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(R125i.w)));
R124i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R125i.w)));
PS1i = R124i.z;
// 18
R6i.x = floatBitsToInt((intBitsToFloat(R4i.x) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
R6i.x = clampFI32(R6i.x);
PV0i.x = R6i.x;
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.z), intBitsToFloat(R125i.w)));
R12i.z = floatBitsToInt((intBitsToFloat(R4i.z) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
R12i.z = clampFI32(R12i.z);
PV0i.z = R12i.z;
R5i.w = floatBitsToInt((intBitsToFloat(R4i.y) * intBitsToFloat(0x3f895ef0) + intBitsToFloat(0xba0a8ec8)));
R5i.w = clampFI32(R5i.w);
PV0i.w = R5i.w;
R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[8].x), intBitsToFloat(PV1i.w)));
PS0i = R4i.x;
// 19
PV1i.x = R3i.z & int(1);
R3i.y = R2i.y;
PV1i.y = R3i.y;
R6i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[8].z), intBitsToFloat(PV0i.y)));
PV1i.z = R6i.z;
R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[8].y), intBitsToFloat(R124i.z)));
PV1i.w = R3i.w;
R3i.z = floatBitsToInt(roundEven(1.0));
PS1i = R3i.z;
// 20
R3i.x = R2i.x;
PV0i.x = R3i.x;
R4i.z = floatBitsToInt(float(PV1i.x));
PS0i = R4i.z;
R4i.w = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R8i.xy)).x);
@ -617,7 +546,6 @@ PV0i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(R4i.w) + intBitsToFloat(uf_remappedPS[1].x)));
PV0i.z = R123i.z;
R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R13i.x), intBitsToFloat(R7i.x)));
PV0i.w = R125i.w;
R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R13i.z), intBitsToFloat(R13i.z)));
PS0i = R124i.x;
// 1
@ -635,11 +563,10 @@ R127i.y = floatBitsToInt(-(intBitsToFloat(R9i.y)) + intBitsToFloat(PV1i.z));
PV0i.y = R127i.y;
PV0i.z = floatBitsToInt(-(intBitsToFloat(R8i.z)) + intBitsToFloat(PV1i.x));
R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PV1i.y)));
PV0i.w = R4i.w;
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[9].x), intBitsToFloat(R125i.w)));
PS0i = R125i.y;
// 3
tempi.x = floatBitsToInt(intBitsToFloat(R10i.y) * intBitsToFloat(PV0i.x) + intBitsToFloat(R2i.w) * intBitsToFloat(PV0i.y) + intBitsToFloat(R9i.z) * intBitsToFloat(PV0i.z) + intBitsToFloat(0x80000000) * 0.0);
tempi.x = floatBitsToInt(dot(vec3(intBitsToFloat(R10i.y),intBitsToFloat(R2i.w),intBitsToFloat(R9i.z)),vec3(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z))));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
@ -652,9 +579,7 @@ backupReg0i = R127i.y;
R123i.x = floatBitsToInt((-(intBitsToFloat(R10i.y)) * intBitsToFloat(PV1i.x) + intBitsToFloat(R126i.x)));
PV0i.x = R123i.x;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R1i.z)));
PV0i.y = R127i.y;
R125i.w = floatBitsToInt((-(intBitsToFloat(R2i.w)) * intBitsToFloat(PV1i.x) + intBitsToFloat(backupReg0i)));
PV0i.w = R125i.w;
R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(R124i.x)));
PS0i = R1i.w;
// 5
@ -662,7 +587,6 @@ backupReg0i = R0i.x;
backupReg1i = R126i.y;
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), intBitsToFloat(R7i.w)));
R126i.y = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(backupReg1i) + intBitsToFloat(R3i.x)));
PV1i.y = R126i.y;
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R6i.y)));
// 6
@ -675,11 +599,8 @@ R123i.w = floatBitsToInt((intBitsToFloat(R0i.z) * intBitsToFloat(PV1i.w) + intBi
PV0i.w = R123i.w;
// 7
R0i.y = floatBitsToInt((intBitsToFloat(R6i.z) * intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.w)));
PV1i.y = R0i.y;
R6i.z = floatBitsToInt((intBitsToFloat(R3i.w) * intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.z)));
PV1i.z = R6i.z;
R3i.w = floatBitsToInt((intBitsToFloat(R4i.x) * intBitsToFloat(PV0i.x) + intBitsToFloat(R126i.y)));
PV1i.w = R3i.w;
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.y));
PS1i = floatBitsToInt(tempResultf);
// 8
@ -687,14 +608,13 @@ PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.y), intBitsToFloat(PS1i
// 9
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z), intBitsToFloat(PV0i.w)));
// 10
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(0x3ced9168)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.z) * 0.029);
PV0i.y = clampFI32(PV0i.y);
// 11
R123i.y = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(R10i.z) + 1.0));
PV1i.y = R123i.y;
// 12
R4i.x = floatBitsToInt((-(intBitsToFloat(R6i.w)) * intBitsToFloat(PV1i.y) + intBitsToFloat(PV1i.y)));
PV0i.x = R4i.x;
// 0
R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedPS[8].x) * intBitsToFloat(R4i.w) + intBitsToFloat(R11i.x)));
PV0i.x = R123i.x;
@ -724,11 +644,8 @@ PV0i.z = floatBitsToInt(intBitsToFloat(R6i.z) + intBitsToFloat(PV1i.y));
PV0i.w = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV1i.z));
// 5
R1i.x = floatBitsToInt((intBitsToFloat(R13i.z) * intBitsToFloat(PV0i.w) + intBitsToFloat(R2i.x)));
PV1i.x = R1i.x;
R1i.y = floatBitsToInt((intBitsToFloat(R13i.z) * intBitsToFloat(PV0i.z) + intBitsToFloat(R2i.y)));
PV1i.y = R1i.y;
R1i.z = floatBitsToInt((intBitsToFloat(R13i.z) * intBitsToFloat(PV0i.y) + intBitsToFloat(R2i.z)));
PV1i.z = R1i.z;
// export
passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
}

