[Mario Tennis] add build script

This commit is contained in:
Michael 2017-10-18 17:01:07 -07:00
parent cd1d4183f2
commit 1d345b2fb1
50 changed files with 188 additions and 3856 deletions

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 7658289ba65cb755
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
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 = passParameterSem137;
R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz * bloomFactor);
// 0
R0f.y = intBitsToFloat(0x3f000000);
R2f.w = 1.0;
R0f.x = (texture(textureUnitPS4, R0f.yy).x);
// 0
backupReg0f = R0f.x;
PV0f.x = backupReg0f + intBitsToFloat(0x3a83126f);
// 1
PS1f = 1.0 / PV0f.x;
// 2
PV0f.z = PS1f * intBitsToFloat(uf_remappedPS[0].x);
// 3
PV1f.y = max(PV0f.z, intBitsToFloat(0x3d800000));
// 4
PV0f.x = min(PV1f.y, intBitsToFloat(0x41800000));
// 5
R2f.x = mul_nonIEEE(R1f.x, PV0f.x);
R2f.y = mul_nonIEEE(R1f.y, PV0f.x);
R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 971a39bb79e32fd1
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 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 = passParameterSem136;
R1f = passParameterSem137;
R2f.x = (texture(textureUnitPS1, R1f.xy).x);
R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
PV0f.z = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = R2f.x + -(1.0);
// 1
R123f.x = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.y);
PV1f.x = R123f.x;
R1f.z = intBitsToFloat(((PV0f.w >= 0.0)?(floatBitsToInt(1.0)):(0)));
R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.z);
PV1f.w = R123f.w;
// 2
R123f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.x);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.w);
PV0f.z = R123f.z;
// 3
R123f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + PV0f.y);
PV1f.x = R123f.x;
R0f.w = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + PV0f.z);
// 4
R1f.w = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
R0f.z = 1.0 / PV1f.x;
PS0f = R0f.z;
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
PV0f.x = -(R1f.w) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.y = R0f.w * R0f.z;
R127f.z = R1f.x + intBitsToFloat(0x3a83126f);
// 1
PV1f.y = -(PV0f.y) + -(R1f.w);
PS1f = 1.0 / PV0f.x;
// 2
R127f.w = mul_nonIEEE(PS1f, PV1f.y);
R127f.w = clamp(R127f.w, 0.0, 1.0);
PV0f.w = R127f.w;
R126f.w = 1.0 / R127f.z;
PS0f = R126f.w;
// 3
R123f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(uf_remappedPS[6].y));
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
// 4
R127f.y = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].w)) + intBitsToFloat(uf_remappedPS[6].w));
R127f.y = clamp(R127f.y, 0.0, 1.0);
R123f.z = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(uf_remappedPS[6].z));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV0f.z = R123f.z;
PV0f.w = -(PV1f.x) + 1.0;
// 5
PV1f.x = min(PV0f.z, PV0f.w);
PV1f.z = R126f.w * intBitsToFloat(uf_remappedPS[7].x);
// 6
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
PV0f.z = R127f.y + PV1f.x;
// 7
PV1f.x = min(PV0f.y, intBitsToFloat(0x41800000));
R127f.y = min(PV0f.z, intBitsToFloat(0x3f7efeff));
PV1f.y = R127f.y;
// 8
backupReg0f = R3f.x;
backupReg1f = R3f.y;
backupReg2f = R3f.z;
R3f.x = mul_nonIEEE(backupReg0f, PV1f.x);
R3f.y = mul_nonIEEE(backupReg1f, PV1f.x);
R3f.z = mul_nonIEEE(backupReg2f, PV1f.x);
PV0f.w = -(PV1f.y) + 1.0;
// 9
R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
// export
passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader e1d2a971c93cd82a
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 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 = passParameterSem136;
R1f = passParameterSem137;
R0f.z = (texture(textureUnitPS1, R1f.xy).x);
R2f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
// 1
R123f.x = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.y);
PV1f.x = R123f.x;
R123f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.w);
PV1f.z = R123f.z;
// 2
R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.x);
R0f.w = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.z);
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
R127f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + R1f.y);
R127f.y = R1f.x + intBitsToFloat(0x3a83126f);
R123f.z = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + R0f.w);
PV0f.z = R123f.z;
// 1
R126f.x = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
PV1f.x = R126f.x;
PS1f = 1.0 / PV0f.z;
// 2
PV0f.z = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.w = R127f.x * PS1f;
PS0f = 1.0 / R127f.y;
// 3
PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[5].x);
PV1f.w = -(PV0f.w) + -(R126f.x);
PS1f = 1.0 / PV0f.z;
// 4
R126f.x = mul_nonIEEE(PS1f, PV1f.w);
R126f.x = clamp(R126f.x, 0.0, 1.0);
PV0f.x = R126f.x;
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
// 5
R127f.x = min(PV0f.y, intBitsToFloat(0x41800000));
PV1f.x = R127f.x;
R123f.z = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(uf_remappedPS[7].y));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV1f.z = R123f.z;
// 6
R0f.x = mul_nonIEEE(R2f.x, PV1f.x);
R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(uf_remappedPS[7].z));
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV0f.y = R123f.y;
PV0f.z = -(PV1f.z) + 1.0;
R127f.w = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].w)) + intBitsToFloat(uf_remappedPS[7].w));
R127f.w = clamp(R127f.w, 0.0, 1.0);
R0f.y = mul_nonIEEE(R2f.y, PV1f.x);
PS0f = R0f.y;
// 7
R0f.z = mul_nonIEEE(R2f.z, R127f.x);
PV1f.w = min(PV0f.y, PV0f.z);
// 8
R0f.w = R127f.w + PV1f.w;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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[Definition]
titleIds = 0005000010135700,000500001012B100,0005000010128F00,0005000210128F01
name = "Sonic Lost World - 5120x2880"
version = 2
[TextureRedefine]
width = 1280
height = 720
tileModesExcluded = 0x001
overwriteWidth = 5120
overwriteHeight = 2880
[TextureRedefine]
width = 640
height = 360
tileModesExcluded = 0x001
overwriteWidth = 2560
overwriteHeight = 1440
[TextureRedefine]
width = 320
height = 180
overwriteWidth = 1280
overwriteHeight = 720
[TextureRedefine]
width = 160
height = 90
overwriteWidth = 640
overwriteHeight = 360
[TextureRedefine] # gamepad
width = 854
height = 480
overwriteWidth = 2560
overwriteHeight = 1440
[TextureRedefine]
width = 560
height = 315
overwriteWidth = 2240
overwriteHeight = 1260

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 7658289ba65cb755
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
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 = passParameterSem137;
R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz * bloomFactor);
// 0
R0f.y = intBitsToFloat(0x3f000000);
R2f.w = 1.0;
R0f.x = (texture(textureUnitPS4, R0f.yy).x);
// 0
backupReg0f = R0f.x;
PV0f.x = backupReg0f + intBitsToFloat(0x3a83126f);
// 1
PS1f = 1.0 / PV0f.x;
// 2
PV0f.z = PS1f * intBitsToFloat(uf_remappedPS[0].x);
// 3
PV1f.y = max(PV0f.z, intBitsToFloat(0x3d800000));
// 4
PV0f.x = min(PV1f.y, intBitsToFloat(0x41800000));
// 5
R2f.x = mul_nonIEEE(R1f.x, PV0f.x);
R2f.y = mul_nonIEEE(R1f.y, PV0f.x);
R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 971a39bb79e32fd1
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 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 = passParameterSem136;
R1f = passParameterSem137;
R2f.x = (texture(textureUnitPS1, R1f.xy).x);
R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
PV0f.z = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = R2f.x + -(1.0);
// 1
R123f.x = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.y);
PV1f.x = R123f.x;
R1f.z = intBitsToFloat(((PV0f.w >= 0.0)?(floatBitsToInt(1.0)):(0)));
R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.z);
PV1f.w = R123f.w;
// 2
R123f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.x);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.w);
PV0f.z = R123f.z;
// 3
R123f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + PV0f.y);
PV1f.x = R123f.x;
R0f.w = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + PV0f.z);
// 4
R1f.w = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
R0f.z = 1.0 / PV1f.x;
PS0f = R0f.z;
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
PV0f.x = -(R1f.w) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.y = R0f.w * R0f.z;
R127f.z = R1f.x + intBitsToFloat(0x3a83126f);
// 1
PV1f.y = -(PV0f.y) + -(R1f.w);
PS1f = 1.0 / PV0f.x;
// 2
R127f.w = mul_nonIEEE(PS1f, PV1f.y);
R127f.w = clamp(R127f.w, 0.0, 1.0);
PV0f.w = R127f.w;
R126f.w = 1.0 / R127f.z;
PS0f = R126f.w;
// 3
R123f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(uf_remappedPS[6].y));
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
// 4
R127f.y = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].w)) + intBitsToFloat(uf_remappedPS[6].w));
R127f.y = clamp(R127f.y, 0.0, 1.0);
R123f.z = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(uf_remappedPS[6].z));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV0f.z = R123f.z;
PV0f.w = -(PV1f.x) + 1.0;
// 5
PV1f.x = min(PV0f.z, PV0f.w);
PV1f.z = R126f.w * intBitsToFloat(uf_remappedPS[7].x);
// 6
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
PV0f.z = R127f.y + PV1f.x;
// 7
PV1f.x = min(PV0f.y, intBitsToFloat(0x41800000));
R127f.y = min(PV0f.z, intBitsToFloat(0x3f7efeff));
PV1f.y = R127f.y;
// 8
backupReg0f = R3f.x;
backupReg1f = R3f.y;
backupReg2f = R3f.z;
R3f.x = mul_nonIEEE(backupReg0f, PV1f.x);
R3f.y = mul_nonIEEE(backupReg1f, PV1f.x);
R3f.z = mul_nonIEEE(backupReg2f, PV1f.x);
PV0f.w = -(PV1f.y) + 1.0;
// 9
R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
// export
passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader e1d2a971c93cd82a
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 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 = passParameterSem136;
R1f = passParameterSem137;
R0f.z = (texture(textureUnitPS1, R1f.xy).x);
R2f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
// 1
R123f.x = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.y);
PV1f.x = R123f.x;
R123f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.w);
PV1f.z = R123f.z;
// 2
R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.x);
R0f.w = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.z);
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
R127f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + R1f.y);
R127f.y = R1f.x + intBitsToFloat(0x3a83126f);
R123f.z = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + R0f.w);
PV0f.z = R123f.z;
// 1
R126f.x = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
PV1f.x = R126f.x;
PS1f = 1.0 / PV0f.z;
// 2
PV0f.z = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.w = R127f.x * PS1f;
PS0f = 1.0 / R127f.y;
// 3
PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[5].x);
PV1f.w = -(PV0f.w) + -(R126f.x);
PS1f = 1.0 / PV0f.z;
// 4
R126f.x = mul_nonIEEE(PS1f, PV1f.w);
R126f.x = clamp(R126f.x, 0.0, 1.0);
PV0f.x = R126f.x;
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
// 5
R127f.x = min(PV0f.y, intBitsToFloat(0x41800000));
PV1f.x = R127f.x;
R123f.z = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(uf_remappedPS[7].y));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV1f.z = R123f.z;
// 6
R0f.x = mul_nonIEEE(R2f.x, PV1f.x);
R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(uf_remappedPS[7].z));
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV0f.y = R123f.y;
PV0f.z = -(PV1f.z) + 1.0;
R127f.w = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].w)) + intBitsToFloat(uf_remappedPS[7].w));
R127f.w = clamp(R127f.w, 0.0, 1.0);
R0f.y = mul_nonIEEE(R2f.y, PV1f.x);
PS0f = R0f.y;
// 7
R0f.z = mul_nonIEEE(R2f.z, R127f.x);
PV1f.w = min(PV0f.y, PV0f.z);
// 8
R0f.w = R127f.w + PV1f.w;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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[Definition]
titleIds = 0005000010135700,000500001012B100,0005000010128F00,0005000210128F01
name = "Sonic Lost World - 7680x4320"
version = 2
[TextureRedefine]
width = 1280
height = 720
tileModesExcluded = 0x001
overwriteWidth = 7680
overwriteHeight = 4320
[TextureRedefine]
width = 640
height = 360
tileModesExcluded = 0x001
overwriteWidth = 3840
overwriteHeight = 2160
[TextureRedefine]
width = 320
height = 180
overwriteWidth = 1920
overwriteHeight = 1080
[TextureRedefine]
width = 160
height = 90
overwriteWidth = 960
overwriteHeight = 540
[TextureRedefine] # gamepad
width = 854
height = 480
overwriteWidth = 2560
overwriteHeight = 1440
[TextureRedefine]
width = 560
height = 315
overwriteWidth = 3360
overwriteHeight = 1890

