From 2a62d54fee00501899c06a4a1189bc85a6f375cd Mon Sep 17 00:00:00 2001 From: getdls Date: Sun, 17 Dec 2017 19:56:55 +0100 Subject: [PATCH] [XCX] Cleanup - Bloom and brightness tweaks --- .../1bef7019c97eb2b1_0000000000000079_ps.txt | 13 +- .../430ac3a85ece61af_0000000000000079_ps.txt | 499 ++++++++++++++++++ .../497a209b49886520_0000000000000000_vs.txt | 82 +++ .../8c1e55fd967b0496_0000000000000079_ps.txt | 6 +- .../9ae7833e513d2c25_0000000000000079_ps.txt | 68 +++ 5 files changed, 655 insertions(+), 13 deletions(-) create mode 100644 Source/XenobladeX/430ac3a85ece61af_0000000000000079_ps.txt create mode 100644 Source/XenobladeX/497a209b49886520_0000000000000000_vs.txt create mode 100644 Source/XenobladeX/9ae7833e513d2c25_0000000000000079_ps.txt diff --git a/Source/XenobladeX/1bef7019c97eb2b1_0000000000000079_ps.txt b/Source/XenobladeX/1bef7019c97eb2b1_0000000000000079_ps.txt index 66828c5a..4b1454e4 100644 --- a/Source/XenobladeX/1bef7019c97eb2b1_0000000000000079_ps.txt +++ b/Source/XenobladeX/1bef7019c97eb2b1_0000000000000079_ps.txt @@ -1,17 +1,10 @@ - #version 420 #extension GL_ARB_texture_gather : enable // shader 1bef7019c97eb2b1 //Vertlica line glare (anamorphic lens ) -// To-do - As long as brigntess fix is needed, this will always be dodgy .. -const float resScale = ; +// To-do - As long as brigntess fix is needed, this is disabled. +const float resScale = 4.0; //const float resScale = 3.0; uniform ivec4 uf_remappedPS[2]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4f51000 res 80x46x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 6 6 6 border: 0 @@ -1307,5 +1300,5 @@ PS1f = R29f.x; // 34 R29f.z = min(R2f.x, intBitsToFloat(uf_remappedPS[1].w)); // export -passPixelColor0 = vec4(R29f.x, R29f.y, R29f.z, R29f.w); +//passPixelColor0 = vec4(R29f.x, R29f.y, R29f.z, R29f.w); } diff --git a/Source/XenobladeX/430ac3a85ece61af_0000000000000079_ps.txt b/Source/XenobladeX/430ac3a85ece61af_0000000000000079_ps.txt new file mode 100644 index 00000000..6540f2f4 --- /dev/null +++ b/Source/XenobladeX/430ac3a85ece61af_0000000000000079_ps.txt @@ -0,0 +1,499 @@ + + +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 430ac3a85ece61af // bloom sampling scale +const float resScale = ; +//const float resScale = 4.0; +uniform ivec4 uf_remappedPS[2]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 256x144x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 6 6 6 border: 0 +layout(location = 0) in vec4 passParameterSem0; +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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +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 R5f = vec4(0.0); +vec4 R6f = vec4(0.0); +vec4 R7f = vec4(0.0); +vec4 R8f = vec4(0.0); +vec4 R9f = vec4(0.0); +vec4 R10f = vec4(0.0); +vec4 R123f = 