From 128e8bc7aa20bee9486bf7785bba051a4d3e0a48 Mon Sep 17 00:00:00 2001 From: getdls Date: Fri, 4 Jan 2019 18:31:02 +0100 Subject: [PATCH] [XCX] Default to performance build / remove custom shaders --- .../5eb82314ffb8484e_00000000000007f9_ps.txt | 567 ----------------- .../810cde937ebbdf9f_000000000000000f_ps.txt | 131 ---- .../840947e29015aa9a_00000000000003c9_ps.txt | 191 ------ .../_b253dca415790207_0000000000000079_ps.txt | 134 ---- .../_ed70de7fe7542f87_00000000000003c9_ps.txt | 277 --------- .../af7acf7fb6dca1be_0000000000079249_ps.txt | 581 ------------------ .../b3fb199c73caa796_00000000000003c9_ps.txt | 245 -------- .../d8e69e8df8c227f5_00000000000003c9_ps.txt | 196 ------ .../e412d30f981be3b5_0000000000000000_vs.txt | 61 -- Resolutions/XenobladeX_Resolution/rules.txt | 179 ++---- 10 files changed, 67 insertions(+), 2495 deletions(-) delete mode 100644 Resolutions/XenobladeX_Resolution/5eb82314ffb8484e_00000000000007f9_ps.txt delete mode 100644 Resolutions/XenobladeX_Resolution/810cde937ebbdf9f_000000000000000f_ps.txt delete mode 100644 Resolutions/XenobladeX_Resolution/840947e29015aa9a_00000000000003c9_ps.txt delete mode 100644 Resolutions/XenobladeX_Resolution/_b253dca415790207_0000000000000079_ps.txt delete mode 100644 Resolutions/XenobladeX_Resolution/_ed70de7fe7542f87_00000000000003c9_ps.txt delete mode 100644 Resolutions/XenobladeX_Resolution/af7acf7fb6dca1be_0000000000079249_ps.txt delete mode 100644 Resolutions/XenobladeX_Resolution/b3fb199c73caa796_00000000000003c9_ps.txt delete mode 100644 Resolutions/XenobladeX_Resolution/d8e69e8df8c227f5_00000000000003c9_ps.txt delete mode 100644 Resolutions/XenobladeX_Resolution/e412d30f981be3b5_0000000000000000_vs.txt diff --git a/Resolutions/XenobladeX_Resolution/5eb82314ffb8484e_00000000000007f9_ps.txt b/Resolutions/XenobladeX_Resolution/5eb82314ffb8484e_00000000000007f9_ps.txt deleted file mode 100644 index afae3573..00000000 --- a/Resolutions/XenobladeX_Resolution/5eb82314ffb8484e_00000000000007f9_ps.txt +++ /dev/null @@ -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); -} diff --git a/Resolutions/XenobladeX_Resolution/810cde937ebbdf9f_000000000000000f_ps.txt b/Resolutions/XenobladeX_Resolution/810cde937ebbdf9f_000000000000000f_ps.txt deleted file mode 100644 index 71d73b39..00000000 --- a/Resolutions/XenobladeX_Resolution/810cde937ebbdf9f_000000000000000f_ps.txt +++ /dev/null @@ -1,131 +0,0 @@ -#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); -} diff --git a/Resolutions/XenobladeX_Resolution/840947e29015aa9a_00000000000003c9_ps.txt b/Resolutions/XenobladeX_Resolution/840947e29015aa9a_00000000000003c9_ps.txt deleted file mode 100644 index 0368d464..00000000 --- a/Resolutions/XenobladeX_Resolution/840947e29015aa9a_00000000000003c9_ps.txt +++ /dev/null @@ -1,191 +0,0 @@ -#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); -} diff --git a/Resolutions/XenobladeX_Resolution/_b253dca415790207_0000000000000079_ps.txt b/Resolutions/XenobladeX_Resolution/_b253dca415790207_0000000000000079_ps.txt deleted file mode 100644 index c83b950f..00000000 --- a/Resolutions/XenobladeX_Resolution/_b253dca415790207_0000000000000079_ps.txt +++ /dev/null @@ -1,134 +0,0 @@ - -#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); -} diff --git a/Resolutions/XenobladeX_Resolution/_ed70de7fe7542f87_00000000000003c9_ps.txt b/Resolutions/XenobladeX_Resolution/_ed70de7fe7542f87_00000000000003c9_ps.txt deleted file mode 100644 index 8c48f414..00000000 --- a/Resolutions/XenobladeX_Resolution/_ed70de7fe7542f87_00000000000003c9_ps.txt +++ /dev/null @@ -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)); -} diff --git a/Resolutions/XenobladeX_Resolution/af7acf7fb6dca1be_0000000000079249_ps.txt b/Resolutions/XenobladeX_Resolution/af7acf7fb6dca1be_0000000000079249_ps.txt deleted file mode 100644 index 6e4ac5bf..00000000 --- a/Resolutions/XenobladeX_Resolution/af7acf7fb6dca1be_0000000000079249_ps.txt +++ /dev/null @@ -1,581 +0,0 @@ - -#version 420 -#extension GL_ARB_texture_gather : enable -// shader af7acf7fb6dca1be -//cutscene shadow scaling -//to do - extra edge smooth pass, -const float resScaleDetail = (float($height)/float($gameHeight)); -const float resScale = (float($height)/float($gameHeight)); -//const float resScaleDetail = 2.0; -//const float resScale = 3.0; -const float shadowExposure = 0.85; //By truncating shadow, we decrease overall exposure during day only. -uniform ivec4 uf_remappedPS[31]; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4386000 