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 7658289ba65cb755
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
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 = passParameterSem137;
R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz * bloomFactor);
// 0
R0f.y = intBitsToFloat(0x3f000000);
R2f.w = 1.0;
R0f.x = (texture(textureUnitPS4, R0f.yy).x);
// 0
backupReg0f = R0f.x;
PV0f.x = backupReg0f + intBitsToFloat(0x3a83126f);
// 1
PS1f = 1.0 / PV0f.x;
// 2
PV0f.z = PS1f * intBitsToFloat(uf_remappedPS[0].x);
// 3
PV1f.y = max(PV0f.z, intBitsToFloat(0x3d800000));
// 4
PV0f.x = min(PV1f.y, intBitsToFloat(0x41800000));
// 5
R2f.x = mul_nonIEEE(R1f.x, PV0f.x);
R2f.y = mul_nonIEEE(R1f.y, PV0f.x);
R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 971a39bb79e32fd1
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 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 = passParameterSem136;
R1f = passParameterSem137;
R2f.x = (texture(textureUnitPS1, R1f.xy).x);
R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
PV0f.z = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = R2f.x + -(1.0);
// 1
R123f.x = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.y);
PV1f.x = R123f.x;
R1f.z = intBitsToFloat(((PV0f.w >= 0.0)?(floatBitsToInt(1.0)):(0)));
R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.z);
PV1f.w = R123f.w;
// 2
R123f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.x);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.w);
PV0f.z = R123f.z;
// 3
R123f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + PV0f.y);
PV1f.x = R123f.x;
R0f.w = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + PV0f.z);
// 4
R1f.w = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
R0f.z = 1.0 / PV1f.x;
PS0f = R0f.z;
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
PV0f.x = -(R1f.w) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.y = R0f.w * R0f.z;
R127f.z = R1f.x + intBitsToFloat(0x3a83126f);
// 1
PV1f.y = -(PV0f.y) + -(R1f.w);
PS1f = 1.0 / PV0f.x;
// 2
R127f.w = mul_nonIEEE(PS1f, PV1f.y);
R127f.w = clamp(R127f.w, 0.0, 1.0);
PV0f.w = R127f.w;
R126f.w = 1.0 / R127f.z;
PS0f = R126f.w;
// 3
R123f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(uf_remappedPS[6].y));
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
// 4
R127f.y = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].w)) + intBitsToFloat(uf_remappedPS[6].w));
R127f.y = clamp(R127f.y, 0.0, 1.0);
R123f.z = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(uf_remappedPS[6].z));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV0f.z = R123f.z;
PV0f.w = -(PV1f.x) + 1.0;
// 5
PV1f.x = min(PV0f.z, PV0f.w);
PV1f.z = R126f.w * intBitsToFloat(uf_remappedPS[7].x);
// 6
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
PV0f.z = R127f.y + PV1f.x;
// 7
PV1f.x = min(PV0f.y, intBitsToFloat(0x41800000));
R127f.y = min(PV0f.z, intBitsToFloat(0x3f7efeff));
PV1f.y = R127f.y;
// 8
backupReg0f = R3f.x;
backupReg1f = R3f.y;
backupReg2f = R3f.z;
R3f.x = mul_nonIEEE(backupReg0f, PV1f.x);
R3f.y = mul_nonIEEE(backupReg1f, PV1f.x);
R3f.z = mul_nonIEEE(backupReg2f, PV1f.x);
PV0f.w = -(PV1f.y) + 1.0;
// 9
R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
// export
passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader e1d2a971c93cd82a
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 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 = passParameterSem136;
R1f = passParameterSem137;
R0f.z = (texture(textureUnitPS1, R1f.xy).x);
R2f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
// 1
R123f.x = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.y);
PV1f.x = R123f.x;
R123f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.w);
PV1f.z = R123f.z;
// 2
R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.x);
R0f.w = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.z);
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
R127f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + R1f.y);
R127f.y = R1f.x + intBitsToFloat(0x3a83126f);
R123f.z = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + R0f.w);
PV0f.z = R123f.z;
// 1
R126f.x = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
PV1f.x = R126f.x;
PS1f = 1.0 / PV0f.z;
// 2
PV0f.z = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.w = R127f.x * PS1f;
PS0f = 1.0 / R127f.y;
// 3
PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[5].x);
PV1f.w = -(PV0f.w) + -(R126f.x);
PS1f = 1.0 / PV0f.z;
// 4
R126f.x = mul_nonIEEE(PS1f, PV1f.w);
R126f.x = clamp(R126f.x, 0.0, 1.0);
PV0f.x = R126f.x;
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
// 5
R127f.x = min(PV0f.y, intBitsToFloat(0x41800000));
PV1f.x = R127f.x;
R123f.z = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(uf_remappedPS[7].y));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV1f.z = R123f.z;
// 6
R0f.x = mul_nonIEEE(R2f.x, PV1f.x);
R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(uf_remappedPS[7].z));
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV0f.y = R123f.y;
PV0f.z = -(PV1f.z) + 1.0;
R127f.w = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].w)) + intBitsToFloat(uf_remappedPS[7].w));
R127f.w = clamp(R127f.w, 0.0, 1.0);
R0f.y = mul_nonIEEE(R2f.y, PV1f.x);
PS0f = R0f.y;
// 7
R0f.z = mul_nonIEEE(R2f.z, R127f.x);
PV1f.w = min(PV0f.y, PV0f.z);
// 8
R0f.w = R127f.w + PV1f.w;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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@ -1,42 +0,0 @@
[Definition]
titleIds = 0005000010135700,000500001012B100,0005000010128F00,0005000210128F01
name = "Sonic Lost World - 10240x5760"
version = 2
[TextureRedefine]
width = 1280
height = 720
tileModesExcluded = 0x001
overwriteWidth = 10240
overwriteHeight = 5760
[TextureRedefine]
width = 640
height = 360
tileModesExcluded = 0x001
overwriteWidth = 5120
overwriteHeight = 2880
[TextureRedefine]
width = 320
height = 180
overwriteWidth = 2560
overwriteHeight = 1440
[TextureRedefine]
width = 160
height = 90
overwriteWidth = 1280
overwriteHeight = 720
[TextureRedefine] # gamepad
width = 854
height = 480
overwriteWidth = 2560
overwriteHeight = 1440
[TextureRedefine]
width = 560
height = 315
overwriteWidth = 4480
overwriteHeight = 2520

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@ -1,58 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 7658289ba65cb755
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
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 = passParameterSem137;
R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz * bloomFactor);
// 0
R0f.y = intBitsToFloat(0x3f000000);
R2f.w = 1.0;
R0f.x = (texture(textureUnitPS4, R0f.yy).x);
// 0
backupReg0f = R0f.x;
PV0f.x = backupReg0f + intBitsToFloat(0x3a83126f);
// 1
PS1f = 1.0 / PV0f.x;
// 2
PV0f.z = PS1f * intBitsToFloat(uf_remappedPS[0].x);
// 3
PV1f.y = max(PV0f.z, intBitsToFloat(0x3d800000));
// 4
PV0f.x = min(PV1f.y, intBitsToFloat(0x41800000));
// 5
R2f.x = mul_nonIEEE(R1f.x, PV0f.x);
R2f.y = mul_nonIEEE(R1f.y, PV0f.x);
R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 971a39bb79e32fd1
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 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 = passParameterSem136;
R1f = passParameterSem137;
R2f.x = (texture(textureUnitPS1, R1f.xy).x);
R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
PV0f.z = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = R2f.x + -(1.0);
// 1
R123f.x = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.y);
PV1f.x = R123f.x;
R1f.z = intBitsToFloat(((PV0f.w >= 0.0)?(floatBitsToInt(1.0)):(0)));
R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.z);
PV1f.w = R123f.w;
// 2
R123f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.x);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.w);
PV0f.z = R123f.z;
// 3
R123f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + PV0f.y);
PV1f.x = R123f.x;
R0f.w = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + PV0f.z);
// 4
R1f.w = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
R0f.z = 1.0 / PV1f.x;
PS0f = R0f.z;
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
PV0f.x = -(R1f.w) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.y = R0f.w * R0f.z;
R127f.z = R1f.x + intBitsToFloat(0x3a83126f);
// 1
PV1f.y = -(PV0f.y) + -(R1f.w);
PS1f = 1.0 / PV0f.x;
// 2
R127f.w = mul_nonIEEE(PS1f, PV1f.y);
R127f.w = clamp(R127f.w, 0.0, 1.0);
PV0f.w = R127f.w;
R126f.w = 1.0 / R127f.z;
PS0f = R126f.w;
// 3
R123f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(uf_remappedPS[6].y));
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
// 4
R127f.y = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].w)) + intBitsToFloat(uf_remappedPS[6].w));
R127f.y = clamp(R127f.y, 0.0, 1.0);
R123f.z = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(uf_remappedPS[6].z));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV0f.z = R123f.z;
PV0f.w = -(PV1f.x) + 1.0;
// 5
PV1f.x = min(PV0f.z, PV0f.w);
PV1f.z = R126f.w * intBitsToFloat(uf_remappedPS[7].x);
// 6
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
PV0f.z = R127f.y + PV1f.x;
// 7
PV1f.x = min(PV0f.y, intBitsToFloat(0x41800000));
R127f.y = min(PV0f.z, intBitsToFloat(0x3f7efeff));
PV1f.y = R127f.y;
// 8
backupReg0f = R3f.x;
backupReg1f = R3f.y;
backupReg2f = R3f.z;
R3f.x = mul_nonIEEE(backupReg0f, PV1f.x);
R3f.y = mul_nonIEEE(backupReg1f, PV1f.x);
R3f.z = mul_nonIEEE(backupReg2f, PV1f.x);
PV0f.w = -(PV1f.y) + 1.0;
// 9
R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
// export
passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}

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@ -1,102 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader e1d2a971c93cd82a
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 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 = passParameterSem136;
R1f = passParameterSem137;
R0f.z = (texture(textureUnitPS1, R1f.xy).x);
R2f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
// 1
R123f.x = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.y);
PV1f.x = R123f.x;
R123f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.w);
PV1f.z = R123f.z;
// 2
R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.x);
R0f.w = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.z);
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
R127f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + R1f.y);
R127f.y = R1f.x + intBitsToFloat(0x3a83126f);
R123f.z = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + R0f.w);
PV0f.z = R123f.z;
// 1
R126f.x = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
PV1f.x = R126f.x;
PS1f = 1.0 / PV0f.z;
// 2
PV0f.z = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.w = R127f.x * PS1f;
PS0f = 1.0 / R127f.y;
// 3
PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[5].x);
PV1f.w = -(PV0f.w) + -(R126f.x);
PS1f = 1.0 / PV0f.z;
// 4
R126f.x = mul_nonIEEE(PS1f, PV1f.w);
R126f.x = clamp(R126f.x, 0.0, 1.0);
PV0f.x = R126f.x;
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
// 5
R127f.x = min(PV0f.y, intBitsToFloat(0x41800000));
PV1f.x = R127f.x;
R123f.z = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(uf_remappedPS[7].y));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV1f.z = R123f.z;
// 6
R0f.x = mul_nonIEEE(R2f.x, PV1f.x);
R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(uf_remappedPS[7].z));
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV0f.y = R123f.y;
PV0f.z = -(PV1f.z) + 1.0;
R127f.w = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].w)) + intBitsToFloat(uf_remappedPS[7].w));
R127f.w = clamp(R127f.w, 0.0, 1.0);
R0f.y = mul_nonIEEE(R2f.y, PV1f.x);
PS0f = R0f.y;
// 7
R0f.z = mul_nonIEEE(R2f.z, R127f.x);
PV1f.w = min(PV0f.y, PV0f.z);
// 8
R0f.w = R127f.w + PV1f.w;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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@ -1,42 +0,0 @@
[Definition]
titleIds = 0005000010135700,000500001012B100,0005000010128F00,0005000210128F01
name = "Sonic Lost World - 640x360"
version = 2
[TextureRedefine]
width = 1280
height = 720
tileModesExcluded = 0x001
overwriteWidth = 640
overwriteHeight = 360
[TextureRedefine]
width = 640
height = 360
tileModesExcluded = 0x001
overwriteWidth = 320
overwriteHeight = 180
[TextureRedefine]
width = 320
height = 180
overwriteWidth = 160
overwriteHeight = 90
[TextureRedefine]
width = 160
height = 90
overwriteWidth = 80
overwriteHeight = 45
[TextureRedefine]
width = 854
height = 480
overwriteWidth = 427
overwriteHeight = 240
[TextureRedefine]
width = 560
height = 315
overwriteWidth = 280
overwriteHeight = 158

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 7658289ba65cb755
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
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 = passParameterSem137;
R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz * bloomFactor);
// 0
R0f.y = intBitsToFloat(0x3f000000);
R2f.w = 1.0;
R0f.x = (texture(textureUnitPS4, R0f.yy).x);
// 0
backupReg0f = R0f.x;
PV0f.x = backupReg0f + intBitsToFloat(0x3a83126f);
// 1
PS1f = 1.0 / PV0f.x;
// 2
PV0f.z = PS1f * intBitsToFloat(uf_remappedPS[0].x);
// 3
PV1f.y = max(PV0f.z, intBitsToFloat(0x3d800000));
// 4
PV0f.x = min(PV1f.y, intBitsToFloat(0x41800000));
// 5
R2f.x = mul_nonIEEE(R1f.x, PV0f.x);
R2f.y = mul_nonIEEE(R1f.y, PV0f.x);
R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 971a39bb79e32fd1
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 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 = passParameterSem136;
R1f = passParameterSem137;
R2f.x = (texture(textureUnitPS1, R1f.xy).x);
R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
PV0f.z = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = R2f.x + -(1.0);
// 1
R123f.x = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.y);
PV1f.x = R123f.x;
R1f.z = intBitsToFloat(((PV0f.w >= 0.0)?(floatBitsToInt(1.0)):(0)));
R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.z);
PV1f.w = R123f.w;
// 2
R123f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.x);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.w);
PV0f.z = R123f.z;
// 3
R123f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + PV0f.y);
PV1f.x = R123f.x;
R0f.w = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + PV0f.z);
// 4
R1f.w = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
R0f.z = 1.0 / PV1f.x;
PS0f = R0f.z;
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
PV0f.x = -(R1f.w) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.y = R0f.w * R0f.z;
R127f.z = R1f.x + intBitsToFloat(0x3a83126f);
// 1
PV1f.y = -(PV0f.y) + -(R1f.w);
PS1f = 1.0 / PV0f.x;
// 2
R127f.w = mul_nonIEEE(PS1f, PV1f.y);
R127f.w = clamp(R127f.w, 0.0, 1.0);
PV0f.w = R127f.w;
R126f.w = 1.0 / R127f.z;
PS0f = R126f.w;
// 3
R123f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(uf_remappedPS[6].y));
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
// 4
R127f.y = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].w)) + intBitsToFloat(uf_remappedPS[6].w));
R127f.y = clamp(R127f.y, 0.0, 1.0);
R123f.z = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(uf_remappedPS[6].z));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV0f.z = R123f.z;
PV0f.w = -(PV1f.x) + 1.0;
// 5
PV1f.x = min(PV0f.z, PV0f.w);
PV1f.z = R126f.w * intBitsToFloat(uf_remappedPS[7].x);
// 6
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
PV0f.z = R127f.y + PV1f.x;
// 7
PV1f.x = min(PV0f.y, intBitsToFloat(0x41800000));
R127f.y = min(PV0f.z, intBitsToFloat(0x3f7efeff));
PV1f.y = R127f.y;
// 8
backupReg0f = R3f.x;
backupReg1f = R3f.y;
backupReg2f = R3f.z;
R3f.x = mul_nonIEEE(backupReg0f, PV1f.x);
R3f.y = mul_nonIEEE(backupReg1f, PV1f.x);
R3f.z = mul_nonIEEE(backupReg2f, PV1f.x);
PV0f.w = -(PV1f.y) + 1.0;
// 9
R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
// export
passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader e1d2a971c93cd82a
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 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 = passParameterSem136;
R1f = passParameterSem137;
R0f.z = (texture(textureUnitPS1, R1f.xy).x);
R2f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
// 1
R123f.x = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.y);
PV1f.x = R123f.x;
R123f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.w);
PV1f.z = R123f.z;
// 2
R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.x);
R0f.w = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.z);
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
R127f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + R1f.y);
R127f.y = R1f.x + intBitsToFloat(0x3a83126f);
R123f.z = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + R0f.w);
PV0f.z = R123f.z;
// 1
R126f.x = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
PV1f.x = R126f.x;
PS1f = 1.0 / PV0f.z;
// 2
PV0f.z = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.w = R127f.x * PS1f;
PS0f = 1.0 / R127f.y;
// 3
PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[5].x);
PV1f.w = -(PV0f.w) + -(R126f.x);
PS1f = 1.0 / PV0f.z;
// 4
R126f.x = mul_nonIEEE(PS1f, PV1f.w);
R126f.x = clamp(R126f.x, 0.0, 1.0);
PV0f.x = R126f.x;
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
// 5
R127f.x = min(PV0f.y, intBitsToFloat(0x41800000));
PV1f.x = R127f.x;
R123f.z = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(uf_remappedPS[7].y));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV1f.z = R123f.z;
// 6
R0f.x = mul_nonIEEE(R2f.x, PV1f.x);
R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(uf_remappedPS[7].z));
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV0f.y = R123f.y;
PV0f.z = -(PV1f.z) + 1.0;
R127f.w = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].w)) + intBitsToFloat(uf_remappedPS[7].w));
R127f.w = clamp(R127f.w, 0.0, 1.0);
R0f.y = mul_nonIEEE(R2f.y, PV1f.x);
PS0f = R0f.y;
// 7
R0f.z = mul_nonIEEE(R2f.z, R127f.x);
PV1f.w = min(PV0f.y, PV0f.z);
// 8
R0f.w = R127f.w + PV1f.w;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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[Definition]
titleIds = 0005000010135700,000500001012B100,0005000010128F00,0005000210128F01
name = "Sonic Lost World - 960x540"
version = 2
[TextureRedefine]
width = 1280
height = 720
tileModesExcluded = 0x001
overwriteWidth = 960
overwriteHeight = 540
[TextureRedefine]
width = 640
height = 360
tileModesExcluded = 0x001
overwriteWidth = 480
overwriteHeight = 270
[TextureRedefine]
width = 320
height = 180
overwriteWidth = 240
overwriteHeight = 135
[TextureRedefine]
width = 160
height = 90
overwriteWidth = 120
overwriteHeight = 68
[TextureRedefine]
width = 854
height = 480
overwriteWidth = 427
overwriteHeight = 240
[TextureRedefine]
width = 560
height = 315
overwriteWidth = 374
overwriteHeight = 210