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; +// 0 +backupReg0f = R0f.y; +backupReg1f = R0f.x; +R0f.x = intBitsToFloat(uf_remappedPS[0].x); +PV0f.y = backupReg0f + -(intBitsToFloat(uf_remappedPS[0].y)/ resScale); +PV0f.z = backupReg1f + -(intBitsToFloat(uf_remappedPS[0].x)/ resScale); +R0f.w = intBitsToFloat(uf_remappedPS[0].y); +R1f.w = intBitsToFloat(uf_remappedPS[1].x) * intBitsToFloat(uf_remappedPS[1].y); +PS0f = R1f.w; +// 1 +R10f.x = PV0f.z * intBitsToFloat(0x3d000000); +PV1f.x = R10f.x; +R2f.z = PS0f * intBitsToFloat(uf_remappedPS[1].y); +PV1f.z = R2f.z; +R5f.w = PV0f.y * intBitsToFloat(0x3d000000); +PV1f.w = R5f.w; +// 2 +R1f.x = PV1f.x + intBitsToFloat(uf_remappedPS[0].x)/resScale; +PV0f.x = R1f.x; +R1f.y = PV1f.w + intBitsToFloat(uf_remappedPS[0].y) / resScale; +PV0f.y = R1f.y; +R2f.w = PV1f.z * intBitsToFloat(uf_remappedPS[1].y) ; +PV0f.w = R2f.w; +// 3 +R2f.x = R10f.x + PV0f.x; +PV1f.x = R2f.x; +R2f.y = R5f.w + PV0f.y; +PV1f.y = R2f.y; +R3f.w = PV0f.w * intBitsToFloat(uf_remappedPS[1].y); +PV1f.w = R3f.w; +// 4 +R3f.x = R10f.x + PV1f.x; +R3f.y = R5f.w + PV1f.y; +R4f.w = PV1f.w * intBitsToFloat(uf_remappedPS[1].y); +R0f.xyz = (texture(textureUnitPS0, R0f.xw).xyz); +R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); +R4f.xyz = (texture(textureUnitPS0, R2f.xy).xyz); +R5f.xyz = (texture(textureUnitPS0, R3f.xy).xyz); +// 0 +backupReg0f = R0f.y; +R123f.x = (R0f.z * intBitsToFloat(uf_remappedPS[1].x) + 0.0); +PV0f.x = R123f.x; +R0f.y = R5f.w + R3f.y; +PV0f.y = R0f.y; +R123f.z = (R0f.x * intBitsToFloat(uf_remappedPS[1].x) + 0.0); +PV0f.z = R123f.z; +R123f.w = (backupReg0f * intBitsToFloat(uf_remappedPS[1].x) + 0.0); +PV0f.w = R123f.w; +R0f.x = R10f.x + R3f.x; +PS0f = R0f.x; +// 1 +backupReg0f = R1f.z; +R123f.x = (R1f.w * R1f.y + PV0f.w); +PV1f.x = R123f.x; +R123f.y = (R1f.w * R1f.x + PV0f.z); +PV1f.y = R123f.y; +R1f.z = R10f.x + PS0f; +PV1f.z = R1f.z; +R123f.w = (R1f.w * backupReg0f + PV0f.x); +PV1f.w = R123f.w; +R1f.y = R5f.w + PV0f.y; +PS1f = R1f.y; +// 2 +backupReg0f = R4f.x; +R4f.x = R10f.x + PV1f.z; +PV0f.x = R4f.x; +R123f.y = (R2f.z * R4f.y + PV1f.x); +PV0f.y = R123f.y; +R123f.z = (R2f.z * R4f.z + PV1f.w); +PV0f.z = R123f.z; +R123f.w = (R2f.z * backupReg0f + PV1f.y); +PV0f.w = R123f.w; +R4f.y = R5f.w + PS1f; +PS0f = R4f.y; +// 3 +backupReg0f = R5f.x; +backupReg1f = R5f.z; +backupReg2f = R2f.w; +backupReg3f = R5f.y; +R5f.x = (R2f.w * backupReg0f + PV0f.w); +R5f.y = R4f.w * intBitsToFloat(uf_remappedPS[1].y); +PV1f.y = R5f.y; +R5f.z = (R2f.w * backupReg1f + PV0f.z); +R2f.w = (backupReg2f * backupReg3f + PV0f.y); +R3f.x = R10f.x + PV0f.x; +PS1f = R3f.x; +// 4 +R6f.x = R10f.x + PS1f; +R3f.y = R5f.w + R4f.y; +R1f.w = PV1f.y * intBitsToFloat(uf_remappedPS[1].y); +R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); +R1f.xyz = (texture(textureUnitPS0, R1f.zy).xyz); +R4f.xyz = (texture(textureUnitPS0, R4f.xy).xyz); +R2f.xyz = (texture(textureUnitPS0, R3f.xy).xyz); +// 0 +R123f.x = (R3f.w * R0f.y + R2f.w); +PV0f.x = R123f.x; +R123f.y = (R3f.w * R0f.x + R5f.x); +PV0f.y = R123f.y; +R123f.z = (R3f.w * R0f.z + R5f.z); +PV0f.z = R123f.z; +R6f.w = R5f.w + R3f.y; +// 1 +R0f.x = R1f.w * intBitsToFloat(uf_remappedPS[1].y); +PV1f.x = R0f.x; +R123f.y = (R4f.w * R1f.z + PV0f.z); +PV1f.y = R123f.y; +R123f.z = (R4f.w * R1f.y + PV0f.x); +PV1f.z = R123f.z; +R123f.w = (R4f.w * R1f.x + PV0f.y); +PV1f.w = R123f.w; +R1f.x = R10f.x + R6f.x; +PS1f = R1f.x; +// 2 +R123f.x = (R5f.y * R4f.x + PV1f.w); +PV0f.x = R123f.x; +R1f.y = R5f.w + R6f.w; +PV0f.y = R1f.y; +R123f.z = (R5f.y * R4f.y + PV1f.z); +PV0f.z = R123f.z; +R123f.w = (R5f.y * R4f.z + PV1f.y); +PV0f.w = R123f.w; +R4f.w = PV1f.x * intBitsToFloat(uf_remappedPS[1].y); +PS0f = R4f.w; +// 3 +backupReg0f = R2f.x; +R2f.x = (R1f.w * R2f.z + PV0f.w); +R4f.y = (R1f.w * R2f.y + PV0f.z); +R2f.z = (R1f.w * backupReg0f + PV0f.x); +R2f.w = R10f.x + R1f.x; +PV1f.w = R2f.w; +R2f.y = R5f.w + PV0f.y; +PS1f = R2f.y; +// 4 +R5f.x = R10f.x + PV1f.w; +R5f.y = R5f.w + PS1f; +R4f.z = R4f.w * intBitsToFloat(uf_remappedPS[1].y); +R6f.xyz = (texture(textureUnitPS0, R6f.xw).xyz); +R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); +R3f.xyz = (texture(textureUnitPS0, R2f.wy).xyz); +R7f.xyz = (texture(textureUnitPS0, R5f.xy).xyz); +// 0 +R123f.x = (R0f.x * R6f.z + R2f.x); +PV0f.x = R123f.x; +R127f.y = R4f.z * intBitsToFloat(uf_remappedPS[1].y); +PV0f.y = R127f.y; +R123f.z = (R0f.x * R6f.x + R2f.z); +PV0f.z = R123f.z; +R123f.w = (R0f.x * R6f.y + R4f.y); +PV0f.w = R123f.w; +R2f.y = R5f.w + R5f.y; +PS0f = R2f.y; +// 1 +R123f.x = (R4f.w * R1f.y + PV0f.w); +PV1f.x = R123f.x; +R123f.y = (R4f.w * R1f.x + PV0f.z); +PV1f.y = R123f.y; +R2f.z = R10f.x + R5f.x; +PV1f.z = R2f.z; +R123f.w = (R4f.w * R1f.z + PV0f.x); +PV1f.w = R123f.w; +R2f.w = PV0f.y * intBitsToFloat(uf_remappedPS[1].y); +PS1f = R2f.w; +// 2 +backupReg0f = R3f.x; +R3f.x = R10f.x + PV1f.z; +PV0f.x = R3f.x; +R123f.y = (R4f.z * R3f.y + PV1f.x); +PV0f.y = R123f.y; +R123f.z = (R4f.z * R3f.z + PV1f.w); +PV0f.z = R123f.z; +R123f.w = (R4f.z * backupReg0f + PV1f.y); +PV0f.w = R123f.w; +R3f.y = R5f.w + R2f.y; +PS0f = R3f.y; +// 3 +backupReg0f = R7f.z; +R1f.x = (R127f.y * R7f.x + PV0f.w); +R1f.y = R2f.w * intBitsToFloat(uf_remappedPS[1].y); +PV1f.y = R1f.y; +R7f.z = (R127f.y * backupReg0f + PV0f.z); +R4f.w = (R127f.y * R7f.y + PV0f.y); +R7f.x = R10f.x + PV0f.x; +PS1f = R7f.x; +// 4 +R5f.x = R10f.x + PS1f; +PV0f.x = R5f.x; +R7f.y = R5f.w + R3f.y; +PV0f.y = R7f.y; +R6f.w = PV1f.y * intBitsToFloat(uf_remappedPS[1].y); +PV0f.w = R6f.w; +// 5 +R8f.x = R10f.x + PV0f.x; +R5f.y = R5f.w + PV0f.y; +R1f.w = PV0f.w * intBitsToFloat(uf_remappedPS[1].y); +R2f.xyz = (texture(textureUnitPS0, R2f.zy).xyz); +R3f.xyz = (texture(textureUnitPS0, R3f.xy).xyz); +R4f.xyz = (texture(textureUnitPS0, R7f.xy).xyz); +R0f.xyz = (texture(textureUnitPS0, R5f.xy).xyz); +// 0 +R123f.x = (R2f.w * R2f.y + R4f.w); +PV0f.x = R123f.x; +R123f.y = (R2f.w * R2f.x + R1f.x); +PV0f.y = R123f.y; +R123f.z = (R2f.w * R2f.z + R7f.z); +PV0f.z = R123f.z; +R8f.w = R5f.w + R5f.y; +// 1 +backupReg0f = R3f.x; +R3f.x = R1f.w * intBitsToFloat(uf_remappedPS[1].y); +PV1f.x = R3f.x; +R123f.y = (R1f.y * R3f.z + PV0f.z); +PV1f.y = R123f.y; +R123f.z = (R1f.y * R3f.y + PV0f.x); +PV1f.z = R123f.z; +R123f.w = (R1f.y * backupReg0f + PV0f.y); +PV1f.w = R123f.w; +R1f.x = R10f.x + R8f.x; +PS1f = R1f.x; +// 2 +R123f.x = (R6f.w * R4f.x + PV1f.w); +PV0f.x = R123f.x; +R1f.y = R5f.w + R8f.w; +PV0f.y = R1f.y; +R123f.z = (R6f.w * R4f.y + PV1f.z); +PV0f.z = R123f.z; +R123f.w = (R6f.w * R4f.z + PV1f.y); +PV0f.w = R123f.w; +R6f.w = PV1f.x * intBitsToFloat(uf_remappedPS[1].y); +PS0f = R6f.w; +// 3 +backupReg0f = R0f.x; +R0f.x = (R1f.w * R0f.z + PV0f.w); +R4f.y = (R1f.w * R0f.y + PV0f.z); +R0f.z = (R1f.w * backupReg0f + PV0f.x); +R0f.w = R10f.x + R1f.x; +PV1f.w = R0f.w; +R0f.y = R5f.w + PV0f.y; +PS1f = R0f.y; +// 4 +R2f.x = R10f.x + PV1f.w; +R2f.y = R5f.w + PS1f; +R4f.z = R6f.w * intBitsToFloat(uf_remappedPS[1].y); +R8f.xyz = (texture(textureUnitPS0, R8f.xw).xyz); +R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); +R5f.xyz = (texture(textureUnitPS0, R0f.wy).xyz); +R7f.xyz = (texture(textureUnitPS0, R2f.xy).xyz); +// 0 +R123f.x = (R3f.x * R8f.z + R0f.x); +PV0f.x = R123f.x; +R127f.y = R4f.z * intBitsToFloat(uf_remappedPS[1].y); +PV0f.y = R127f.y; +R123f.z = (R3f.x * R8f.x + R0f.z); +PV0f.z = R123f.z; +R123f.w = (R3f.x * R8f.y + R4f.y); +PV0f.w = R123f.w; +R0f.y = R5f.w + R2f.y; +PS0f = R0f.y; +// 1 +R123f.x = (R6f.w * R1f.y + PV0f.w); +PV1f.x = R123f.x; +R123f.y = (R6f.w * R1f.x + PV0f.z); +PV1f.y = R123f.y; +R0f.z = R10f.x + R2f.x; +PV1f.z = R0f.z; +R123f.w = (R6f.w * R1f.z + PV0f.x); +PV1f.w = R123f.w; +R0f.w = PV0f.y * intBitsToFloat(uf_remappedPS[1].y); +PS1f = R0f.w; +// 2 +backupReg0f = R5f.x; +R5f.x = R10f.x + PV1f.z; +PV0f.x = R5f.x; +R123f.y = (R4f.z * R5f.y + PV1f.x); +PV0f.y = R123f.y; +R123f.z = (R4f.z * R5f.z + PV1f.w); +PV0f.z = R123f.z; +R123f.w = (R4f.z * backupReg0f + PV1f.y); +PV0f.w = R123f.w; +R5f.y = R5f.w + R0f.y; +PS0f = R5f.y; +// 3 +backupReg0f = R7f.z; +R1f.x = (R127f.y * R7f.x + PV0f.w); +R1f.y = R0f.w * intBitsToFloat(uf_remappedPS[1].y); +PV1f.y = R1f.y; +R7f.z = (R127f.y * backupReg0f + PV0f.z); +R6f.w = (R127f.y * R7f.y + PV0f.y); +R7f.x = R10f.x + PV0f.x; +PS1f = R7f.x; +// 4 +R2f.x = R10f.x + PS1f; +PV0f.x = R2f.x; +R7f.y = R5f.w + R5f.y; +PV0f.y = R7f.y; +R8f.w = PV1f.y * intBitsToFloat(uf_remappedPS[1].y); +PV0f.w = R8f.w; +// 