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 0xf599a000 res 1024x1024x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 6 6 6 border: 2 -layout(binding = 2) uniform sampler2DShadow textureUnitPS2;// Tex2 addr 0xf551a000 res 1024x1024x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 6 6 6 border: 2 -layout(binding = 3) uniform sampler2DShadow textureUnitPS3;// Tex3 addr 0xf571a000 res 1024x1024x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 6 6 6 border: 2 -layout(binding = 4) uniform sampler2DShadow textureUnitPS4;// Tex4 addr 0xf591a000 res 512x512x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 6 6 6 border: 2 -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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } -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 R123i = ivec4(0); -ivec4 R126i = ivec4(0); -ivec4 R127i = 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[4]; -bool activeMaskStackC[5]; -activeMaskStack[0] = false; -activeMaskStack[1] = false; -activeMaskStack[2] = false; -activeMaskStackC[0] = false; -activeMaskStackC[1] = false; -activeMaskStackC[2] = false; -activeMaskStackC[3] = false; -activeMaskStack[0] = true; -activeMaskStackC[0] = true; -activeMaskStackC[1] = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0i = floatBitsToInt(passParameterSem0); -R1i = floatBitsToInt(passParameterSem1); -if( activeMaskStackC[1] == true ) { -R1i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyz); -} -if( activeMaskStackC[1] == true ) { -// 0 -backupReg0i = R0i.z; -tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),-0.0),vec4(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z),0.0))); -PV0i.x = tempi.x; -PV0i.y = tempi.x; -PV0i.z = tempi.x; -PV0i.w = tempi.x; -R5i.w = tempi.x; -PS0i = floatBitsToInt(1.0 / intBitsToFloat(backupReg0i)); -// 1 -PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(PS0i)); -R5i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[1].y) * 1.0); -R127i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].y) * 1.0); -R127i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].x) * 1.0); -R4i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[1].x) * 1.0); -PS1i = R4i.x; -// 2 -R5i.x = floatBitsToInt(intBitsToFloat(R0i.x) * intBitsToFloat(PV1i.x)); -R6i.y = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(PV1i.x)); -R5i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[1].z) * 1.0); -PV0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].z) * 1.0); -// 3 -backupReg0i = R127i.z; -R123i.x = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[3].x) + intBitsToFloat(R127i.w))); -PV1i.x = R123i.x; -R127i.z = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[3].z) + intBitsToFloat(PV0i.w))); -R123i.w = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[3].y) + intBitsToFloat(backupReg0i))); -PV1i.w = R123i.w; -// 4 -R127i.x = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[4].y) + intBitsToFloat(PV1i.w))); -R127i.y = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(PV1i.x))); -R126i.z = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[5].x) + intBitsToFloat(R4i.x))); -R127i.w = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[5].y) + intBitsToFloat(R5i.y))); -// 5 -R126i.y = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[5].z) + intBitsToFloat(R5i.z))); -R126i.w = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[4].z) + intBitsToFloat(R127i.z))); -// 6 -backupReg0i = R127i.x; -backupReg1i = R127i.y; -backupReg2i = R127i.w; -R127i.x = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[6].x) + intBitsToFloat(R126i.z))); -R127i.y = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[7].y) + intBitsToFloat(backupReg0i))); -PV0i.y = R127i.y; -R126i.z = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[7].x) + intBitsToFloat(backupReg1i))); -PV0i.z = R126i.z; -R127i.w = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[6].y) + intBitsToFloat(backupReg2i))); -// 7 -backupReg0i = R126i.y; -backupReg1i = R126i.w; -PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + -(0.5)); -R126i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + -(0.5)); -R123i.z = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[6].z) + intBitsToFloat(backupReg0i))); -PV1i.z = R123i.z; -R126i.w = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[7].z) + intBitsToFloat(backupReg1i))); -// 8 -R6i.x = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[8].x) + intBitsToFloat(R127i.x))); -R0i.y = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[8].y) + intBitsToFloat(R127i.w))); -R0i.z = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[8].z) + intBitsToFloat(PV1i.z))); -R2i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x)))); -PS0i = R2i.x; -// 9 -R127i.x = ((0.5 > intBitsToFloat(PS0i))?int(0xFFFFFFFF):int(0x0)); -PV1i.y = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[9].z)/resScaleDetail); //close details -PV1i.z = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[10].z)/resScaleDetail);//but less smooth lod transition -R7i.y = floatBitsToInt(max(intBitsToFloat(R126i.y), -(intBitsToFloat(R126i.y)))); -PS1i = R7i.y; -// 10 -R126i.x = ((0.5 > intBitsToFloat(PS1i))?int(0xFFFFFFFF):int(0x0)); -PV0i.y = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[11].z)/resScaleDetail);//close details -PV0i.z = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[12].z)/resScaleDetail);//close details -R0i.w = PV1i.y; -R0i.w = clampFI32(R0i.w); -R1i.w = PV1i.z; -R1i.w = clampFI32(R1i.w); -PS0i = R1i.w; -// 11 -R0i.x = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(uf_remappedPS[9].x) / resScale); -PV1i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[13].z)/resScale); -R0i.z = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[9].y) / resScale); -R2i.w = PV0i.z; -R2i.w = clampFI32(R2i.w); -R3i.w = PV0i.y; -R3i.w = clampFI32(R3i.w); -PS1i = R3i.w; -// 12 -R1i.x = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(uf_remappedPS[10].x) / resScale); -R1i.y = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[10].y) / resScale); -R2i.z = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(uf_remappedPS[12].x) / resScale); -R4i.w = PV1i.y; -R4i.w = clampFI32(R4i.w); -R2i.y = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[12].y) / resScale); -PS0i = R2i.y; -// 13 -R3i.x = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(uf_remappedPS[11].x) / resScale); -R3i.y = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[11].y) / resScale); -R4i.z = floatBitsToInt(intBitsToFloat(R6i.x) + intBitsToFloat(uf_remappedPS[13].x) / resScale); -R6i.w = ((R127i.x == 0)?(0):(R126i.x)); -R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(uf_remappedPS[13].y) / resScale); -PS1i = R4i.y; -} -if( activeMaskStackC[1] == true ) { -R7i.x = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R0i.xz), intBitsToFloat(R0i.w)))); -R1i.x = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R1i.xy), intBitsToFloat(R1i.w)))); -R9i.x = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R2i.zy), intBitsToFloat(R2i.w)))); -R10i.x = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R3i.xy), intBitsToFloat(R3i.w)))); -R0i.x = floatBitsToInt(texture(textureUnitPS4, vec3(intBitsToFloat(R4i.zy), intBitsToFloat(R4i.w)))); -} -if( activeMaskStackC[1] == true ) { -activeMaskStack[1] = activeMaskStack[0]; -activeMaskStackC[2] = activeMaskStackC[1]; -// 0 -R8i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[14].x) * 1.0); -PV0i.x = R8i.x; -R4i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[14].y) * 1.0); -PV0i.y = R4i.y; -R2i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[14].z) * 1.0); -PV0i.z = R2i.z; -// 1 -R123i.x = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[15].z) + intBitsToFloat(PV0i.z))); -PV1i.x = R123i.x; -R123i.z = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[15].y) + intBitsToFloat(PV0i.y))); -PV1i.z = R123i.z; -R123i.w = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[15].x) + intBitsToFloat(PV0i.x))); -PV1i.w = R123i.w; -// 2 -R123i.y = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[16].x) + intBitsToFloat(PV1i.w))); -PV0i.y = R123i.y; -R123i.z = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[16].z) + intBitsToFloat(PV1i.x))); -PV0i.z = R123i.z; -R123i.w = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[16].y) + intBitsToFloat(PV1i.z))); -PV0i.w = R123i.w; -// 3 -R3i.x = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[17].x) + intBitsToFloat(PV0i.y))); -R3i.y = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[17].y) + intBitsToFloat(PV0i.w))); -R0i.z = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[17].z) + intBitsToFloat(PV0i.z))); -// 4 -predResult = (R6i.w != 0); -activeMaskStack[1] = predResult; -activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; -} -else { -activeMaskStack[1] = false; -activeMaskStackC[2] = false; -} -if( activeMaskStackC[2] == true ) { -activeMaskStack[2] = activeMaskStack[1]; -activeMaskStackC[3] = activeMaskStackC[2]; -// 0 -PV0i.z = floatBitsToInt(intBitsToFloat(R7i.x) + intBitsToFloat(R1i.x)); -R0i.w = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(R7i.y))); -// 1 -PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R9i.x)); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R10i.x)); -// 3 -R6i.w = floatBitsToInt(intBitsToFloat(PV0i.x) * 0.25); -// 4 -predResult = (intBitsToFloat(R0i.w) > intBitsToFloat(0x3eae147b)); -activeMaskStack[2] = predResult; -activeMaskStackC[3] = predResult == true && activeMaskStackC[2] == true; -} -else { -activeMaskStack[2] = false; -activeMaskStackC[3] = false; -} -if( activeMaskStackC[3] == true ) { -// 0 -R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R0i.z)) + vec3(intBitsToFloat(uf_remappedPS[18].x)/ resScale,intBitsToFloat(uf_remappedPS[18].y)/ resScale,intBitsToFloat(uf_remappedPS[18].z)/ resScale)); -PV0i.z = R1i.z; -// 1 -R7i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[19].x)/ resScale); -R7i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[19].y)/ resScale); -R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[19].z)/ resScale); -PV1i.z = R1i.z; -R1i.w = PV0i.z; -R1i.w = clampFI32(R1i.w); -// 2 -R2i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[20].x)/ resScale); -R2i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[20].y)/ resScale); -R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[20].z)/ resScale); -PV0i.z = R1i.z; -R7i.w = PV1i.z; -R7i.w = clampFI32(R7i.w); -// 3 -backupReg0i = R3i.x; -backupReg1i = R3i.y; -R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[21].x)/ resScale); -R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(uf_remappedPS[21].y)/ resScale); -R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[21].z)/ resScale); -PV1i.z = R1i.z; -R2i.w = PV0i.z; -R2i.w = clampFI32(R2i.w); -// 4 -R3i.w = PV1i.z; -R3i.w = clampFI32(R3i.w); -} -if( activeMaskStackC[3] == true ) { -R1i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R1i.xy), intBitsToFloat(R1i.w)))); -R0i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R7i.xy), intBitsToFloat(R7i.w)))); -R2i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R2i.xy), intBitsToFloat(R2i.w)))); -R3i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R3i.xy), intBitsToFloat(R3i.w)))); -} -if( activeMaskStackC[3] == true ) { -// 0 -PV0i.y = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R1i.x)); -PV0i.z = floatBitsToInt(intBitsToFloat(R0i.w) + -(intBitsToFloat(0x3eae147b))); -// 1 -PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R2i.x)); -R127i.y = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(0x40c80000)); -// 2 -PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R3i.x)); -// 3 -R123i.x = floatBitsToInt((intBitsToFloat(PV0i.w) * 0.25 + -(intBitsToFloat(R6i.w)))); -PV1i.x = R123i.x; -// 4 -backupReg0i = R6i.w; -R6i.w = floatBitsToInt((intBitsToFloat(PV1i.x) * intBitsToFloat(R127i.y) + intBitsToFloat(backupReg0i))); -} -activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true; -activeMaskStack[1] = activeMaskStack[1] == false; -activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true; -if( activeMaskStackC[2] == true ) { -activeMaskStack[2] = activeMaskStack[1]; -activeMaskStackC[3] = activeMaskStackC[2]; -// 0 -R123i.y = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[15].z) + intBitsToFloat(R2i.z))); -PV0i.y = R123i.y; -R123i.z = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[15].y) + intBitsToFloat(R4i.y))); -PV0i.z = R123i.z; -R123i.w = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[15].x) + intBitsToFloat(R8i.x))); -PV0i.w = R123i.w; -// 1 -R123i.x = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[16].x) + intBitsToFloat(PV0i.w))); -PV1i.x = R123i.x; -R123i.z = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[16].z) + intBitsToFloat(PV0i.y))); -PV1i.z = R123i.z; -R123i.w = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[16].y) + intBitsToFloat(PV0i.z))); -PV1i.w = R123i.w; -// 2 -R1i.x = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[17].x) + intBitsToFloat(PV1i.x))); -PV0i.x = R1i.x; -R3i.y = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[17].y) + intBitsToFloat(PV1i.w))); -PV0i.y = R3i.y; -R0i.z = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[17].z) + intBitsToFloat(PV1i.z))); -// 3 -PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + -(0.5)); -PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5)); -// 4 -R2i.x = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w)))); -PV0i.x = R2i.x; -R1i.y = floatBitsToInt(max(intBitsToFloat(PV1i.z), -(intBitsToFloat(PV1i.z)))); -PV0i.y = R1i.y; -// 5 -PV1i.x = ((0.5 > intBitsToFloat(PV0i.y))?int(0xFFFFFFFF):int(0x0)); -PV1i.y = ((0.5 > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0)); -// 6 -R0i.w = ((PV1i.y == 0)?