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 7658289ba65cb755
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
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 = passParameterSem137;
R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz * bloomFactor);
// 0
R0f.y = intBitsToFloat(0x3f000000);
R2f.w = 1.0;
R0f.x = (texture(textureUnitPS4, R0f.yy).x);
// 0
backupReg0f = R0f.x;
PV0f.x = backupReg0f + intBitsToFloat(0x3a83126f);
// 1
PS1f = 1.0 / PV0f.x;
// 2
PV0f.z = PS1f * intBitsToFloat(uf_remappedPS[0].x);
// 3
PV1f.y = max(PV0f.z, intBitsToFloat(0x3d800000));
// 4
PV0f.x = min(PV1f.y, intBitsToFloat(0x41800000));
// 5
R2f.x = mul_nonIEEE(R1f.x, PV0f.x);
R2f.y = mul_nonIEEE(R1f.y, PV0f.x);
R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 971a39bb79e32fd1
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 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 = passParameterSem136;
R1f = passParameterSem137;
R2f.x = (texture(textureUnitPS1, R1f.xy).x);
R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
PV0f.z = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = R2f.x + -(1.0);
// 1
R123f.x = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.y);
PV1f.x = R123f.x;
R1f.z = intBitsToFloat(((PV0f.w >= 0.0)?(floatBitsToInt(1.0)):(0)));
R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.z);
PV1f.w = R123f.w;
// 2
R123f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.x);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.w);
PV0f.z = R123f.z;
// 3
R123f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + PV0f.y);
PV1f.x = R123f.x;
R0f.w = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + PV0f.z);
// 4
R1f.w = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
R0f.z = 1.0 / PV1f.x;
PS0f = R0f.z;
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
PV0f.x = -(R1f.w) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.y = R0f.w * R0f.z;
R127f.z = R1f.x + intBitsToFloat(0x3a83126f);
// 1
PV1f.y = -(PV0f.y) + -(R1f.w);
PS1f = 1.0 / PV0f.x;
// 2
R127f.w = mul_nonIEEE(PS1f, PV1f.y);
R127f.w = clamp(R127f.w, 0.0, 1.0);
PV0f.w = R127f.w;
R126f.w = 1.0 / R127f.z;
PS0f = R126f.w;
// 3
R123f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(uf_remappedPS[6].y));
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
// 4
R127f.y = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].w)) + intBitsToFloat(uf_remappedPS[6].w));
R127f.y = clamp(R127f.y, 0.0, 1.0);
R123f.z = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(uf_remappedPS[6].z));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV0f.z = R123f.z;
PV0f.w = -(PV1f.x) + 1.0;
// 5
PV1f.x = min(PV0f.z, PV0f.w);
PV1f.z = R126f.w * intBitsToFloat(uf_remappedPS[7].x);
// 6
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
PV0f.z = R127f.y + PV1f.x;
// 7
PV1f.x = min(PV0f.y, intBitsToFloat(0x41800000));
R127f.y = min(PV0f.z, intBitsToFloat(0x3f7efeff));
PV1f.y = R127f.y;
// 8
backupReg0f = R3f.x;
backupReg1f = R3f.y;
backupReg2f = R3f.z;
R3f.x = mul_nonIEEE(backupReg0f, PV1f.x);
R3f.y = mul_nonIEEE(backupReg1f, PV1f.x);
R3f.z = mul_nonIEEE(backupReg2f, PV1f.x);
PV0f.w = -(PV1f.y) + 1.0;
// 9
R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
// export
passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader e1d2a971c93cd82a
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 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 = passParameterSem136;
R1f = passParameterSem137;
R0f.z = (texture(textureUnitPS1, R1f.xy).x);
R2f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
// 1
R123f.x = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.y);
PV1f.x = R123f.x;
R123f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.w);
PV1f.z = R123f.z;
// 2
R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.x);
R0f.w = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.z);
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
R127f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + R1f.y);
R127f.y = R1f.x + intBitsToFloat(0x3a83126f);
R123f.z = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + R0f.w);
PV0f.z = R123f.z;
// 1
R126f.x = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
PV1f.x = R126f.x;
PS1f = 1.0 / PV0f.z;
// 2
PV0f.z = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.w = R127f.x * PS1f;
PS0f = 1.0 / R127f.y;
// 3
PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[5].x);
PV1f.w = -(PV0f.w) + -(R126f.x);
PS1f = 1.0 / PV0f.z;
// 4
R126f.x = mul_nonIEEE(PS1f, PV1f.w);
R126f.x = clamp(R126f.x, 0.0, 1.0);
PV0f.x = R126f.x;
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
// 5
R127f.x = min(PV0f.y, intBitsToFloat(0x41800000));
PV1f.x = R127f.x;
R123f.z = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(uf_remappedPS[7].y));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV1f.z = R123f.z;
// 6
R0f.x = mul_nonIEEE(R2f.x, PV1f.x);
R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(uf_remappedPS[7].z));
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV0f.y = R123f.y;
PV0f.z = -(PV1f.z) + 1.0;
R127f.w = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].w)) + intBitsToFloat(uf_remappedPS[7].w));
R127f.w = clamp(R127f.w, 0.0, 1.0);
R0f.y = mul_nonIEEE(R2f.y, PV1f.x);
PS0f = R0f.y;
// 7
R0f.z = mul_nonIEEE(R2f.z, R127f.x);
PV1f.w = min(PV0f.y, PV0f.z);
// 8
R0f.w = R127f.w + PV1f.w;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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@ -1,42 +0,0 @@
[Definition]
titleIds = 0005000010135700,000500001012B100,0005000010128F00,0005000210128F01
name = "Sonic Lost World - 1920x1080"
version = 2
[TextureRedefine]
width = 1280
height = 720
tileModesExcluded = 0x001
overwriteWidth = 1920
overwriteHeight = 1080
[TextureRedefine]
width = 640
height = 360
tileModesExcluded = 0x001
overwriteWidth = 960
overwriteHeight = 540
[TextureRedefine]
width = 320
height = 180
overwriteWidth = 480
overwriteHeight = 270
[TextureRedefine]
width = 160
height = 90
overwriteWidth = 240
overwriteHeight = 135
[TextureRedefine]
width = 854
height = 480
overwriteWidth = 1920
overwriteHeight = 1080
[TextureRedefine]
width = 560
height = 315
overwriteWidth = 840
overwriteHeight = 472

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@ -1,58 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 7658289ba65cb755
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
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 = passParameterSem137;
R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz * bloomFactor);
// 0
R0f.y = intBitsToFloat(0x3f000000);
R2f.w = 1.0;
R0f.x = (texture(textureUnitPS4, R0f.yy).x);
// 0
backupReg0f = R0f.x;
PV0f.x = backupReg0f + intBitsToFloat(0x3a83126f);
// 1
PS1f = 1.0 / PV0f.x;
// 2
PV0f.z = PS1f * intBitsToFloat(uf_remappedPS[0].x);
// 3
PV1f.y = max(PV0f.z, intBitsToFloat(0x3d800000));
// 4
PV0f.x = min(PV1f.y, intBitsToFloat(0x41800000));
// 5
R2f.x = mul_nonIEEE(R1f.x, PV0f.x);
R2f.y = mul_nonIEEE(R1f.y, PV0f.x);
R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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@ -1,116 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 971a39bb79e32fd1
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 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 = passParameterSem136;
R1f = passParameterSem137;
R2f.x = (texture(textureUnitPS1, R1f.xy).x);
R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
PV0f.z = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = R2f.x + -(1.0);
// 1
R123f.x = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.y);
PV1f.x = R123f.x;
R1f.z = intBitsToFloat(((PV0f.w >= 0.0)?(floatBitsToInt(1.0)):(0)));
R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.z);
PV1f.w = R123f.w;
// 2
R123f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.x);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.w);
PV0f.z = R123f.z;
// 3
R123f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + PV0f.y);
PV1f.x = R123f.x;
R0f.w = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + PV0f.z);
// 4
R1f.w = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
R0f.z = 1.0 / PV1f.x;
PS0f = R0f.z;
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
PV0f.x = -(R1f.w) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.y = R0f.w * R0f.z;
R127f.z = R1f.x + intBitsToFloat(0x3a83126f);
// 1
PV1f.y = -(PV0f.y) + -(R1f.w);
PS1f = 1.0 / PV0f.x;
// 2
R127f.w = mul_nonIEEE(PS1f, PV1f.y);
R127f.w = clamp(R127f.w, 0.0, 1.0);
PV0f.w = R127f.w;
R126f.w = 1.0 / R127f.z;
PS0f = R126f.w;
// 3
R123f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(uf_remappedPS[6].y));
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
// 4
R127f.y = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].w)) + intBitsToFloat(uf_remappedPS[6].w));
R127f.y = clamp(R127f.y, 0.0, 1.0);
R123f.z = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(uf_remappedPS[6].z));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV0f.z = R123f.z;
PV0f.w = -(PV1f.x) + 1.0;
// 5
PV1f.x = min(PV0f.z, PV0f.w);
PV1f.z = R126f.w * intBitsToFloat(uf_remappedPS[7].x);
// 6
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
PV0f.z = R127f.y + PV1f.x;
// 7
PV1f.x = min(PV0f.y, intBitsToFloat(0x41800000));
R127f.y = min(PV0f.z, intBitsToFloat(0x3f7efeff));
PV1f.y = R127f.y;
// 8
backupReg0f = R3f.x;
backupReg1f = R3f.y;
backupReg2f = R3f.z;
R3f.x = mul_nonIEEE(backupReg0f, PV1f.x);
R3f.y = mul_nonIEEE(backupReg1f, PV1f.x);
R3f.z = mul_nonIEEE(backupReg2f, PV1f.x);
PV0f.w = -(PV1f.y) + 1.0;
// 9
R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
// export
passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}