5 +R9f.x = R10f.x + PV0f.x; +R2f.y = R5f.w + PV0f.y; +R1f.w = PV0f.w * intBitsToFloat(uf_remappedPS[1].y); +R0f.xyz = (texture(textureUnitPS0, R0f.zy).xyz); +R5f.xyz = (texture(textureUnitPS0, R5f.xy).xyz); +R4f.xyz = (texture(textureUnitPS0, R7f.xy).xyz); +R3f.xyz = (texture(textureUnitPS0, R2f.xy).xyz); +// 0 +R123f.x = (R0f.w * R0f.y + R6f.w); +PV0f.x = R123f.x; +R123f.y = (R0f.w * R0f.x + R1f.x); +PV0f.y = R123f.y; +R123f.z = (R0f.w * R0f.z + R7f.z); +PV0f.z = R123f.z; +R9f.w = R5f.w + R2f.y; +// 1 +backupReg0f = R5f.x; +R5f.x = R1f.w * intBitsToFloat(uf_remappedPS[1].y); +PV1f.x = R5f.x; +R123f.y = (R1f.y * R5f.z + PV0f.z); +PV1f.y = R123f.y; +R123f.z = (R1f.y * R5f.y + PV0f.x); +PV1f.z = R123f.z; +R123f.w = (R1f.y * backupReg0f + PV0f.y); +PV1f.w = R123f.w; +R1f.x = R10f.x + R9f.x; +PS1f = R1f.x; +// 2 +R123f.x = (R8f.w * R4f.x + PV1f.w); +PV0f.x = R123f.x; +R1f.y = R5f.w + R9f.w; +PV0f.y = R1f.y; +R123f.z = (R8f.w * R4f.y + PV1f.z); +PV0f.z = R123f.z; +R123f.w = (R8f.w * R4f.z + PV1f.y); +PV0f.w = R123f.w; +R8f.w = PV1f.x * intBitsToFloat(uf_remappedPS[1].y); +PS0f = R8f.w; +// 3 +backupReg0f = R3f.x; +R3f.x = (R1f.w * R3f.z + PV0f.w); +R4f.y = (R1f.w * R3f.y + PV0f.z); +R3f.z = (R1f.w * backupReg0f + PV0f.x); +R3f.w = R10f.x + R1f.x; +PV1f.w = R3f.w; +R3f.y = R5f.w + PV0f.y; +PS1f = R3f.y; +// 4 +R0f.x = R10f.x + PV1f.w; +R0f.y = R5f.w + PS1f; +R4f.z = R8f.w * intBitsToFloat(uf_remappedPS[1].y); +R6f.w = 1.0; +R9f.xyz = (texture(textureUnitPS0, R9f.xw).xyz); +R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); +R2f.xyz = (texture(textureUnitPS0, R3f.wy).xyz); +R7f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); +// 0 +R123f.x = (R5f.x * R9f.z + R3f.x); +PV0f.x = R123f.x; +R127f.y = R4f.z * intBitsToFloat(uf_remappedPS[1].y); +PV0f.y = R127f.y; +R123f.z = (R5f.x * R9f.x + R3f.z); +PV0f.z = R123f.z; +R123f.w = (R5f.x * R9f.y + R4f.y); +PV0f.w = R123f.w; +R3f.y = R5f.w + R0f.y; +PS0f = R3f.y; +// 1 +R123f.x = (R8f.w * R1f.y + PV0f.w); +PV1f.x = R123f.x; +R123f.y = (R8f.w * R1f.x + PV0f.z); +PV1f.y = R123f.y; +R3f.z = R10f.x + R0f.x; +PV1f.z = R3f.z; +R123f.w = (R8f.w * R1f.z + PV0f.x); +PV1f.w = R123f.w; +R3f.w = PV0f.y * intBitsToFloat(uf_remappedPS[1].y); +PS1f = R3f.w; +// 2 +backupReg0f = R2f.x; +R2f.x = R10f.x + PV1f.z; +PV0f.x = R2f.x; +R123f.y = (R4f.z * R2f.y + PV1f.x); +PV0f.y = R123f.y; +R123f.z = (R4f.z * R2f.z + PV1f.w); +PV0f.z = R123f.z; +R123f.w = (R4f.z * backupReg0f + PV1f.y); +PV0f.w = R123f.w; +R2f.y = R5f.w + R3f.y; +PS0f = R2f.y; +// 3 +backupReg0f = R7f.z; +R0f.x = (R127f.y * R7f.x + PV0f.w); +R0f.y = R3f.w * intBitsToFloat(uf_remappedPS[1].y); +PV1f.y = R0f.y; +R7f.z = (R127f.y * backupReg0f + PV0f.z); +R8f.w = (R127f.y * R7f.y + PV0f.y); +R7f.x = R10f.x + PV0f.x; +PS1f = R7f.x; +// 4 +backupReg0f = R10f.x; +R10f.x = backupReg0f + PS1f; +R7f.y = R5f.w + R2f.y; +PV0f.y = R7f.y; +R9f.w = PV1f.y * intBitsToFloat(uf_remappedPS[1].y); +PV0f.w = R9f.w; +// 5 +R10f.y = R5f.w + PV0f.y; +R5f.w = PV0f.w * intBitsToFloat(uf_remappedPS[1].y); +R3f.xyz = (texture(textureUnitPS0, R3f.zy).xyz); +R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz); +R4f.xyz = (texture(textureUnitPS0, R7f.xy).xyz); +R10f.xyz = (texture(textureUnitPS0, R10f.xy).xyz); +// 0 +R123f.x = (R3f.w * R3f.y + R8f.w); +PV0f.x = R123f.x; +R123f.y = (R3f.w * R3f.x + R0f.x); +PV0f.y = R123f.y; +R123f.z = (R3f.w * R3f.z + R7f.z); +PV0f.z = R123f.z; +// 1 +R123f.y = (R0f.y * R2f.z + PV0f.z); +PV1f.y = R123f.y; +R123f.z = (R0f.y * R2f.y + PV0f.x); +PV1f.z = R123f.z; +R123f.w = (R0f.y * R2f.x + PV0f.y); +PV1f.w = R123f.w; +// 2 +R123f.x = (R9f.w * R4f.x + PV1f.w); +PV0f.x = R123f.x; +R123f.z = (R9f.w * R4f.y + PV1f.z); +PV0f.z = R123f.z; +R123f.w = (R9f.w * R4f.z + PV1f.y); +PV0f.w = R123f.w; +// 3 +R123f.x = (R5f.w * R10f.z + PV0f.w); +PV1f.x = R123f.x; +R123f.y = (R5f.w * R10f.y + PV0f.z); +PV1f.y = R123f.y; +R123f.z = (R5f.w * R10f.x + PV0f.x); +PV1f.z = R123f.z; +// 4 +R6f.x = PV1f.z * intBitsToFloat(uf_remappedPS[1].z); +R6f.y = PV1f.y * intBitsToFloat(uf_remappedPS[1].z); +R6f.z = PV1f.x * intBitsToFloat(uf_remappedPS[1].z); +// export +passPixelColor0 = vec4(R6f.x, R6f.y, R6f.z, R6f.w); +} diff --git a/Source/XenobladeX/497a209b49886520_0000000000000000_vs.txt b/Source/XenobladeX/497a209b49886520_0000000000000000_vs.txt new file mode 100644 index 00000000..ac0b2625 --- /dev/null +++ b/Source/XenobladeX/497a209b49886520_0000000000000000_vs.txt @@ -0,0 +1,82 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 497a209b49886520 // magic value hack aligment issue 1-> 1/2 +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0xf545c000 res 1x1x1 dim 1 tm: 2 format 081e compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 1) out vec4 passParameterSem1; +layout(location = 2) out vec4 passParameterSem2; +layout(location = 0) out vec4 passParameterSem0; +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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +uvec4 attrDecoder; +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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xy = attrDataSem1.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +backupReg0f = R2f.x; +backupReg1f = R2f.y; +backupReg0f = R2f.x; +backupReg1f = R2f.y; +R2f.x = backupReg0f; +R2f.y = backupReg1f; +R0f.z = intBitsToFloat(0x3f000000); +R0f.w = (backupReg0f * intBitsToFloat(uf_remappedVS[0].x) + intBitsToFloat(uf_remappedVS[0].z)); +R0f.y = (backupReg1f * intBitsToFloat(uf_remappedVS[0].y) + intBitsToFloat(uf_remappedVS[0].w)); +PS0f = R0f.y; +R3f.xy = (textureLod(textureUnitVS0, R0f.zz,0.0).xy); +// export +//gl_Position = vec4(R1f.x, R1f.y - 0.001, R1f.z, R1f.w*1.0040); + +gl_Position = vec4(R1f.x, R1f.y-0.0015, R1f.z, R1f.w*1.0040); +// export +passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.z); +// export +passParameterSem2 = vec4(R0f.w, R0f.y, R0f.z, R0f.z); +// 0 +backupReg0f = R3f.x; +backupReg1f = R3f.y; +R3f.x = backupReg0f; +R3f.y = backupReg1f; +// export +passParameterSem0 = vec4(R3f.x, R3f.y, R3f.z, R3f.z); +// 0 +} diff --git a/Source/XenobladeX/8c1e55fd967b0496_0000000000000079_ps.txt b/Source/XenobladeX/8c1e55fd967b0496_0000000000000079_ps.txt index 3c0f1120..eb8aa9db 100644 --- a/Source/XenobladeX/8c1e55fd967b0496_0000000000000079_ps.txt +++ b/Source/XenobladeX/8c1e55fd967b0496_0000000000000079_ps.txt @@ -173,11 +173,11 @@ void main() PV1f.w = R127f.w; // 6 PV0f.x = PV1f.z + -(PV1f.w); - R5f.y = (PV1f.y * 0.35 + R127f.x);//degree of bloom - R5f.x = (PV1f.x * 0.35 + R127f.z); + R5f.y = (PV1f.y * 0.30 + R127f.x);//degree of bloom + R5f.x = (PV1f.x * 0.30 + R127f.z); PS0f = R5f.x; // 7 - R5f.z = (PV0f.x * 0.35 + R127f.w); + R5f.z = (PV0f.x * 0.30 + R127f.w); // export passPixelColor0 = vec4(R5f.x, R5f.y, R5f.z, R5f.w); } diff --git a/Source/XenobladeX/9ae7833e513d2c25_0000000000000079_ps.txt b/Source/XenobladeX/9ae7833e513d2c25_0000000000000079_ps.txt new file mode 100644 index 00000000..73be7a9e --- /dev/null +++ b/Source/XenobladeX/9ae7833e513d2c25_0000000000000079_ps.txt @@ -0,0 +1,68 @@ + + +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 9ae7833e513d2c25 // bloom sampling scale +const float resScale = ; +//const float resScale = 4.0; +uniform ivec4 uf_remappedPS[1]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4f4c800 res 80x46x1 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: 0 +layout(location = 0) in vec4 passParameterSem0; +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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = 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; +R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); +// 0 +backupReg0f = R0f.y; +backupReg1f = R0f.z; +PV0f.y = backupReg0f + -(intBitsToFloat(uf_remappedPS[0].x)/ resScale); +PV0f.z = R0f.x + -(intBitsToFloat(uf_remappedPS[0].x)/ resScale); +PV0f.w = backupReg1f + -(intBitsToFloat(uf_remappedPS[0].x)/ resScale); +R1f.w = 1.0; +PS0f = R1f.w; +// 1 +PV1f.x = max(PV0f.z, 0.0); +PV1f.y = max(PV0f.y, 0.0); +PV1f.z = max(PV0f.w, 0.0); +// 2 +tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[0].y)/resScale,intBitsToFloat(uf_remappedPS[0].y) / resScale,intBitsToFloat(uf_remappedPS[0].y) / resScale,-0.0),vec4(PV1f.x,PV1f.y,PV1f.z,0.0)); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +// 3 +R1f.x = R0f.x * PV0f.x; +R1f.y = R0f.y * PV0f.x; +R1f.z = R0f.z * PV0f.x; +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +}