[Skylanders Imaginators] Fix shadow edge smoothing

Would produce really ugly shadow edges previously, but now it's all smoothed out.
This commit is contained in:
Crementif 2019-05-28 23:21:19 +02:00
parent 40382eabdb
commit 26872c1326
2 changed files with 19 additions and 19 deletions

View File

@ -3,7 +3,7 @@
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 3fd22273e2306b43
// Used for: Horizontal blur pass
// Used for: Horizontal shadow edge smoothing
float resXScale = float($width)/float($gameWidth);
uniform ivec4 uf_remappedVS[5];
@ -98,20 +98,20 @@ R1f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.w);
R0f.w = R2f.y + R127f.x;
PS1f = R0f.w;
// 4
R127f.x = intBitsToFloat(uf_remappedVS[4].z) * -(1.0);
R127f.y = -(intBitsToFloat(uf_remappedVS[4].z));
R127f.x = intBitsToFloat(uf_remappedVS[4].z)/resXScale * -(1.0);
R127f.y = -(intBitsToFloat(uf_remappedVS[4].z)/resXScale);
R127f.y *= 2.0;
PV0f.z = -(intBitsToFloat(uf_remappedVS[4].z));
PV0f.z = -(intBitsToFloat(uf_remappedVS[4].z)/resXScale);
PV0f.z *= 4.0;
PV0f.w = intBitsToFloat(uf_remappedVS[4].z) * (intBitsToFloat(0xc0400000)/resXScale);
R126f.x = intBitsToFloat(uf_remappedVS[4].z) * 1.0;
PV0f.w = intBitsToFloat(uf_remappedVS[4].z)/resXScale * intBitsToFloat(0xc0400000);
R126f.x = intBitsToFloat(uf_remappedVS[4].z)/resXScale * 1.0;
PS0f = R126f.x;
// 5
R125f.x = intBitsToFloat(uf_remappedVS[4].z) * (intBitsToFloat(0x40400000)/resXScale);
R125f.x = intBitsToFloat(uf_remappedVS[4].z)/resXScale * intBitsToFloat(0x40400000);
R0f.y = R2f.x + PV0f.w;
R127f.z = intBitsToFloat(uf_remappedVS[4].z);
R127f.z = intBitsToFloat(uf_remappedVS[4].z)/resXScale;
R127f.z *= 4.0;
R127f.w = intBitsToFloat(uf_remappedVS[4].z);
R127f.w = intBitsToFloat(uf_remappedVS[4].z)/resXScale;
R127f.w *= 2.0;
R0f.x = R2f.x + PV0f.z;
PS1f = R0f.x;

View File

@ -3,8 +3,8 @@
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader bc5cb1edf2b7da65
// Used for: Vertical blur pass
float resYScale = float($height)/float($gameHeight);
// Used for: Vertical shadow edge smoothing
float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[5];
layout(location = 0) in uvec4 attrDataSem0;
@ -99,19 +99,19 @@ R1f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.y);
R3f.z = R126f.x + R2f.y;
PS1f = R3f.z;
// 4
R127f.x = intBitsToFloat(uf_remappedVS[4].w) * -(1.0);
R127f.y = intBitsToFloat(uf_remappedVS[4].w) * (intBitsToFloat(0xc0400000)/resYScale);
PV0f.z = -(intBitsToFloat(uf_remappedVS[4].w));
R127f.x = intBitsToFloat(uf_remappedVS[4].w)/resYScale * -(1.0);
R127f.y = intBitsToFloat(uf_remappedVS[4].w)/resYScale * intBitsToFloat(0xc0400000);
PV0f.z = -(intBitsToFloat(uf_remappedVS[4].w)/resYScale);
PV0f.z *= 2.0;
PV0f.w = -(intBitsToFloat(uf_remappedVS[4].w));
PV0f.w = -(intBitsToFloat(uf_remappedVS[4].w)/resYScale);
PV0f.w *= 4.0;
R127f.w = intBitsToFloat(uf_remappedVS[4].w) * 1.0;
R127f.w = intBitsToFloat(uf_remappedVS[4].w)/resYScale * 1.0;
PS0f = R127f.w;
// 5
R125f.x = intBitsToFloat(uf_remappedVS[4].w) * (intBitsToFloat(0x40400000)/resYScale);
R126f.y = intBitsToFloat(uf_remappedVS[4].w);
R125f.x = intBitsToFloat(uf_remappedVS[4].w)/resYScale * intBitsToFloat(0x40400000);
R126f.y = intBitsToFloat(uf_remappedVS[4].w)/resYScale;
R126f.y *= 4.0;
PV1f.z = intBitsToFloat(uf_remappedVS[4].w);
PV1f.z = intBitsToFloat(uf_remappedVS[4].w)/resYScale;
PV1f.z *= 2.0;
R0f.w = PV0f.z + R2f.y;
R0f.y = PV0f.w + R2f.y;