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@ -1,102 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader e1d2a971c93cd82a
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 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 = passParameterSem136;
R1f = passParameterSem137;
R0f.z = (texture(textureUnitPS1, R1f.xy).x);
R2f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
// 1
R123f.x = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.y);
PV1f.x = R123f.x;
R123f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.w);
PV1f.z = R123f.z;
// 2
R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.x);
R0f.w = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.z);
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
R127f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + R1f.y);
R127f.y = R1f.x + intBitsToFloat(0x3a83126f);
R123f.z = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + R0f.w);
PV0f.z = R123f.z;
// 1
R126f.x = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
PV1f.x = R126f.x;
PS1f = 1.0 / PV0f.z;
// 2
PV0f.z = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.w = R127f.x * PS1f;
PS0f = 1.0 / R127f.y;
// 3
PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[5].x);
PV1f.w = -(PV0f.w) + -(R126f.x);
PS1f = 1.0 / PV0f.z;
// 4
R126f.x = mul_nonIEEE(PS1f, PV1f.w);
R126f.x = clamp(R126f.x, 0.0, 1.0);
PV0f.x = R126f.x;
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
// 5
R127f.x = min(PV0f.y, intBitsToFloat(0x41800000));
PV1f.x = R127f.x;
R123f.z = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(uf_remappedPS[7].y));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV1f.z = R123f.z;
// 6
R0f.x = mul_nonIEEE(R2f.x, PV1f.x);
R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(uf_remappedPS[7].z));
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV0f.y = R123f.y;
PV0f.z = -(PV1f.z) + 1.0;
R127f.w = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].w)) + intBitsToFloat(uf_remappedPS[7].w));
R127f.w = clamp(R127f.w, 0.0, 1.0);
R0f.y = mul_nonIEEE(R2f.y, PV1f.x);
PS0f = R0f.y;
// 7
R0f.z = mul_nonIEEE(R2f.z, R127f.x);
PV1f.w = min(PV0f.y, PV0f.z);
// 8
R0f.w = R127f.w + PV1f.w;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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@ -1,10 +0,0 @@
[sonic2013]
moduleMatches = 0x7FE07429, 0xC5691A40
0x100057B0 = .float 2.370
[sonic2013_trial]
moduleMatches = 0xCA1DA800
0x10004B68 = .byte 0x40
0x10004B69 = .byte 0x17
0x10004B6A = .byte 0xB4
0x10004B6B = .byte 0x26

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@ -1,42 +0,0 @@
[Definition]
titleIds = 0005000010135700,000500001012B100,0005000010128F00,0005000210128F01
name = "Sonic Lost World - 2560x1080 (21:9)"
version = 2
[TextureRedefine]
width = 1280
height = 720
tileModesExcluded = 0x001
overwriteWidth = 2560
overwriteHeight = 1080
[TextureRedefine]
width = 640
height = 360
tileModesExcluded = 0x001
overwriteWidth = 1280
overwriteHeight = 540
[TextureRedefine]
width = 320
height = 180
overwriteWidth = 640
overwriteHeight = 270
[TextureRedefine]
width = 160
height = 90
overwriteWidth = 240
overwriteHeight = 135
[TextureRedefine]
width = 854
height = 480
overwriteWidth = 2560
overwriteHeight = 1080
[TextureRedefine]
width = 560
height = 315
overwriteWidth = 840
overwriteHeight = 472

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@ -1,58 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 7658289ba65cb755
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
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 = passParameterSem137;
R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz * bloomFactor);
// 0
R0f.y = intBitsToFloat(0x3f000000);
R2f.w = 1.0;
R0f.x = (texture(textureUnitPS4, R0f.yy).x);
// 0
backupReg0f = R0f.x;
PV0f.x = backupReg0f + intBitsToFloat(0x3a83126f);
// 1
PS1f = 1.0 / PV0f.x;
// 2
PV0f.z = PS1f * intBitsToFloat(uf_remappedPS[0].x);
// 3
PV1f.y = max(PV0f.z, intBitsToFloat(0x3d800000));
// 4
PV0f.x = min(PV1f.y, intBitsToFloat(0x41800000));
// 5
R2f.x = mul_nonIEEE(R1f.x, PV0f.x);
R2f.y = mul_nonIEEE(R1f.y, PV0f.x);
R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 971a39bb79e32fd1
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 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 = passParameterSem136;
R1f = passParameterSem137;
R2f.x = (texture(textureUnitPS1, R1f.xy).x);
R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
PV0f.z = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = R2f.x + -(1.0);
// 1
R123f.x = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.y);
PV1f.x = R123f.x;
R1f.z = intBitsToFloat(((PV0f.w >= 0.0)?(floatBitsToInt(1.0)):(0)));
R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.z);
PV1f.w = R123f.w;
// 2
R123f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.x);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.w);
PV0f.z = R123f.z;
// 3
R123f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + PV0f.y);
PV1f.x = R123f.x;
R0f.w = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + PV0f.z);
// 4
R1f.w = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
R0f.z = 1.0 / PV1f.x;
PS0f = R0f.z;
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
PV0f.x = -(R1f.w) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.y = R0f.w * R0f.z;
R127f.z = R1f.x + intBitsToFloat(0x3a83126f);
// 1
PV1f.y = -(PV0f.y) + -(R1f.w);
PS1f = 1.0 / PV0f.x;
// 2
R127f.w = mul_nonIEEE(PS1f, PV1f.y);
R127f.w = clamp(R127f.w, 0.0, 1.0);
PV0f.w = R127f.w;
R126f.w = 1.0 / R127f.z;
PS0f = R126f.w;
// 3
R123f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(uf_remappedPS[6].y));
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
// 4
R127f.y = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].w)) + intBitsToFloat(uf_remappedPS[6].w));
R127f.y = clamp(R127f.y, 0.0, 1.0);
R123f.z = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(uf_remappedPS[6].z));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV0f.z = R123f.z;
PV0f.w = -(PV1f.x) + 1.0;
// 5
PV1f.x = min(PV0f.z, PV0f.w);
PV1f.z = R126f.w * intBitsToFloat(uf_remappedPS[7].x);
// 6
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
PV0f.z = R127f.y + PV1f.x;
// 7
PV1f.x = min(PV0f.y, intBitsToFloat(0x41800000));
R127f.y = min(PV0f.z, intBitsToFloat(0x3f7efeff));
PV1f.y = R127f.y;
// 8
backupReg0f = R3f.x;
backupReg1f = R3f.y;
backupReg2f = R3f.z;
R3f.x = mul_nonIEEE(backupReg0f, PV1f.x);
R3f.y = mul_nonIEEE(backupReg1f, PV1f.x);
R3f.z = mul_nonIEEE(backupReg2f, PV1f.x);
PV0f.w = -(PV1f.y) + 1.0;
// 9
R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
// export
passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader e1d2a971c93cd82a
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 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 = passParameterSem136;
R1f = passParameterSem137;
R0f.z = (texture(textureUnitPS1, R1f.xy).x);
R2f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
// 1
R123f.x = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.y);
PV1f.x = R123f.x;
R123f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.w);
PV1f.z = R123f.z;
// 2
R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.x);
R0f.w = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.z);
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
R127f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + R1f.y);
R127f.y = R1f.x + intBitsToFloat(0x3a83126f);
R123f.z = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + R0f.w);
PV0f.z = R123f.z;
// 1
R126f.x = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
PV1f.x = R126f.x;
PS1f = 1.0 / PV0f.z;
// 2
PV0f.z = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.w = R127f.x * PS1f;
PS0f = 1.0 / R127f.y;
// 3
PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[5].x);
PV1f.w = -(PV0f.w) + -(R126f.x);
PS1f = 1.0 / PV0f.z;
// 4
R126f.x = mul_nonIEEE(PS1f, PV1f.w);
R126f.x = clamp(R126f.x, 0.0, 1.0);
PV0f.x = R126f.x;
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
// 5
R127f.x = min(PV0f.y, intBitsToFloat(0x41800000));
PV1f.x = R127f.x;
R123f.z = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(uf_remappedPS[7].y));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV1f.z = R123f.z;
// 6
R0f.x = mul_nonIEEE(R2f.x, PV1f.x);
R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(uf_remappedPS[7].z));
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV0f.y = R123f.y;
PV0f.z = -(PV1f.z) + 1.0;
R127f.w = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].w)) + intBitsToFloat(uf_remappedPS[7].w));
R127f.w = clamp(R127f.w, 0.0, 1.0);
R0f.y = mul_nonIEEE(R2f.y, PV1f.x);
PS0f = R0f.y;
// 7
R0f.z = mul_nonIEEE(R2f.z, R127f.x);
PV1f.w = min(PV0f.y, PV0f.z);
// 8
R0f.w = R127f.w + PV1f.w;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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[Definition]
titleIds = 0005000010135700,000500001012B100,0005000010128F00,0005000210128F01
name = "Sonic Lost World - 2560x1440"
version = 2
[TextureRedefine]
width = 1280
height = 720
tileModesExcluded = 0x00
overwriteWidth = 2560
overwriteHeight = 1440
[TextureRedefine]
width = 640
height = 360
tileModesExcluded = 0x001
overwriteWidth = 1280
overwriteHeight = 720
[TextureRedefine]
width = 320
height = 180
overwriteWidth = 640
overwriteHeight = 360
[TextureRedefine]
width = 160
height = 90
overwriteWidth = 320
overwriteHeight = 180
[TextureRedefine]
width = 854
height = 480
overwriteWidth = 2560
overwriteHeight = 1440
[TextureRedefine]
width = 560
height = 315
overwriteWidth = 1120
overwriteHeight = 630

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 7658289ba65cb755
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
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 = passParameterSem137;
R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz * bloomFactor);
// 0
R0f.y = intBitsToFloat(0x3f000000);
R2f.w = 1.0;
R0f.x = (texture(textureUnitPS4, R0f.yy).x);
// 0
backupReg0f = R0f.x;
PV0f.x = backupReg0f + intBitsToFloat(0x3a83126f);
// 1
PS1f = 1.0 / PV0f.x;
// 2
PV0f.z = PS1f * intBitsToFloat(uf_remappedPS[0].x);
// 3
PV1f.y = max(PV0f.z, intBitsToFloat(0x3d800000));
// 4
PV0f.x = min(PV1f.y, intBitsToFloat(0x41800000));
// 5
R2f.x = mul_nonIEEE(R1f.x, PV0f.x);
R2f.y = mul_nonIEEE(R1f.y, PV0f.x);
R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 971a39bb79e32fd1
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 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 = passParameterSem136;
R1f = passParameterSem137;
R2f.x = (texture(textureUnitPS1, R1f.xy).x);
R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
PV0f.z = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = R2f.x + -(1.0);
// 1
R123f.x = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.y);
PV1f.x = R123f.x;
R1f.z = intBitsToFloat(((PV0f.w >= 0.0)?(floatBitsToInt(1.0)):(0)));
R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.z);
PV1f.w = R123f.w;
// 2
R123f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.x);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.w);
PV0f.z = R123f.z;
// 3
R123f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + PV0f.y);
PV1f.x = R123f.x;
R0f.w = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + PV0f.z);
// 4
R1f.w = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
R0f.z = 1.0 / PV1f.x;
PS0f = R0f.z;
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
PV0f.x = -(R1f.w) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.y = R0f.w * R0f.z;
R127f.z = R1f.x + intBitsToFloat(0x3a83126f);
// 1
PV1f.y = -(PV0f.y) + -(R1f.w);
PS1f = 1.0 / PV0f.x;
// 2
R127f.w = mul_nonIEEE(PS1f, PV1f.y);
R127f.w = clamp(R127f.w, 0.0, 1.0);
PV0f.w = R127f.w;
R126f.w = 1.0 / R127f.z;
PS0f = R126f.w;
// 3
R123f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(uf_remappedPS[6].y));
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
// 4
R127f.y = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].w)) + intBitsToFloat(uf_remappedPS[6].w));
R127f.y = clamp(R127f.y, 0.0, 1.0);
R123f.z = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(uf_remappedPS[6].z));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV0f.z = R123f.z;
PV0f.w = -(PV1f.x) + 1.0;
// 5
PV1f.x = min(PV0f.z, PV0f.w);
PV1f.z = R126f.w * intBitsToFloat(uf_remappedPS[7].x);
// 6
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
PV0f.z = R127f.y + PV1f.x;
// 7
PV1f.x = min(PV0f.y, intBitsToFloat(0x41800000));
R127f.y = min(PV0f.z, intBitsToFloat(0x3f7efeff));
PV1f.y = R127f.y;
// 8
backupReg0f = R3f.x;
backupReg1f = R3f.y;
backupReg2f = R3f.z;
R3f.x = mul_nonIEEE(backupReg0f, PV1f.x);
R3f.y = mul_nonIEEE(backupReg1f, PV1f.x);
R3f.z = mul_nonIEEE(backupReg2f, PV1f.x);
PV0f.w = -(PV1f.y) + 1.0;
// 9
R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
// export
passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader e1d2a971c93cd82a
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 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 = passParameterSem136;
R1f = passParameterSem137;
R0f.z = (texture(textureUnitPS1, R1f.xy).x);
R2f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
// 1
R123f.x = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.y);
PV1f.x = R123f.x;
R123f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.w);
PV1f.z = R123f.z;
// 2
R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.x);
R0f.w = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.z);
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
R127f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + R1f.y);
R127f.y = R1f.x + intBitsToFloat(0x3a83126f);
R123f.z = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + R0f.w);
PV0f.z = R123f.z;
// 1
R126f.x = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
PV1f.x = R126f.x;
PS1f = 1.0 / PV0f.z;
// 2
PV0f.z = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.w = R127f.x * PS1f;
PS0f = 1.0 / R127f.y;
// 3
PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[5].x);
PV1f.w = -(PV0f.w) + -(R126f.x);
PS1f = 1.0 / PV0f.z;
// 4
R126f.x = mul_nonIEEE(PS1f, PV1f.w);
R126f.x = clamp(R126f.x, 0.0, 1.0);
PV0f.x = R126f.x;
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
// 5
R127f.x = min(PV0f.y, intBitsToFloat(0x41800000));
PV1f.x = R127f.x;
R123f.z = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(uf_remappedPS[7].y));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV1f.z = R123f.z;
// 6
R0f.x = mul_nonIEEE(R2f.x, PV1f.x);
R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(uf_remappedPS[7].z));
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV0f.y = R123f.y;
PV0f.z = -(PV1f.z) + 1.0;
R127f.w = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].w)) + intBitsToFloat(uf_remappedPS[7].w));
R127f.w = clamp(R127f.w, 0.0, 1.0);
R0f.y = mul_nonIEEE(R2f.y, PV1f.x);
PS0f = R0f.y;
// 7
R0f.z = mul_nonIEEE(R2f.z, R127f.x);
PV1f.w = min(PV0f.y, PV0f.z);
// 8
R0f.w = R127f.w + PV1f.w;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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[Definition]
titleIds = 0005000010135700,000500001012B100,0005000010128F00,0005000210128F01
name = "Sonic Lost World - 3200x1800"
version = 2
[TextureRedefine]
width = 1280
height = 720
tileModesExcluded = 0x001
overwriteWidth = 3200
overwriteHeight = 1800
[TextureRedefine]
width = 640
height = 360
tileModesExcluded = 0x001
overwriteWidth = 1600
overwriteHeight = 900
[TextureRedefine]
width = 320
height = 180
overwriteWidth = 800
overwriteHeight = 450
[TextureRedefine]
width = 160
height = 90
overwriteWidth = 400
overwriteHeight = 225
[TextureRedefine]
width = 854
height = 480
overwriteWidth = 3200
overwriteHeight = 1800
[TextureRedefine]
width = 560
height = 315
overwriteWidth = 1390
overwriteHeight = 788

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 7658289ba65cb755
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
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 = passParameterSem137;
R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz * bloomFactor);
// 0
R0f.y = intBitsToFloat(0x3f000000);
R2f.w = 1.0;
R0f.x = (texture(textureUnitPS4, R0f.yy).x);
// 0
backupReg0f = R0f.x;
PV0f.x = backupReg0f + intBitsToFloat(0x3a83126f);
// 1
PS1f = 1.0 / PV0f.x;
// 2
PV0f.z = PS1f * intBitsToFloat(uf_remappedPS[0].x);
// 3
PV1f.y = max(PV0f.z, intBitsToFloat(0x3d800000));
// 4
PV0f.x = min(PV1f.y, intBitsToFloat(0x41800000));
// 5
R2f.x = mul_nonIEEE(R1f.x, PV0f.x);
R2f.y = mul_nonIEEE(R1f.y, PV0f.x);
R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 971a39bb79e32fd1
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 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 = passParameterSem136;
R1f = passParameterSem137;
R2f.x = (texture(textureUnitPS1, R1f.xy).x);
R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
PV0f.z = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = R2f.x + -(1.0);
// 1
R123f.x = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.y);
PV1f.x = R123f.x;
R1f.z = intBitsToFloat(((PV0f.w >= 0.0)?(floatBitsToInt(1.0)):(0)));
R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.z);
PV1f.w = R123f.w;
// 2
R123f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.x);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.w);
PV0f.z = R123f.z;
// 3
R123f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + PV0f.y);
PV1f.x = R123f.x;
R0f.w = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + PV0f.z);
// 4
R1f.w = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
R0f.z = 1.0 / PV1f.x;
PS0f = R0f.z;
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
PV0f.x = -(R1f.w) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.y = R0f.w * R0f.z;
R127f.z = R1f.x + intBitsToFloat(0x3a83126f);
// 1
PV1f.y = -(PV0f.y) + -(R1f.w);
PS1f = 1.0 / PV0f.x;
// 2
R127f.w = mul_nonIEEE(PS1f, PV1f.y);
R127f.w = clamp(R127f.w, 0.0, 1.0);
PV0f.w = R127f.w;
R126f.w = 1.0 / R127f.z;
PS0f = R126f.w;
// 3
R123f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(uf_remappedPS[6].y));
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
// 4
R127f.y = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].w)) + intBitsToFloat(uf_remappedPS[6].w));
R127f.y = clamp(R127f.y, 0.0, 1.0);
R123f.z = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(uf_remappedPS[6].z));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV0f.z = R123f.z;
PV0f.w = -(PV1f.x) + 1.0;
// 5
PV1f.x = min(PV0f.z, PV0f.w);
PV1f.z = R126f.w * intBitsToFloat(uf_remappedPS[7].x);
// 6
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
PV0f.z = R127f.y + PV1f.x;
// 7
PV1f.x = min(PV0f.y, intBitsToFloat(0x41800000));
R127f.y = min(PV0f.z, intBitsToFloat(0x3f7efeff));
PV1f.y = R127f.y;
// 8
backupReg0f = R3f.x;
backupReg1f = R3f.y;
backupReg2f = R3f.z;
R3f.x = mul_nonIEEE(backupReg0f, PV1f.x);
R3f.y = mul_nonIEEE(backupReg1f, PV1f.x);
R3f.z = mul_nonIEEE(backupReg2f, PV1f.x);
PV0f.w = -(PV1f.y) + 1.0;
// 9
R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
// export
passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader e1d2a971c93cd82a
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 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 = passParameterSem136;
R1f = passParameterSem137;
R0f.z = (texture(textureUnitPS1, R1f.xy).x);
R2f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
// 1
R123f.x = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.y);
PV1f.x = R123f.x;
R123f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.w);
PV1f.z = R123f.z;
// 2
R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.x);
R0f.w = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.z);
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
R127f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + R1f.y);
R127f.y = R1f.x + intBitsToFloat(0x3a83126f);
R123f.z = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + R0f.w);
PV0f.z = R123f.z;
// 1
R126f.x = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
PV1f.x = R126f.x;
PS1f = 1.0 / PV0f.z;
// 2
PV0f.z = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.w = R127f.x * PS1f;
PS0f = 1.0 / R127f.y;
// 3
PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[5].x);
PV1f.w = -(PV0f.w) + -(R126f.x);
PS1f = 1.0 / PV0f.z;
// 4
R126f.x = mul_nonIEEE(PS1f, PV1f.w);
R126f.x = clamp(R126f.x, 0.0, 1.0);
PV0f.x = R126f.x;
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
// 5
R127f.x = min(PV0f.y, intBitsToFloat(0x41800000));
PV1f.x = R127f.x;
R123f.z = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(uf_remappedPS[7].y));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV1f.z = R123f.z;
// 6
R0f.x = mul_nonIEEE(R2f.x, PV1f.x);
R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(uf_remappedPS[7].z));
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV0f.y = R123f.y;
PV0f.z = -(PV1f.z) + 1.0;
R127f.w = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].w)) + intBitsToFloat(uf_remappedPS[7].w));
R127f.w = clamp(R127f.w, 0.0, 1.0);
R0f.y = mul_nonIEEE(R2f.y, PV1f.x);
PS0f = R0f.y;
// 7
R0f.z = mul_nonIEEE(R2f.z, R127f.x);
PV1f.w = min(PV0f.y, PV0f.z);
// 8
R0f.w = R127f.w + PV1f.w;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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@ -1,42 +0,0 @@
[Definition]
titleIds = 0005000010135700,000500001012B100,0005000010128F00,0005000210128F01
name = "Sonic Lost World - 3840x2160"
version = 2
[TextureRedefine]
width = 1280
height = 720
tileModesExcluded = 0x001
overwriteWidth = 3840
overwriteHeight = 2160
[TextureRedefine]
width = 640
height = 360
tileModesExcluded = 0x001
overwriteWidth = 1920
overwriteHeight = 1080
[TextureRedefine]
width = 320
height = 180
overwriteWidth = 960
overwriteHeight = 540
[TextureRedefine]
width = 160
height = 90
overwriteWidth = 480
overwriteHeight = 270
[TextureRedefine]
width = 854
height = 480
overwriteWidth = 3840
overwriteHeight = 2160
[TextureRedefine]
width = 560
height = 315
overwriteWidth = 1680
overwriteHeight = 945

View File

@ -1,58 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 7658289ba65cb755
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
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 = passParameterSem137;
R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz * bloomFactor);
// 0
R0f.y = intBitsToFloat(0x3f000000);
R2f.w = 1.0;
R0f.x = (texture(textureUnitPS4, R0f.yy).x);
// 0
backupReg0f = R0f.x;
PV0f.x = backupReg0f + intBitsToFloat(0x3a83126f);
// 1
PS1f = 1.0 / PV0f.x;
// 2
PV0f.z = PS1f * intBitsToFloat(uf_remappedPS[0].x);
// 3
PV1f.y = max(PV0f.z, intBitsToFloat(0x3d800000));
// 4
PV0f.x = min(PV1f.y, intBitsToFloat(0x41800000));
// 5
R2f.x = mul_nonIEEE(R1f.x, PV0f.x);
R2f.y = mul_nonIEEE(R1f.y, PV0f.x);
R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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@ -1,116 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 971a39bb79e32fd1
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 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 = passParameterSem136;
R1f = passParameterSem137;
R2f.x = (texture(textureUnitPS1, R1f.xy).x);
R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
PV0f.z = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = R2f.x + -(1.0);
// 1
R123f.x = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.y);
PV1f.x = R123f.x;
R1f.z = intBitsToFloat(((PV0f.w >= 0.0)?(floatBitsToInt(1.0)):(0)));
R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.z);
PV1f.w = R123f.w;
// 2
R123f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.x);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.w);
PV0f.z = R123f.z;
// 3
R123f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + PV0f.y);
PV1f.x = R123f.x;
R0f.w = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + PV0f.z);
// 4
R1f.w = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
R0f.z = 1.0 / PV1f.x;
PS0f = R0f.z;
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
PV0f.x = -(R1f.w) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.y = R0f.w * R0f.z;
R127f.z = R1f.x + intBitsToFloat(0x3a83126f);
// 1
PV1f.y = -(PV0f.y) + -(R1f.w);
PS1f = 1.0 / PV0f.x;
// 2
R127f.w = mul_nonIEEE(PS1f, PV1f.y);
R127f.w = clamp(R127f.w, 0.0, 1.0);
PV0f.w = R127f.w;
R126f.w = 1.0 / R127f.z;
PS0f = R126f.w;
// 3
R123f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(uf_remappedPS[6].y));
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
// 4
R127f.y = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].w)) + intBitsToFloat(uf_remappedPS[6].w));
R127f.y = clamp(R127f.y, 0.0, 1.0);
R123f.z = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(uf_remappedPS[6].z));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV0f.z = R123f.z;
PV0f.w = -(PV1f.x) + 1.0;
// 5
PV1f.x = min(PV0f.z, PV0f.w);
PV1f.z = R126f.w * intBitsToFloat(uf_remappedPS[7].x);
// 6
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
PV0f.z = R127f.y + PV1f.x;
// 7
PV1f.x = min(PV0f.y, intBitsToFloat(0x41800000));
R127f.y = min(PV0f.z, intBitsToFloat(0x3f7efeff));
PV1f.y = R127f.y;
// 8
backupReg0f = R3f.x;
backupReg1f = R3f.y;
backupReg2f = R3f.z;
R3f.x = mul_nonIEEE(backupReg0f, PV1f.x);
R3f.y = mul_nonIEEE(backupReg1f, PV1f.x);
R3f.z = mul_nonIEEE(backupReg2f, PV1f.x);
PV0f.w = -(PV1f.y) + 1.0;
// 9
R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
// export
passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}

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@ -1,102 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader e1d2a971c93cd82a
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 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 = passParameterSem136;
R1f = passParameterSem137;
R0f.z = (texture(textureUnitPS1, R1f.xy).x);
R2f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
// 1
R123f.x = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.y);
PV1f.x = R123f.x;
R123f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.w);
PV1f.z = R123f.z;
// 2
R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.x);
R0f.w = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.z);
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
R127f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + R1f.y);
R127f.y = R1f.x + intBitsToFloat(0x3a83126f);
R123f.z = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + R0f.w);
PV0f.z = R123f.z;
// 1
R126f.x = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
PV1f.x = R126f.x;
PS1f = 1.0 / PV0f.z;
// 2
PV0f.z = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.w = R127f.x * PS1f;
PS0f = 1.0 / R127f.y;
// 3
PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[5].x);
PV1f.w = -(PV0f.w) + -(R126f.x);
PS1f = 1.0 / PV0f.z;
// 4
R126f.x = mul_nonIEEE(PS1f, PV1f.w);
R126f.x = clamp(R126f.x, 0.0, 1.0);
PV0f.x = R126f.x;
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
// 5
R127f.x = min(PV0f.y, intBitsToFloat(0x41800000));
PV1f.x = R127f.x;
R123f.z = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(uf_remappedPS[7].y));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV1f.z = R123f.z;
// 6
R0f.x = mul_nonIEEE(R2f.x, PV1f.x);
R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(uf_remappedPS[7].z));
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV0f.y = R123f.y;
PV0f.z = -(PV1f.z) + 1.0;
R127f.w = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].w)) + intBitsToFloat(uf_remappedPS[7].w));
R127f.w = clamp(R127f.w, 0.0, 1.0);
R0f.y = mul_nonIEEE(R2f.y, PV1f.x);
PS0f = R0f.y;
// 7
R0f.z = mul_nonIEEE(R2f.z, R127f.x);
PV1f.w = min(PV0f.y, PV0f.z);
// 8
R0f.w = R127f.w + PV1f.w;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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@ -1,10 +0,0 @@
[sonic2013]
moduleMatches = 0x7FE07429, 0xC5691A40
0x100057B0 = .float 2.370
[sonic2013_trial]
moduleMatches = 0xCA1DA800
0x10004B68 = .byte 0x40
0x10004B69 = .byte 0x17
0x10004B6A = .byte 0xB4
0x10004B6B = .byte 0x26

View File

@ -1,42 +0,0 @@
[Definition]
titleIds = 0005000010135700,000500001012B100,0005000010128F00,0005000210128F01
name = "Sonic Lost World - 5120x2160 (21:9)"
version = 2
[TextureRedefine]
width = 1280
height = 720
tileModesExcluded = 0x001
overwriteWidth = 5120
overwriteHeight = 2160
[TextureRedefine]
width = 640
height = 360
tileModesExcluded = 0x001
overwriteWidth = 2560
overwriteHeight = 1080
[TextureRedefine]
width = 320
height = 180
overwriteWidth = 1280
overwriteHeight = 540
[TextureRedefine]
width = 160
height = 90
overwriteWidth = 640
overwriteHeight = 270
[TextureRedefine]
width = 854
height = 480
overwriteWidth = 5120
overwriteHeight = 2160
[TextureRedefine]
width = 560
height = 315
overwriteWidth = 1680
overwriteHeight = 945

View File

@ -1,169 +0,0 @@
[Definition]
titleIds = 00050000101A3500,00050000101A3600,0005000010199000
name = "Mario Tennis: Ultra Smash - 1920x1080"
version = 2
[TextureRedefine]
width = 1280
height = 720
formatsExcluded = 0x431
overwriteWidth = 1920
overwriteHeight = 1080
[TextureRedefine]
width = 800
height = 720
overwriteWidth = 1200
overwriteHeight = 1080
[TextureRedefine]
width = 640
height = 360
formatsExcluded = 0x41a
overwriteWidth = 960
overwriteHeight = 540
[TextureRedefine]
width = 400
height = 360
overwriteWidth = 600
overwriteHeight = 540
[TextureRedefine]
width = 320
height = 180
overwriteWidth = 480
overwriteHeight = 270
[TextureRedefine]
width = 400
height = 180
overwriteWidth = 300
overwriteHeight = 270
[TextureRedefine]
width = 160
height = 90
overwriteWidth = 240
overwriteHeight = 135
[TextureRedefine]
width = 100
height = 90
overwriteWidth = 150
overwriteHeight = 135
[TextureRedefine]
width = 80
height = 45
overwriteWidth = 120
overwriteHeight = 68
[TextureRedefine]
width = 50
height = 45
overwriteWidth = 75
overwriteHeight = 68
[TextureRedefine]
width = 40
height = 22
overwriteWidth = 60
overwriteHeight = 34
[TextureRedefine]
width = 25
height = 22
overwriteWidth = 38
overwriteHeight = 34
[TextureRedefine]
width = 854
height = 480
formatsExcluded = 0x41a
overwriteWidth = 1920
overwriteHeight = 1080
[TextureRedefine]
width = 856
height = 480
overwriteWidth = 1924
overwriteHeight = 1080
[TextureRedefine]
width = 428
height = 240
overwriteWidth = 962
overwriteHeight = 540
[TextureRedefine]
width = 360
height = 448
overwriteWidth = 540
overwriteHeight = 672
[TextureRedefine]
width = 180
height = 224
overwriteWidth = 270
overwriteHeight = 336
[TextureRedefine]
width = 90
height = 112
overwriteWidth = 135
overwriteHeight = 168
[TextureRedefine]
width = 45
height = 56
overwriteWidth = 68
overwriteHeight = 84
[TextureRedefine]
width = 22
height = 28
overwriteWidth = 34
overwriteHeight = 42
[TextureRedefine]
width = 11
height = 14
overwriteWidth = 17
overwriteHeight = 21
[TextureRedefine]
width = 216
height = 448
overwriteWidth = 324
overwriteHeight = 672
[TextureRedefine]
width = 108
height = 224
overwriteWidth = 162
overwriteHeight = 336
[TextureRedefine]
width = 54
height = 112
overwriteWidth = 81
overwriteHeight = 168
[TextureRedefine]
width = 27
height = 56
overwriteWidth = 40
overwriteHeight = 84
[TextureRedefine]
width = 13
height = 28
overwriteWidth = 20
overwriteHeight = 42
[TextureRedefine]
width = 6
height = 14
overwriteWidth = 10
overwriteHeight = 21