(0):(PV1i.x)); -// 7 -predResult = (R0i.w != 0); -activeMaskStack[2] = predResult; -activeMaskStackC[3] = predResult == true && activeMaskStackC[2] == true; -} -else { -activeMaskStack[2] = false; -activeMaskStackC[3] = false; -} -if( activeMaskStackC[3] == true ) { -// 0 -backupReg0i = R0i.z; -R127i.x = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[18].z)/ resScale); -PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[19].z)/ resScale); -R7i.w = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(R1i.y))); -// 1 -R0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(uf_remappedPS[19].x)/ resScale); -R0i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[19].y)/ resScale); -R1i.z = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(uf_remappedPS[18].x)/ resScale); -R0i.w = PV0i.z; -R0i.w = clampFI32(R0i.w); -R1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[18].y)/ resScale); -PS1i = R1i.y; -// 2 -backupReg0i = R0i.z; -R2i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(uf_remappedPS[20].x)/ resScale); -R2i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[20].y)/ resScale); -PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[20].z)/ resScale); -R1i.w = R127i.x; -R1i.w = clampFI32(R1i.w); -// 3 -R3i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(uf_remappedPS[21].x)/ resScale); -PV1i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[21].z)/ resScale); -R3i.z = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[21].y)/ resScale); -R2i.w = PV0i.z; -R2i.w = clampFI32(R2i.w); -// 4 -R3i.w = PV1i.y; -R3i.w = clampFI32(R3i.w); -} -if( activeMaskStackC[3] == true ) { -R0i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R0i.xy), intBitsToFloat(R0i.w)))); -R1i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R1i.zy), intBitsToFloat(R1i.w)))); -R2i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R2i.xy), intBitsToFloat(R2i.w)))); -R3i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R3i.xz), intBitsToFloat(R3i.w)))); -} -if( activeMaskStackC[3] == true ) { -activeMaskStack[3] = activeMaskStack[2]; -activeMaskStackC[4] = activeMaskStackC[3]; -// 0 -PV0i.y = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R1i.x)); -// 1 -PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R2i.x)); -// 2 -PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R3i.x)); -// 3 -R6i.w = floatBitsToInt(intBitsToFloat(PV0i.x) * 0.25); -// 4 -predResult = (intBitsToFloat(R7i.w) > intBitsToFloat(0x3eae147b)); -activeMaskStack[3] = predResult; -activeMaskStackC[4] = predResult == true && activeMaskStackC[3] == true; -} -else { -activeMaskStack[3] = false; -activeMaskStackC[4] = false; -} -if( activeMaskStackC[4] == true ) { -// 0 -backupReg0i = R4i.x; -R4i.x = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[5].x) + intBitsToFloat(backupReg0i))); -PV0i.x = R4i.x; -R4i.y = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[5].y) + intBitsToFloat(R5i.y))); -PV0i.y = R4i.y; -R0i.z = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[5].z) + intBitsToFloat(R5i.z))); -PV0i.z = R0i.z; -// 1 -R4i.x = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[6].x) + intBitsToFloat(PV0i.x))); -PV1i.x = R4i.x; -R4i.y = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[6].y) + intBitsToFloat(PV0i.y))); -PV1i.y = R4i.y; -R0i.z = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[6].z) + intBitsToFloat(PV0i.z))); -PV1i.z = R0i.z; -// 2 -R4i.x = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[8].x) + intBitsToFloat(PV1i.x))); -PV0i.x = R4i.x; -R4i.y = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[8].y) + intBitsToFloat(PV1i.y))); -PV0i.y = R4i.y; -R0i.z = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[8].z) + intBitsToFloat(PV1i.z))); -PV0i.z = R0i.z; -// 3 -R4i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(uf_remappedPS[13].x)/ resScale); -R4i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(uf_remappedPS[13].y)/ resScale); -R0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(uf_remappedPS[13].z)/ resScale); -PV1i.z = R0i.z; -// 4 -R4i.w = PV1i.z; -R4i.w = clampFI32(R4i.w); -} -if( activeMaskStackC[4] == true ) { -R0i.x = floatBitsToInt(texture(textureUnitPS4, vec3(intBitsToFloat(R4i.xy), intBitsToFloat(R4i.w)))); -} -if( activeMaskStackC[4] == true ) { -// 0 -R127i.x = floatBitsToInt(-(intBitsToFloat(R6i.w)) + intBitsToFloat(R0i.x)); -PV0i.z = floatBitsToInt(intBitsToFloat(R7i.w) + -(intBitsToFloat(0x3eae147b))); -// 1 -PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(0x40c80000)); -// 2 -backupReg0i = R6i.w; -R6i.w = floatBitsToInt((intBitsToFloat(R127i.x) * intBitsToFloat(PV1i.y) + intBitsToFloat(backupReg0i))); -} -activeMaskStackC[3] = activeMaskStack[2] == true && activeMaskStackC[2] == true; -activeMaskStack[2] = activeMaskStack[2] == false; -activeMaskStackC[3] = activeMaskStack[2] == true && activeMaskStackC[2] == true; -if( activeMaskStackC[3] == true ) { -// 0 -R127i.x = floatBitsToInt(-(intBitsToFloat(R0i.x)) + 1.0); -PV0i.z = floatBitsToInt(intBitsToFloat(R0i.y) + -(0.5)); -PV0i.w = floatBitsToInt(intBitsToFloat(R6i.x) + -(0.5)); -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -// 2 -PV0i.w = floatBitsToInt(max(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.x))); -// 3 -PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(0x3ecccccd))); -// 4 -PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(0x41200000)); -PV0i.y = clampFI32(PV0i.y); -// 5 -R6i.w = floatBitsToInt((intBitsToFloat(R127i.x) * intBitsToFloat(PV0i.y) + intBitsToFloat(R0i.x))); -} -activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true; -activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; -if( activeMaskStackC[1] == true ) { -activeMaskStack[1] = activeMaskStack[0]; -activeMaskStackC[2] = activeMaskStackC[1]; -// 0 -PV0i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[22].z) * 1.0); -PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[22].y) * 1.0); -PV0i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[22].x) * 1.0); -// 1 -R123i.y = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[23].z) + intBitsToFloat(PV0i.x))); -PV1i.y = R123i.y; -R123i.z = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[23].y) + intBitsToFloat(PV0i.y))); -PV1i.z = R123i.z; -R123i.w = floatBitsToInt((intBitsToFloat(R5i.w) * intBitsToFloat(uf_remappedPS[23].x) + intBitsToFloat(PV0i.z))); -PV1i.w = R123i.w; -// 2 -R123i.x = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[24].x) + intBitsToFloat(PV1i.w))); -PV0i.x = R123i.x; -R123i.z = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[24].z) + intBitsToFloat(PV1i.y))); -PV0i.z = R123i.z; -R123i.w = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(uf_remappedPS[24].y) + intBitsToFloat(PV1i.z))); -PV0i.w = R123i.w; -// 3 -R1i.x = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[25].x) + intBitsToFloat(PV0i.x))); -PV1i.x = R1i.x; -R1i.y = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[25].y) + intBitsToFloat(PV0i.w))); -PV1i.y = R1i.y; -R2i.z = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[25].z) + intBitsToFloat(PV0i.z))); -// 4 -PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5)); -PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5)); -// 5 -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -// 6 -PV0i.x = ((0.5 > intBitsToFloat(PV1i.z))?int(0xFFFFFFFF):int(0x0)); -PV0i.y = ((0.5 > intBitsToFloat(PV1i.w))?int(0xFFFFFFFF):int(0x0)); -// 7 -R0i.w = ((PV0i.y == 0)?(0):(PV0i.x)); -// 8 -predResult = (R0i.w != 0); -activeMaskStack[1] = predResult; -activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; -} -else { -activeMaskStack[1] = false; -activeMaskStackC[2] = false; -} -if( activeMaskStackC[2] == true ) { -// 0 -R0i.xyz = floatBitsToInt(vec3(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.x)) + vec3(intBitsToFloat(uf_remappedPS[26].x) / resScale,intBitsToFloat(uf_remappedPS[26].y) / resScale,intBitsToFloat(uf_remappedPS[27].x) / resScale)); -R0i.w = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(uf_remappedPS[27].y)/ resScale); // -// 1 -backupReg0i = R1i.x; -backupReg1i = R1i.y; -backupReg0i = R1i.x; -backupReg1i = R1i.y; -R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg0i)) + vec3(intBitsToFloat(uf_remappedPS[28].x) / resScale,intBitsToFloat(uf_remappedPS[28].y) / resScale,intBitsToFloat(uf_remappedPS[29].x) / resScale)); -R1i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(uf_remappedPS[29].y) / resScale); // -} -if( activeMaskStackC[2] == true ) { -R0i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).x); -R2i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.zw)).x); -R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); -R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); -} -if( activeMaskStackC[2] == true ) { -// 0 -backupReg0i = R0i.x; -PV0i.x = floatBitsToInt(intBitsToFloat(R2i.z) + -(intBitsToFloat(R1i.x))); -PV0i.y = floatBitsToInt(intBitsToFloat(R2i.z) + -(intBitsToFloat(backupReg0i))); -PV0i.z = floatBitsToInt(intBitsToFloat(R2i.z) + -(intBitsToFloat(R2i.x))); -// 1 -PV1i.x = floatBitsToInt(intBitsToFloat(R2i.z) + -(intBitsToFloat(R3i.x))); -PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(uf_remappedPS[26].w)); -PV1i.y = clampFI32(PV1i.y); -PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(uf_remappedPS[26].w)); -PV1i.z = clampFI32(PV1i.z); -PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(uf_remappedPS[26].w)); -PV1i.w = clampFI32(PV1i.w); -// 2 -PV0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.y)) + 1.0); -R127i.y = floatBitsToInt(-(intBitsToFloat(PV1i.w)) + 1.0); -PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(uf_remappedPS[26].w)); -PV0i.z = clampFI32(PV0i.z); -PV0i.w = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 1.0); -// 3 -R126i.y = floatBitsToInt(-(intBitsToFloat(PV0i.z)) + 1.0); -PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(PV0i.x)); -// 4 -PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R127i.y)); -// 5 -PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R126i.y)); -// 6 -R0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) * 0.25); -} -activeMaskStack[1] = activeMaskStack[1] == false; -activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true; -if( activeMaskStackC[2] == true ) { -// 0 -R0i.w = 0x3f800000; -} -activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; -if( activeMaskStackC[1] == true ) { -// 0 -PV0i.x = R6i.w; -PV0i.y = R0i.w; -PV0i.z = floatBitsToInt(intBitsToFloat(R6i.w) * intBitsToFloat(R0i.w)); -R0i.w = 0; -// 1 -R0i.x = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(uf_remappedPS[30].x) + intBitsToFloat(uf_remappedPS[30].y))); -R0i.y = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(uf_remappedPS[30].x) + intBitsToFloat(uf_remappedPS[30].y))); -R0i.z = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(uf_remappedPS[30].x) + intBitsToFloat(uf_remappedPS[30].y))); -} -// export -passPixelColor0 = vec4(intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.y)*shadowExposure, intBitsToFloat(R0i.z)*shadowExposure, intBitsToFloat(R0i.w)); -} diff --git a/Resolutions/XenobladeX_Resolution/b3fb199c73caa796_00000000000003c9_ps.txt b/Resolutions/XenobladeX_Resolution/b3fb199c73caa796_00000000000003c9_ps.txt deleted file mode 100644 index 62d0ea0b..00000000 --- a/Resolutions/XenobladeX_Resolution/b3fb199c73caa796_00000000000003c9_ps.txt +++ /dev/null @@ -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 -} diff --git a/Resolutions/XenobladeX_Resolution/d8e69e8df8c227f5_00000000000003c9_ps.txt b/Resolutions/XenobladeX_Resolution/d8e69e8df8c227f5_00000000000003c9_ps.txt deleted file mode 100644 index f82dac7a..00000000 --- a/Resolutions/XenobladeX_Resolution/d8e69e8df8c227f5_00000000000003c9_ps.txt +++ /dev/null @@ -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; -} diff --git a/Resolutions/XenobladeX_Resolution/e412d30f981be3b5_0000000000000000_vs.txt b/Resolutions/XenobladeX_Resolution/e412d30f981be3b5_0000000000000000_vs.txt deleted file mode 100644 index f03b6cf1..00000000 --- a/Resolutions/XenobladeX_Resolution/e412d30f981be3b5_0000000000000000_vs.txt +++ /dev/null @@ -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 0.5. .1 better right side..butprobalby breaks left -//2.0 for grid align -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); -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 -} diff --git a/Resolutions/XenobladeX_Resolution/rules.txt b/Resolutions/XenobladeX_Resolution/rules.txt index 9a2ded52..7df05448 100644 --- a/Resolutions/XenobladeX_Resolution/rules.txt +++ b/Resolutions/XenobladeX_Resolution/rules.txt @@ -16,17 +16,6 @@ $dither = 0.01 $scaleShader = 1.0 $scaleBlur = 0.05 -[Preset] -name = 3840x720 (48:9) -$width = 3840 -$height = 720 -$gameWidth = 1280 -$gameHeight = 720 -$internalRes = 1.0 -$dither = 0.01 -$scaleShader = 1.0 -$scaleBlur = 0.05 - // Quality [Preset] @@ -62,17 +51,6 @@ $dither = 0.15 $scaleShader = (1440.0/1080.0) $scaleBlur = 0.5 -[Preset] -name = 5760x1080 (48:9 HD) -$width = 2560 -$height = 1080 -$gameWidth = 1280 -$gameHeight = 720 -$internalRes = 1.0 -$dither = 0.15 -$scaleShader = (1440.0/1080.0) -$scaleBlur = 0.5 - [Preset] name = 1920x1200 (10:9 HD) $width = 1920 @@ -84,17 +62,19 @@ $dither = 0.15 $scaleShader = (1440.0/1200.0) $scaleBlur = 0.5 + [Preset] -name = 2560x1440 (Native x2) +name = 2560x1440 $width = 2560 $height = 1440 $gameWidth = 1280 $gameHeight = 720 -$internalRes = 1.0 -$dither = 0.1 -$scaleShader = 1.0 +$internalRes = 0.75 +$dither = 0.15 +$scaleShader = (1440.0/1080.0) $scaleBlur = 0.5 + [Preset] name = 3440x1440 (21:9) $width = 3440 @@ -106,27 +86,6 @@ $dither = 0.1 $scaleShader = 1.0 $scaleBlur = 0.5 -[Preset] -name = 7680x1440 (48:9) -$width = 7680 -$height = 1440 -$gameWidth = 1280 -$gameHeight = 720 -$internalRes = 1.0 -$dither = 0.1 -$scaleShader = 1.0 -$scaleBlur = 0.5 - -[Preset] -name = 2560x1440 (Native x2) 1080 FX scaling -$width = 2560 -$height = 1440 -$gameWidth = 1280 -$gameHeight = 720 -$internalRes = 0.75 -$dither = 0.15 -$scaleShader = (1440.0/1080.0) -$scaleBlur = 0.5 [Preset] name = 3200x1800 @@ -139,41 +98,9 @@ $dither = 0.2 $scaleShader = (1440.0/1800.0) $scaleBlur = 0.5 -[Preset] -name = 3840x2160 (4k - Native x3) -$width = 3840 -$height = 2160 -$gameWidth = 1280 -$gameHeight = 720 -$internalRes = 1.0 -$dither = 0.2 -$scaleShader = 1.0 -$scaleBlur = 1.0 [Preset] -name = 5120x2160 (4k 21:9) -$width = 5120 -$height = 2160 -$gameWidth = 1280 -$gameHeight = 720 -$internalRes = 1.0 -$dither = 0.2 -$scaleShader = 1.0 -$scaleBlur = 1.0 - -[Preset] -name = 5120x2160 (4k 48:9) -$width = 11520 -$height = 2160 -$gameWidth = 1280 -$gameHeight = 720 -$internalRes = 1.0 -$dither = 0.2 -$scaleShader = 1.0 -$scaleBlur = 1.0 - -[Preset] -name = 3840x2160 (4k - 1080 FX scaling) +name = 3840x2160 $width = 3840 $height = 2160 $gameWidth = 1280 @@ -184,18 +111,19 @@ $scaleShader = (1440.0/1080.0) #round 1.5 shadow to 2.0 $scaleBlur = 1.0 [Preset] -name = 5120x2880 (Native 4x) +name = 5120x2160 (4k 21:9) $width = 5120 -$height = 2880 +$height = 2160 $gameWidth = 1280 $gameHeight = 720 -$internalRes = 1.0 -$dither = 0.25 -$scaleShader = 1.0 +$internalRes = 0.5 +$dither = 0.2 +$scaleShader = (1440.0/1080.0) #round 1.5 shadow to 2.0 $scaleBlur = 1.0 + [Preset] -name = 5120x2880 (1080 FX scaling) +name = 5120x2880 $width = 5120 $height = 2880 $gameWidth = 1280 @@ -204,32 +132,28 @@ $internalRes = 0.375 $dither = 0.25 $scaleShader = (1440.0/1080.0) $scaleBlur = 1.0 -// Enthusiast - -// Enthusiast - -[Preset] -name = 7680x4320 -$width = 7680 -$height = 4320 -$gameWidth = 1280 -$gameHeight = 720 -$internalRes = 0.5 -$dither = 0.25 -$scaleShader = 1.0 -$scaleBlur = 1.0 - -[Preset] -name = 10240x5760 -$width = 10240 -$height = 5760 -$gameWidth = 1280 -$gameHeight = 720 -$internalRes = 0.5 -$dither = 0.25 -$scaleShader = 1.0 -$scaleBlur = 1.0 +#[Preset] +#name = 7680x4320 +#$width = 7680 +#$height = 4320 +#$gameWidth = 1280 +#$gameHeight = 720 +#$internalRes = 0.5 +#$dither = 0.25 +#$scaleShader = 1.0 +#$scaleBlur = 1.0 +# +#[Preset] +#name = 10240x5760 +#$width = 10240 +#$height = 5760 +#$gameWidth = 1280 +#$gameHeight = 720 +#$internalRes = 0.5 +#$dither = 0.25 +#$scaleShader = 1.0 +#$scaleBlur = 1.0 #[TextureRedefine] #formats = 0x1a @@ -298,7 +222,6 @@ formats = 0x005 overwriteWidth = ($height/$gameHeight) * (1024*$scaleShader*$internalRes) overwriteHeight = ($height/$gameHeight) * (1024*$scaleShader*$internalRes) - [TextureRedefine] width = 512 height = 288 @@ -422,6 +345,38 @@ formats = 0x816 #0x820,0x816 #,0x035,0x034,0x033,0x032,0x031 overwriteWidth = ($width/$gameWidth) * (64*$internalRes) overwriteHeight = ($height/$gameHeight) * (32*$internalRes) + +#[TextureRedefine] #shader fixes removed, disabled +#width = 32 +#height = 16 +#formatsExcluded = 0x431,0x035,0x034,0x033,0x031 +#overwriteWidth = ($width/$gameWidth) * (32*$internalRes) +#overwriteHeight = ($height/$gameHeight) * (16*$internalRes) +# +#[TextureRedefine] # +#width = 16 +#height = 16 +#formats = 0x816 #0x008 ,0x431,0x031 +##formatsExcluded = 0x431,0x035,0x034,0x033,0x031,0x806 +#overwriteWidth = ($width/$gameWidth) * (16*$internalRes) +#overwriteHeight = ($height/$gameHeight) * (8*$internalRes) +# +#[TextureRedefine] # +#width = 16 +#height = 8 +#formats = 0x81e,0x80e,0x806 #0x008 ,0x431,0x031 +##formatsExcluded = 0x431,0x035,0x034,0x033,0x031,0x806 +#overwriteWidth = ($width/$gameWidth) * (16*$internalRes) +#overwriteHeight = ($height/$gameHeight) * (8*$internalRes) +# +#[TextureRedefine] # +#width = 8 +#height = 8 +#formats = 0x806 #,0x81e,0x80e # ,0x431,0x031 +###formatsExcluded = 0x431,0x035,0x034,0x033,0x031,0x806 +#overwriteWidth = ($width/$gameWidth) * (8*$internalRes) +#overwriteHeight = ($height/$gameHeight) * (8*$internalRes) + #[TextureRedefine] # #width = 32 #height = 32