diff --git a/Enhancement/BreathOfTheWild_Contrasty/rules.txt b/Enhancement/BreathOfTheWild_Contrasty/rules.txt index 7289ce8a..10e0c7a4 100644 --- a/Enhancement/BreathOfTheWild_Contrasty/rules.txt +++ b/Enhancement/BreathOfTheWild_Contrasty/rules.txt @@ -1,4 +1,4 @@ [Definition] titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 # ALZP01 -name = "The Legend of Zelda: BOTW - Contrasty" # Set preferred levels in shader, v3 Git +name = "The Legend of Zelda: Breath of the Wild - Contrasty" # Set preferred levels in shader, v3 Git version = 2 \ No newline at end of file diff --git a/Enhancement/MK8_Bloom/e90feef2bca6cb2e_00000000000003c9_ps.txt b/Enhancement/MK8_Bloom/e90feef2bca6cb2e_00000000000003c9_ps.txt new file mode 100644 index 00000000..0d8e4013 --- /dev/null +++ b/Enhancement/MK8_Bloom/e90feef2bca6cb2e_00000000000003c9_ps.txt @@ -0,0 +1,102 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 0.4; +// shader e90feef2bca6cb2e +uniform ivec4 uf_remappedPS[4]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf50cf800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 2) in vec4 passParameterSem2; +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 R4f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem0; +R1f = passParameterSem1; +R2f = passParameterSem2; +R3f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +R1f.xyzw = (texture(textureUnitPS0, R1f.zw).xyzw); +R4f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw); +R0f.x = (texture(textureUnitPS1, R0f.xy).x); +R2f.xyzw = (texture(textureUnitPS0, R2f.zw).xyzw); +// 0 +backupReg0f = R0f.x; +PV0f.x = R3f.y + R1f.y; +PV0f.x /= 2.0; +PV0f.y = R3f.x + R1f.x; +PV0f.y /= 2.0; +PV0f.z = R3f.w + R1f.w; +PV0f.z /= 2.0; +PV0f.w = R3f.z + R1f.z; +PV0f.w /= 2.0; +R127f.w = (backupReg0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)); +R127f.w = clamp(R127f.w, 0.0, 1.0); +PS0f = R127f.w; +// 1 +R123f.x = (R4f.y * 0.5 + PV0f.x); +PV1f.x = R123f.x; +R123f.y = (R4f.x * 0.5 + PV0f.y); +PV1f.y = R123f.y; +R123f.z = (R4f.w * 0.5 + PV0f.z); +PV1f.z = R123f.z; +R123f.w = (R4f.z * 0.5 + PV0f.w); +PV1f.w = R123f.w; +R127f.z = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[1].z)); +PS1f = R127f.z; +// 2 +R127f.x = (R2f.x * 0.5 + PV1f.y)/2.0; +PV0f.x = R127f.x; +R127f.y = (R2f.y * 0.5 + PV1f.x)/2.0; +PV0f.y = R127f.y; +R126f.z = (R2f.z * 0.5 + PV1f.w)/2.0; +PV0f.z = R126f.z; +R126f.w = (R2f.w * 0.5 + PV1f.z)/2.0; +PV0f.w = R126f.w; +// 3 +tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z),intBitsToFloat(uf_remappedPS[2].w))); +tempf.x = clamp(tempf.x, 0.0, 1.0); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +// 4 +R123f.y = (R127f.w * R127f.z + PV1f.x); +PV0f.y = R123f.y; +// 5 +PV1f.x = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[3].z)); +// 6 +R2f.x = mul_nonIEEE(R127f.x, PV1f.x * bloomFactor); +R2f.y = mul_nonIEEE(R127f.y, PV1f.x * bloomFactor); +R2f.z = mul_nonIEEE(R126f.z, PV1f.x * bloomFactor); +R2f.w = mul_nonIEEE(R126f.w, PV1f.x * bloomFactor); +// export +passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +} diff --git a/Enhancement/MK8_Bloom/rules.txt b/Enhancement/MK8_Bloom/rules.txt new file mode 100644 index 00000000..e68faef0 --- /dev/null +++ b/Enhancement/MK8_Bloom/rules.txt @@ -0,0 +1,4 @@ +[Definition] +titleIds = 000500001010ec00,000500001010ed00,000500001010eb00 +name = "Mario Kart 8 - Adjustable Bloom" +version = 2 \ No newline at end of file