diff --git a/Enhancements/DrLuigi_!AntiAliasing/9e9abde99f9510dc_000000000000001c_ps.txt b/Enhancements/DrLuigi_!AntiAliasing/9e9abde99f9510dc_000000000000001c_ps.txt new file mode 100644 index 00000000..2c1a01cb --- /dev/null +++ b/Enhancements/DrLuigi_!AntiAliasing/9e9abde99f9510dc_000000000000001c_ps.txt @@ -0,0 +1,226 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_EXT_gpu_shader4 : enable +// shader 9e9abde99f9510dc +uniform float uf_alphaTestRef; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf489e000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 0 border: 0 +layout(location = 0) in vec4 passParameterSem129; +layout(location = 1) in vec4 passParameterSem128; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R5i = ivec4(0); +ivec4 R6i = ivec4(0); +ivec4 R7i = ivec4(0); +ivec4 R8i = ivec4(0); +ivec4 R122i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = floatBitsToInt(passParameterSem129); +R1i = floatBitsToInt(passParameterSem128); +R5i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.zw)).xyz); +R6i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyz); + +ivec2 resolution = textureSize2D(textureUnitPS0,0); +float iresX = float(resolution.x)/float(1280); +float iresY = float(resolution.y)/float(720); + +// 0 +backupReg0i = R0i.y; +backupReg1i = R0i.x; +PV0i.x = 0; +PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) / iresY); +PV0i.z = 0; +R127i.w = floatBitsToInt(intBitsToFloat(backupReg1i) / iresX); +PV0i.w = R127i.w; +R8i.w = 0x3f800000; +PS0i = R8i.w; +// 1 +R2i.x = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(PV0i.w)); +R2i.y = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV0i.x)); +R3i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.z)); +PV1i.w = PV0i.y; +R3i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R1i.w)); +PS1i = R3i.y; +// 2 +R4i.x = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R127i.w)); +R4i.y = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV1i.w)); +R0i.z = floatBitsToInt(intBitsToFloat(R6i.z) * intBitsToFloat(0x3de978d5)); +R3i.x = floatBitsToInt(intBitsToFloat(R5i.z) * intBitsToFloat(0x3de978d5)); +PS0i = R3i.x; +R2i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).xyz); +R7i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R3i.zy)).xyz); +R4i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R4i.xy)).xyz); +// 0 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(R3i.x),-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),1.0,0.0))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R127i.z = tempi.x; +R122i.x = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(0x3f1645a2) + intBitsToFloat(R0i.z))); +PS0i = R122i.x; +// 1 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R127i.y = tempi.x; +R126i.z = floatBitsToInt((intBitsToFloat(R6i.x) * intBitsToFloat(0x3e991687) + intBitsToFloat(PS0i))); +PS1i = R126i.z; +// 2 +R126i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R7i.x),intBitsToFloat(R7i.y),intBitsToFloat(R7i.z),-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0))); +PV0i.x = R126i.x; +PV0i.y = R126i.x; +PV0i.z = R126i.x; +PV0i.w = R126i.x; +R127i.x = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(PV1i.x)); +PS0i = R127i.x; +// 3 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R4i.y),intBitsToFloat(R4i.z),-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R127i.w = tempi.x; +PS1i = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PS0i)); +// 4 +PV0i.x = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(PV1i.x)); +PV0i.y = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(PV1i.x)); +PV0i.z = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(R126i.x)); +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(PS1i)); +R126i.y = floatBitsToInt(min(intBitsToFloat(R127i.z), intBitsToFloat(R127i.y))); +PS0i = R126i.y; +// 5 +backupReg0i = R127i.x; +backupReg1i = R127i.z; +backupReg2i = R127i.y; +R127i.x = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.z)); +PV1i.x = R127i.x; +PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x3d000000)); +R127i.z = floatBitsToInt(min(intBitsToFloat(R126i.x), intBitsToFloat(R127i.w))); +PV1i.w = floatBitsToInt(-(intBitsToFloat(PV0i.y)) + intBitsToFloat(backupReg0i)); +R127i.y = floatBitsToInt(max(intBitsToFloat(backupReg1i), intBitsToFloat(backupReg2i))); +PS1i = R127i.y; +// 6 +backupReg0i = R126i.x; +backupReg1i = R127i.w; +R126i.x = floatBitsToInt(-(intBitsToFloat(PV1i.w))); +PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x)))); +PV0i.z = floatBitsToInt(max(-(intBitsToFloat(PV1i.w)), intBitsToFloat(PV1i.w))); +R127i.w = floatBitsToInt(max(intBitsToFloat(PV1i.y), intBitsToFloat(0x3c000000))); +PS0i = floatBitsToInt(max(intBitsToFloat(backupReg0i), intBitsToFloat(backupReg1i))); +// 7 +PV1i.x = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.y))); +PV1i.y = floatBitsToInt(max(intBitsToFloat(R127i.y), intBitsToFloat(PS0i))); +PV1i.w = floatBitsToInt(min(intBitsToFloat(R126i.y), intBitsToFloat(R127i.z))); +// 8 +R2i.x = floatBitsToInt(max(intBitsToFloat(R126i.z), intBitsToFloat(PV1i.y))); +R2i.z = floatBitsToInt(min(intBitsToFloat(R126i.z), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(PV1i.x)); +// 9 +PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w)); +// 10 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS1i))); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(PS1i))); +// 11 +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), intBitsToFloat(0xc1000000))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.y), intBitsToFloat(0xc1000000))); +// 12 +PV0i.y = floatBitsToInt(min(intBitsToFloat(PV1i.w), intBitsToFloat(0x41000000))); +PV0i.w = floatBitsToInt(min(intBitsToFloat(PV1i.z), intBitsToFloat(0x41000000))); +// 13 +R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.x), intBitsToFloat(PV0i.y))); +PV1i.z = R126i.z; +R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(PV0i.w))); +PV1i.w = R127i.w; +// 14 +R0i.x = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0x3e2aaaac) + intBitsToFloat(R1i.x))); +R0i.y = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(0x3e2aaaac) + intBitsToFloat(R1i.y))); +R4i.z = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0xbe2aaaaa) + intBitsToFloat(R1i.x))); +R4i.w = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(0xbe2aaaaa) + intBitsToFloat(R1i.y))); +R4i.x = floatBitsToInt((intBitsToFloat(PV1i.z) * 0.5 + intBitsToFloat(R1i.x))); +PS0i = R4i.x; +// 15 +backupReg0i = R1i.x; +R1i.x = floatBitsToInt((-(intBitsToFloat(R126i.z)) * 0.5 + intBitsToFloat(backupReg0i))); +R4i.y = floatBitsToInt((intBitsToFloat(R127i.w) * 0.5 + intBitsToFloat(R1i.y))); +R1i.z = floatBitsToInt((-(intBitsToFloat(R127i.w)) * 0.5 + intBitsToFloat(R1i.y))); +R0i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyz); +R7i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R4i.zw)).xyz); +R4i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R4i.xy)).xyz); +R1i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xz)).xyz); +// 0 +R126i.x = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(R7i.z)); +R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0); +R127i.z = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(R7i.y)); +R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0); +PV0i.z = R127i.z; +R127i.w = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R7i.x)); +R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0); +PV0i.w = R127i.w; +// 1 +PV1i.x = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R1i.x)); +PV1i.y = PV0i.w; +PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) / 2.0); +R126i.z = floatBitsToInt(intBitsToFloat(R4i.z) + intBitsToFloat(R1i.z)); +PV1i.w = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R1i.y)); +PS1i = PV0i.z; +PS1i = floatBitsToInt(intBitsToFloat(PS1i) / 2.0); +// 2 +R127i.x = floatBitsToInt((intBitsToFloat(PV1i.x) * 0.25 + intBitsToFloat(PV1i.y))); +R127i.y = floatBitsToInt((intBitsToFloat(PV1i.w) * 0.25 + intBitsToFloat(PS1i))); +PV0i.w = R126i.x; +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); +// 3 +backupReg0i = R126i.z; +R126i.z = floatBitsToInt((intBitsToFloat(backupReg0i) * 0.25 + intBitsToFloat(PV0i.w))); +PV1i.z = R126i.z; +// 4 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(PV1i.z),-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +// 5 +PV1i.y = ((intBitsToFloat(PV0i.x) > intBitsToFloat(R2i.x))?int(0xFFFFFFFF):int(0x0)); +PV1i.z = ((intBitsToFloat(R2i.z) > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0)); +// 6 +R123i.x = ((PV1i.z == 0)?(PV1i.y):(int(-1))); +PV0i.x = R123i.x; +// 7 +R8i.x = ((PV0i.x == 0)?(R127i.x):(R127i.w)); +R8i.y = ((PV0i.x == 0)?(R127i.y):(R127i.z)); +R8i.z = ((PV0i.x == 0)?(R126i.z):(R126i.x)); +// export +if( ((vec4(intBitsToFloat(R8i.x), intBitsToFloat(R8i.y), intBitsToFloat(R8i.z), intBitsToFloat(R8i.w))).a > uf_alphaTestRef) == false) discard; +passPixelColor0 = vec4(intBitsToFloat(R8i.x), intBitsToFloat(R8i.y), intBitsToFloat(R8i.z), intBitsToFloat(R8i.w)); +} diff --git a/Enhancements/DrLuigi_!AntiAliasing/rules.txt b/Enhancements/DrLuigi_!AntiAliasing/rules.txt new file mode 100644 index 00000000..cd01c39d --- /dev/null +++ b/Enhancements/DrLuigi_!AntiAliasing/rules.txt @@ -0,0 +1,6 @@ +[Definition] +titleIds = 0005000010150300,0005000010152A00,0005000010152B00 +name = Anti-Aliasing +path = "Dr. Luigi/Graphics/Anti-Aliasing (WIP)" +description = Re-enables the game's anti-aliasing and scales it up to the current resolution. +version = 3 diff --git a/Resolutions/DrLuigi_Resolution/9e9abde99f9510dc_000000000000001c_ps.txt b/Resolutions/DrLuigi_Resolution/9e9abde99f9510dc_000000000000001c_ps.txt new file mode 100644 index 00000000..4e301023 --- /dev/null +++ b/Resolutions/DrLuigi_Resolution/9e9abde99f9510dc_000000000000001c_ps.txt @@ -0,0 +1,220 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 9e9abde99f9510dc +uniform float uf_alphaTestRef; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf489e000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 0 border: 0 +layout(location = 0) in vec4 passParameterSem129; +layout(location = 1) in vec4 passParameterSem128; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R5i = ivec4(0); +ivec4 R6i = ivec4(0); +ivec4 R7i = ivec4(0); +ivec4 R8i = ivec4(0); +ivec4 R122i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +//R0i = floatBitsToInt(passParameterSem129); +R1i = floatBitsToInt(passParameterSem128); +R5i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.zw)).xyz); +R6i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyz); +// 0 +backupReg0i = R0i.y; +backupReg1i = R0i.x; +PV0i.x = 0; +PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) * 1.0); +PV0i.z = 0; +R127i.w = floatBitsToInt(intBitsToFloat(backupReg1i) * 1.0); +PV0i.w = R127i.w; +R8i.w = 0x3f800000; +PS0i = R8i.w; +// 1 +R2i.x = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(PV0i.w)); +R2i.y = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV0i.x)); +R3i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.z)); +PV1i.w = PV0i.y; +R3i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R1i.w)); +PS1i = R3i.y; +// 2 +R4i.x = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R127i.w)); +R4i.y = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV1i.w)); +R0i.z = floatBitsToInt(intBitsToFloat(R6i.z) * intBitsToFloat(0x3de978d5)); +R3i.x = floatBitsToInt(intBitsToFloat(R5i.z) * intBitsToFloat(0x3de978d5)); +PS0i = R3i.x; +R2i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).xyz); +R7i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R3i.zy)).xyz); +R4i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R4i.xy)).xyz); +// 0 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(R3i.x),-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),1.0,0.0))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R127i.z = tempi.x; +R122i.x = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(0x3f1645a2) + intBitsToFloat(R0i.z))); +PS0i = R122i.x; +// 1 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R127i.y = tempi.x; +R126i.z = floatBitsToInt((intBitsToFloat(R6i.x) * intBitsToFloat(0x3e991687) + intBitsToFloat(PS0i))); +PS1i = R126i.z; +// 2 +R126i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R7i.x),intBitsToFloat(R7i.y),intBitsToFloat(R7i.z),-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0))); +PV0i.x = R126i.x; +PV0i.y = R126i.x; +PV0i.z = R126i.x; +PV0i.w = R126i.x; +R127i.x = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(PV1i.x)); +PS0i = R127i.x; +// 3 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R4i.y),intBitsToFloat(R4i.z),-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R127i.w = tempi.x; +PS1i = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PS0i)); +// 4 +PV0i.x = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(PV1i.x)); +PV0i.y = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(PV1i.x)); +PV0i.z = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(R126i.x)); +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(PS1i)); +R126i.y = floatBitsToInt(min(intBitsToFloat(R127i.z), intBitsToFloat(R127i.y))); +PS0i = R126i.y; +// 5 +backupReg0i = R127i.x; +backupReg1i = R127i.z; +backupReg2i = R127i.y; +R127i.x = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.z)); +PV1i.x = R127i.x; +PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x3d000000)); +R127i.z = floatBitsToInt(min(intBitsToFloat(R126i.x), intBitsToFloat(R127i.w))); +PV1i.w = floatBitsToInt(-(intBitsToFloat(PV0i.y)) + intBitsToFloat(backupReg0i)); +R127i.y = floatBitsToInt(max(intBitsToFloat(backupReg1i), intBitsToFloat(backupReg2i))); +PS1i = R127i.y; +// 6 +backupReg0i = R126i.x; +backupReg1i = R127i.w; +R126i.x = floatBitsToInt(-(intBitsToFloat(PV1i.w))); +PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x)))); +PV0i.z = floatBitsToInt(max(-(intBitsToFloat(PV1i.w)), intBitsToFloat(PV1i.w))); +R127i.w = floatBitsToInt(max(intBitsToFloat(PV1i.y), intBitsToFloat(0x3c000000))); +PS0i = floatBitsToInt(max(intBitsToFloat(backupReg0i), intBitsToFloat(backupReg1i))); +// 7 +PV1i.x = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.y))); +PV1i.y = floatBitsToInt(max(intBitsToFloat(R127i.y), intBitsToFloat(PS0i))); +PV1i.w = floatBitsToInt(min(intBitsToFloat(R126i.y), intBitsToFloat(R127i.z))); +// 8 +R2i.x = floatBitsToInt(max(intBitsToFloat(R126i.z), intBitsToFloat(PV1i.y))); +R2i.z = floatBitsToInt(min(intBitsToFloat(R126i.z), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(PV1i.x)); +// 9 +PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w)); +// 10 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS1i))); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(PS1i))); +// 11 +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), intBitsToFloat(0xc1000000))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.y), intBitsToFloat(0xc1000000))); +// 12 +PV0i.y = floatBitsToInt(min(intBitsToFloat(PV1i.w), intBitsToFloat(0x41000000))); +PV0i.w = floatBitsToInt(min(intBitsToFloat(PV1i.z), intBitsToFloat(0x41000000))); +// 13 +R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.x), intBitsToFloat(PV0i.y))); +PV1i.z = R126i.z; +R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(PV0i.w))); +PV1i.w = R127i.w; +// 14 +R0i.x = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0x3e2aaaac) + intBitsToFloat(R1i.x))); +R0i.y = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(0x3e2aaaac) + intBitsToFloat(R1i.y))); +R4i.z = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0xbe2aaaaa) + intBitsToFloat(R1i.x))); +R4i.w = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(0xbe2aaaaa) + intBitsToFloat(R1i.y))); +R4i.x = floatBitsToInt((intBitsToFloat(PV1i.z) * 0.5 + intBitsToFloat(R1i.x))); +PS0i = R4i.x; +// 15 +backupReg0i = R1i.x; +R1i.x = floatBitsToInt((-(intBitsToFloat(R126i.z)) * 0.5 + intBitsToFloat(backupReg0i))); +R4i.y = floatBitsToInt((intBitsToFloat(R127i.w) * 0.5 + intBitsToFloat(R1i.y))); +R1i.z = floatBitsToInt((-(intBitsToFloat(R127i.w)) * 0.5 + intBitsToFloat(R1i.y))); +R0i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyz); +R7i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R4i.zw)).xyz); +R4i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R4i.xy)).xyz); +R1i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xz)).xyz); +// 0 +R126i.x = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(R7i.z)); +R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0); +R127i.z = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(R7i.y)); +R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0); +PV0i.z = R127i.z; +R127i.w = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R7i.x)); +R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0); +PV0i.w = R127i.w; +// 1 +PV1i.x = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R1i.x)); +PV1i.y = PV0i.w; +PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) / 2.0); +R126i.z = floatBitsToInt(intBitsToFloat(R4i.z) + intBitsToFloat(R1i.z)); +PV1i.w = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R1i.y)); +PS1i = PV0i.z; +PS1i = floatBitsToInt(intBitsToFloat(PS1i) / 2.0); +// 2 +R127i.x = floatBitsToInt((intBitsToFloat(PV1i.x) * 0.25 + intBitsToFloat(PV1i.y))); +R127i.y = floatBitsToInt((intBitsToFloat(PV1i.w) * 0.25 + intBitsToFloat(PS1i))); +PV0i.w = R126i.x; +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); +// 3 +backupReg0i = R126i.z; +R126i.z = floatBitsToInt((intBitsToFloat(backupReg0i) * 0.25 + intBitsToFloat(PV0i.w))); +PV1i.z = R126i.z; +// 4 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(PV1i.z),-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +// 5 +PV1i.y = ((intBitsToFloat(PV0i.x) > intBitsToFloat(R2i.x))?int(0xFFFFFFFF):int(0x0)); +PV1i.z = ((intBitsToFloat(R2i.z) > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0)); +// 6 +R123i.x = ((PV1i.z == 0)?(PV1i.y):(int(-1))); +PV0i.x = R123i.x; +// 7 +R8i.x = ((PV0i.x == 0)?(R127i.x):(R127i.w)); +R8i.y = ((PV0i.x == 0)?(R127i.y):(R127i.z)); +R8i.z = ((PV0i.x == 0)?(R126i.z):(R126i.x)); +// export +if( ((vec4(intBitsToFloat(R8i.x), intBitsToFloat(R8i.y), intBitsToFloat(R8i.z), intBitsToFloat(R8i.w))).a > uf_alphaTestRef) == false) discard; +passPixelColor0 = vec4(intBitsToFloat(R8i.x), intBitsToFloat(R8i.y), intBitsToFloat(R8i.z), intBitsToFloat(R8i.w)); +} diff --git a/Resolutions/DrLuigi_Resolution/rules.txt b/Resolutions/DrLuigi_Resolution/rules.txt new file mode 100644 index 00000000..c5145989 --- /dev/null +++ b/Resolutions/DrLuigi_Resolution/rules.txt @@ -0,0 +1,80 @@ +[Definition] +titleIds = 0005000010150300,0005000010152A00,0005000010152B00 +name = Resolution +path = "Dr. Luigi/Graphics/Resolution" +description = Changes the resolution of the game. Anti-aliasing is disabled by default. +version = 3 + +[Preset] +name = 1280x720 (Default) +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +# Performance + +[Preset] +name = 320x180 +$width = 320 +$height = 180 +$gameWidth = 1280 +$gameHeight = 720 + +[Preset] +name = 640x360 +$width = 640 +$height = 360 +$gameWidth = 1280 +$gameHeight = 720 + +[Preset] +name = 960x540 +$width = 960 +$height = 540 +$gameWidth = 1280 +$gameHeight = 720 + +# Common HD Resolutions + +[Preset] +name = 1920x1080 +$width = 1920 +$height = 1080 +$gameWidth = 1280 +$gameHeight = 720 + +[Preset] +name = 2560x1440 +$width = 2560 +$height = 1440 +$gameWidth = 1280 +$gameHeight = 720 + +[Preset] +name = 3200x1800 +$width = 3200 +$height = 1800 +$gameWidth = 1280 +$gameHeight = 720 + +[Preset] +name = 3840x2160 +$width = 3840 +$height = 2160 +$gameWidth = 1280 +$gameHeight = 720 + +[Preset] +name = 5120x2880 +$width = 5120 +$height = 2880 +$gameWidth = 1280 +$gameHeight = 720 + +[TextureRedefine] +width = 1280 +height = 720 +formatsExcluded = 0x31 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720