View File

@ -1,169 +0,0 @@
[Definition]
titleIds = 00050000101A3500,00050000101A3600,0005000010199000
name = "Mario Tennis: Ultra Smash - 3840x2160"
version = 2
[TextureRedefine]
width = 1280
height = 720
formatsExcluded = 0x431
overwriteWidth = 3840
overwriteHeight = 2160
[TextureRedefine]
width = 800
height = 720
overwriteWidth = 2400
overwriteHeight = 2160
[TextureRedefine]
width = 640
height = 360
formatsExcluded = 0x41a
overwriteWidth = 1920
overwriteHeight = 1080
[TextureRedefine]
width = 400
height = 360
overwriteWidth = 1200
overwriteHeight = 1080
[TextureRedefine]
width = 320
height = 180
overwriteWidth = 960
overwriteHeight = 540
[TextureRedefine]
width = 400
height = 180
overwriteWidth = 600
overwriteHeight = 540
[TextureRedefine]
width = 160
height = 90
overwriteWidth = 480
overwriteHeight = 270
[TextureRedefine]
width = 100
height = 90
overwriteWidth = 300
overwriteHeight = 270
[TextureRedefine]
width = 80
height = 45
overwriteWidth = 240
overwriteHeight = 135
[TextureRedefine]
width = 50
height = 45
overwriteWidth = 150
overwriteHeight = 135
[TextureRedefine]
width = 40
height = 22
overwriteWidth = 120
overwriteHeight = 68
[TextureRedefine]
width = 25
height = 22
overwriteWidth = 75
overwriteHeight = 68
[TextureRedefine]
width = 854
height = 480
formatsExcluded = 0x41a
overwriteWidth = 3840
overwriteHeight = 2160
[TextureRedefine]
width = 856
height = 480
overwriteWidth = 3848
overwriteHeight = 2160
[TextureRedefine]
width = 428
height = 240
overwriteWidth = 1924
overwriteHeight = 1080
[TextureRedefine]
width = 360
height = 448
overwriteWidth = 1080
overwriteHeight = 1344
[TextureRedefine]
width = 180
height = 224
overwriteWidth = 540
overwriteHeight = 672
[TextureRedefine]
width = 90
height = 112
overwriteWidth = 270
overwriteHeight = 336
[TextureRedefine]
width = 45
height = 56
overwriteWidth = 135
overwriteHeight = 168
[TextureRedefine]
width = 22
height = 28
overwriteWidth = 66
overwriteHeight = 84
[TextureRedefine]
width = 11
height = 14
overwriteWidth = 33
overwriteHeight = 42
[TextureRedefine]
width = 216
height = 448
overwriteWidth = 648
overwriteHeight = 1344
[TextureRedefine]
width = 108
height = 224
overwriteWidth = 324
overwriteHeight = 672
[TextureRedefine]
width = 54
height = 112
overwriteWidth = 162
overwriteHeight = 336
[TextureRedefine]
width = 27
height = 56
overwriteWidth = 81
overwriteHeight = 168
[TextureRedefine]
width = 13
height = 28
overwriteWidth = 40
overwriteHeight = 84
[TextureRedefine]
width = 6
height = 14
overwriteWidth = 20
overwriteHeight = 42

View File

@ -0,0 +1,178 @@
<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = $fullWidth / 1280.0;
$scaleFactorY = $fullHeight / 720.0;
$title = get_title($fullWidth, $fullHeight);
?>
[Definition]
titleIds = 00050000101A3500,00050000101A3600,0005000010199000
name = "Mario Tennis: Ultra Smash - <?=$title?>"
version = 2
[TextureRedefine]
width = 1280
height = 720
formatsExcluded = 0x431
overwriteWidth = <?=round($scaleFactorX*1280)?>
overwriteHeight = <?=round($scaleFactorY*720)?>
[TextureRedefine]
width = 800
height = 720
overwriteWidth = <?=round($scaleFactorX*800)?>
overwriteHeight = <?=round($scaleFactorY*720)?>
[TextureRedefine]
width = 640
height = 360
formatsExcluded = 0x41a
overwriteWidth = <?=round($scaleFactorX*640)?>
overwriteHeight = <?=round($scaleFactorY*360)?>
[TextureRedefine]
width = 400
height = 360
overwriteWidth = <?=round($scaleFactorX*400)?>
overwriteHeight = <?=round($scaleFactorY*360)?>
[TextureRedefine]
width = 320
height = 180
overwriteWidth = <?=round($scaleFactorX*320)?>
overwriteHeight = <?=round($scaleFactorY*180)?>
[TextureRedefine]
width = 400
height = 180
overwriteWidth = <?=round($scaleFactorX*400)?>
overwriteHeight = <?=round($scaleFactorY*180)?>
[TextureRedefine]
width = 160
height = 90
overwriteWidth = <?=round($scaleFactorX*160)?>
overwriteHeight = <?=round($scaleFactorY*90)?>
[TextureRedefine]
width = 100
height = 90
overwriteWidth = <?=round($scaleFactorX*100)?>
overwriteHeight = <?=round($scaleFactorY*90)?>
[TextureRedefine]
width = 80
height = 45
overwriteWidth = <?=round($scaleFactorX*80)?>
overwriteHeight = <?=round($scaleFactorY*45)?>
[TextureRedefine]
width = 50
height = 45
overwriteWidth = <?=round($scaleFactorX*50)?>
overwriteHeight = <?=round($scaleFactorY*45)?>
[TextureRedefine]
width = 40
height = 22
overwriteWidth = <?=round($scaleFactorX*40)?>
overwriteHeight = <?=round($scaleFactorY*22)?>
[TextureRedefine]
width = 25
height = 22
overwriteWidth = <?=round($scaleFactorX*25)?>
overwriteHeight = <?=round($scaleFactorY*22)?>
[TextureRedefine]
width = 854
height = 480
formatsExcluded = 0x41a
overwriteWidth = <?=round($scaleFactorX*1280)?>
overwriteHeight = <?=round($scaleFactorY*720)?>
[TextureRedefine]
width = 856
height = 480
overwriteWidth = <?=round($scaleFactorX*1283)?>
overwriteHeight = <?=round($scaleFactorY*720)?>
[TextureRedefine]
width = 428
height = 240
overwriteWidth = <?=round($scaleFactorX*642)?>
overwriteHeight = <?=round($scaleFactorY*360)?>
[TextureRedefine]
width = 360
height = 448
overwriteWidth = <?=round($scaleFactorX*360)?>
overwriteHeight = <?=round($scaleFactorY*448)?>
[TextureRedefine]
width = 180
height = 224
overwriteWidth = <?=round($scaleFactorX*180)?>
overwriteHeight = <?=round($scaleFactorY*224)?>
[TextureRedefine]
width = 90
height = 112
overwriteWidth = <?=round($scaleFactorX*90)?>
overwriteHeight = <?=round($scaleFactorY*112)?>
[TextureRedefine]
width = 45
height = 56
overwriteWidth = <?=round($scaleFactorX*45)?>
overwriteHeight = <?=round($scaleFactorY*56)?>
[TextureRedefine]
width = 22
height = 28
overwriteWidth = <?=round($scaleFactorX*22)?>
overwriteHeight = <?=round($scaleFactorY*28)?>
[TextureRedefine]
width = 11
height = 14
overwriteWidth = <?=round($scaleFactorX*11)?>
overwriteHeight = <?=round($scaleFactorY*14)?>
[TextureRedefine]
width = 216
height = 448
overwriteWidth = <?=round($scaleFactorX*216)?>
overwriteHeight = <?=round($scaleFactorY*448)?>
[TextureRedefine]
width = 108
height = 224
overwriteWidth = <?=round($scaleFactorX*108)?>
overwriteHeight = <?=round($scaleFactorY*224)?>
[TextureRedefine]
width = 54
height = 112
overwriteWidth = <?=round($scaleFactorX*54)?>
overwriteHeight = <?=round($scaleFactorY*112)?>
[TextureRedefine]
width = 27
height = 56
overwriteWidth = <?=round($scaleFactorX*27)?>
overwriteHeight = <?=round($scaleFactorY*56)?>
[TextureRedefine]
width = 13
height = 28
overwriteWidth = <?=round($scaleFactorX*13)?>
overwriteHeight = <?=round($scaleFactorY*28)?>
[TextureRedefine]
width = 6
height = 14
overwriteWidth = <?=round($scaleFactorX*6)?>
overwriteHeight = <?=round($scaleFactorY*14)?>

View File

@ -118,6 +118,16 @@ build_dir "Source/MarioKart8" "Quality/MarioKart8_1800p" 3200 1800
build_dir "Source/MarioKart8" "Quality/MarioKart8_2160p" 3840 2160 build_dir "Source/MarioKart8" "Quality/MarioKart8_2160p" 3840 2160
build_dir "Source/MarioKart8" "Quality/MarioKart8_2160p219" 5120 2160 build_dir "Source/MarioKart8" "Quality/MarioKart8_2160p219" 5120 2160
build_dir "Source/MarioKart8" "Quality/MarioKart8_900p" 1600 900 build_dir "Source/MarioKart8" "Quality/MarioKart8_900p" 1600 900
build_dir "Source/MarioTennis" "Enthusiast/MarioTennis_2880p" 5120 2880
build_dir "Source/MarioTennis" "Enthusiast/MarioTennis_4320p" 7680 4320
build_dir "Source/MarioTennis" "Enthusiast/MarioTennis_5760p" 10240 5760
build_dir "Source/MarioTennis" "Performance/MarioTennis_360p" 640 360
build_dir "Source/MarioTennis" "Performance/MarioTennis_540p" 960 540
build_dir "Source/MarioTennis" "Quality/MarioTennis_1080p" 1920 1080
build_dir "Source/MarioTennis" "Quality/MarioTennis_1440p" 2560 1440
build_dir "Source/MarioTennis" "Quality/MarioTennis_1800p" 3200 1800
build_dir "Source/MarioTennis" "Quality/MarioTennis_2160p" 3840 2160
build_dir "Source/MarioTennis" "Quality/MarioTennis_900p" 1600 900
build_dir "Source/SonicLostWorld" "Enthusiast/SonicLostWorld_2880p" 5120 2880 build_dir "Source/SonicLostWorld" "Enthusiast/SonicLostWorld_2880p" 5120 2880
build_dir "Source/SonicLostWorld" "Enthusiast/SonicLostWorld_4320p" 7680 4320 build_dir "Source/SonicLostWorld" "Enthusiast/SonicLostWorld_4320p" 7680 4320
build_dir "Source/SonicLostWorld" "Enthusiast/SonicLostWorld_5760p" 10240 5760 build_dir "Source/SonicLostWorld" "Enthusiast/SonicLostWorld_5760p" 10240 5760