View File

@ -1,13 +1,14 @@
#version 400
#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.0; // bloom strength, just for debug purposes.
const float contrastFactor = 1.0; // 1.05 increases contrast for screenshots etc, will crush black levels in dark areas.
// shader b650afd18c646005 // BOTW AA removal
// shader f14bb57cd5c9cb77
uniform ivec4 uf_remappedPS[4];
uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4713800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
uniform sampler2D textureUnitPS1;// Tex1 addr 0x3877e000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
in vec4 passParameter0;
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4713800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x387a4000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
@ -44,7 +45,7 @@ activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameter0;
R0f = passParameterSem2;
vec4 colour = (texture(textureUnitPS0, R0f.xy).xyzw *bloomFactor);
vec3 contrastFactored = (colour.xyz - 0.5) * contrastFactor + 0.5;

View File

@ -1,3 +1,4 @@
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = "The Legend of Zelda: Breath of the Wild - AA Removal"
version = 2

View File

@ -1,50 +0,0 @@
#version 400
#extension GL_ARB_texture_gather : enable
// shader 01cde9de91742af6 // AA removal wind walker
uniform ivec4 uf_remappedPS[4];
uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5807800 res 1920x1080x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4000800 res 1920x1080x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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 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)).wzxy);
R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader ff71dcd2ad4defdc
uniform ivec4 uf_remappedPS[4];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5807800 res 1920x1080x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4000800 res 1920x1080x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = 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;
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;
R0f = passParameterSem2;
//R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy);
R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
passPixelColor0 = R2f.xyzw;
}

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[Definition]
titleIds = 0005000010143400,0005000010143600,0005000010143500
name = "The Wind Waker HD - AA Removal"
version = 2

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 0.4; // bloom strength
// shader 960d3ef6662043c7
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4000800 res 480x270x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
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.xyz = texture(textureUnitPS0, R0f.xy).xyz * bloomFactor;
// 0
/*
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
R0f.xyz = vec3(backupReg0f,backupReg1f,backupReg2f);
*/
// export
passPixelColor0 = R0f.xyzw;
}

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[Definition]
titleIds = 0005000010143500
name = "The Wind Waker HD - Reduced bloom"
version = 2

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#version 400
#extension GL_ARB_texture_gather : enable
// shader 34755035276148c0 // AA removal Twlight princess
uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4001000 res 1920x1080x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5187000 res 1920x1080x1 dim 1 tm: 4 format 0011 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
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 R123i = 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;
int loopStuckCounter = 0;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameter0);
R1i.xyzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).wzxy);
R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
/*
R0i.w = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).y);
// 0
R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(0xba088889));
PV0i.x = R1i.x;
R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(0xba72b9d6));
PV0i.y = R1i.y;
R2i.z = R0i.x;
PV0i.z = R2i.z;
R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(0xba72b9d6));
PS0i = R2i.y;
// 1
R3i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(0xba088889));
PV1i.x = R3i.x;
R3i.y = R0i.y;
PV1i.y = R3i.y;
R1i.xyzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R1i.xy)).xyzw);
R2i.yz = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R2i.zy)).yz);
R3i.xy = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R3i.xy)).xy);
// 0
PV0i.x = floatBitsToInt(intBitsToFloat(R2i.z) + intBitsToFloat(R3i.x));
PV0i.y = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(R0i.w));
PV0i.z = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R3i.y));
PV0i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R2i.y));
// 1
R123i.x = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(0x40000000) + -(intBitsToFloat(PV0i.x))));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(0x40000000) + -(intBitsToFloat(PV0i.y))));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(0x40000000) + -(intBitsToFloat(PV0i.z))));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(0x40000000) + -(intBitsToFloat(PV0i.w))));
PV1i.w = R123i.w;
// 2
PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x))));
PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.y), -(intBitsToFloat(PV1i.y))));
PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.z), -(intBitsToFloat(PV1i.z))));
PV0i.w = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w))));
// 3
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(0xb400d959));
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(0xb400d959));
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(0xb400d959));
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(0xb400d959));
// 4
R123i.x = ((intBitsToFloat(PV1i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV0i.x = R123i.x;
R123i.y = ((intBitsToFloat(PV1i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV0i.y = R123i.y;
R123i.z = ((intBitsToFloat(PV1i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV0i.z = R123i.z;
R123i.w = ((intBitsToFloat(PV1i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
PV0i.w = R123i.w;
// 5
tempi.x = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3e800000) + intBitsToFloat(PV0i.y) * intBitsToFloat(0x3e800000) + intBitsToFloat(PV0i.z) * intBitsToFloat(0x3e800000) + intBitsToFloat(PV0i.w) * intBitsToFloat(0x3e800000));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
// 6
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(0x3f400000)));
PV0i.z = R127i.z;
// 7
R1i.x = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0xba088889) + intBitsToFloat(R0i.x)));
PV1i.x = R1i.x;
R1i.y = R0i.y;
PV1i.y = R1i.y;
R2i.z = R0i.x;
PV1i.z = R2i.z;
R2i.y = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0xba72b9d6) + intBitsToFloat(R0i.y)));
PS1i = R2i.y;
// 8
R3i.x = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(0x3a088889) + intBitsToFloat(R0i.x)));
PV0i.x = R3i.x;
R3i.y = R0i.y;
PV0i.y = R3i.y;
R0i.w = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(0x3a72b9d6) + intBitsToFloat(R0i.y)));
PV0i.w = R0i.w;
R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyzw);
R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.zy)).xyzw);
R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R3i.xy)).xyzw);
R0i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xw)).xyzw);
// 0
PV0i.x = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(R2i.w));
PV0i.y = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R2i.z));
PV0i.z = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R2i.y));
PV0i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R2i.x));
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV0i.x));
PV1i.y = floatBitsToInt(intBitsToFloat(R3i.z) + intBitsToFloat(PV0i.y));
PV1i.z = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(PV0i.z));
PV1i.w = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(PV0i.w));
// 2
backupReg0i = R0i.y;
backupReg1i = R0i.x;
PV0i.x = floatBitsToInt(intBitsToFloat(R0i.w) + intBitsToFloat(PV1i.x));
PV0i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(PV1i.y));
PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV1i.z));
PV0i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV1i.w));
// 3
R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(0x3e800000)));
PV1i.x = R0i.x;
R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(0x3e800000)));
PV1i.y = R0i.y;
R0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(0x3e800000)));
PV1i.z = R0i.z;
R0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(0x3e800000)));
PV1i.w = R0i.w;
// export
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); */
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader c14019840473ff86
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4001000 res 1920x1080x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5187000 res 1920x1080x1 dim 1 tm: 4 format 0011 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem0;
//R1f.xyzw = textureGather(textureUnitPS1, R0f.xy).wzxy;
R2f.xyzw = texture(textureUnitPS0, R0f.xy).xyzw;
passPixelColor0 = R2f.xyzw;
}

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[Definition]
titleIds = 000500001019C800,000500001019E600,000500001019E500
name = "Twilight Princess HD - AA Removal"
version = 2