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[Skylanders Imaginators] Fix shadow edge smoothing
Would produce really ugly shadow edges previously, but now it's all smoothed out.
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@ -3,7 +3,7 @@
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 3fd22273e2306b43
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// Used for: Horizontal blur pass
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// Used for: Horizontal shadow edge smoothing
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float resXScale = float($width)/float($gameWidth);
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uniform ivec4 uf_remappedVS[5];
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@ -98,20 +98,20 @@ R1f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.w);
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R0f.w = R2f.y + R127f.x;
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PS1f = R0f.w;
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// 4
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R127f.x = intBitsToFloat(uf_remappedVS[4].z) * -(1.0);
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R127f.y = -(intBitsToFloat(uf_remappedVS[4].z));
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R127f.x = intBitsToFloat(uf_remappedVS[4].z)/resXScale * -(1.0);
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R127f.y = -(intBitsToFloat(uf_remappedVS[4].z)/resXScale);
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R127f.y *= 2.0;
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PV0f.z = -(intBitsToFloat(uf_remappedVS[4].z));
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PV0f.z = -(intBitsToFloat(uf_remappedVS[4].z)/resXScale);
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PV0f.z *= 4.0;
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PV0f.w = intBitsToFloat(uf_remappedVS[4].z) * (intBitsToFloat(0xc0400000)/resXScale);
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R126f.x = intBitsToFloat(uf_remappedVS[4].z) * 1.0;
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PV0f.w = intBitsToFloat(uf_remappedVS[4].z)/resXScale * intBitsToFloat(0xc0400000);
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R126f.x = intBitsToFloat(uf_remappedVS[4].z)/resXScale * 1.0;
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PS0f = R126f.x;
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// 5
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R125f.x = intBitsToFloat(uf_remappedVS[4].z) * (intBitsToFloat(0x40400000)/resXScale);
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R125f.x = intBitsToFloat(uf_remappedVS[4].z)/resXScale * intBitsToFloat(0x40400000);
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R0f.y = R2f.x + PV0f.w;
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R127f.z = intBitsToFloat(uf_remappedVS[4].z);
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R127f.z = intBitsToFloat(uf_remappedVS[4].z)/resXScale;
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R127f.z *= 4.0;
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R127f.w = intBitsToFloat(uf_remappedVS[4].z);
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R127f.w = intBitsToFloat(uf_remappedVS[4].z)/resXScale;
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R127f.w *= 2.0;
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R0f.x = R2f.x + PV0f.z;
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PS1f = R0f.x;
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@ -3,8 +3,8 @@
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader bc5cb1edf2b7da65
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// Used for: Vertical blur pass
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float resYScale = float($height)/float($gameHeight);
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// Used for: Vertical shadow edge smoothing
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float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[5];
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layout(location = 0) in uvec4 attrDataSem0;
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@ -99,19 +99,19 @@ R1f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.y);
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R3f.z = R126f.x + R2f.y;
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PS1f = R3f.z;
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// 4
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R127f.x = intBitsToFloat(uf_remappedVS[4].w) * -(1.0);
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R127f.y = intBitsToFloat(uf_remappedVS[4].w) * (intBitsToFloat(0xc0400000)/resYScale);
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PV0f.z = -(intBitsToFloat(uf_remappedVS[4].w));
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R127f.x = intBitsToFloat(uf_remappedVS[4].w)/resYScale * -(1.0);
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R127f.y = intBitsToFloat(uf_remappedVS[4].w)/resYScale * intBitsToFloat(0xc0400000);
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PV0f.z = -(intBitsToFloat(uf_remappedVS[4].w)/resYScale);
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PV0f.z *= 2.0;
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PV0f.w = -(intBitsToFloat(uf_remappedVS[4].w));
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PV0f.w = -(intBitsToFloat(uf_remappedVS[4].w)/resYScale);
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PV0f.w *= 4.0;
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R127f.w = intBitsToFloat(uf_remappedVS[4].w) * 1.0;
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R127f.w = intBitsToFloat(uf_remappedVS[4].w)/resYScale * 1.0;
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PS0f = R127f.w;
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// 5
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R125f.x = intBitsToFloat(uf_remappedVS[4].w) * (intBitsToFloat(0x40400000)/resYScale);
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R126f.y = intBitsToFloat(uf_remappedVS[4].w);
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R125f.x = intBitsToFloat(uf_remappedVS[4].w)/resYScale * intBitsToFloat(0x40400000);
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R126f.y = intBitsToFloat(uf_remappedVS[4].w)/resYScale;
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R126f.y *= 4.0;
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PV1f.z = intBitsToFloat(uf_remappedVS[4].w);
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PV1f.z = intBitsToFloat(uf_remappedVS[4].w)/resYScale;
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PV1f.z *= 2.0;
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R0f.w = PV0f.z + R2f.y;
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R0f.y = PV0f.w + R2f.y;
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