From 308b432cf874eeeec993394b6b897e6b9be9de53 Mon Sep 17 00:00:00 2001 From: NAVras-Z Date: Thu, 19 Oct 2017 10:26:20 +0800 Subject: [PATCH] [BotW] correct aspect ratio for cutscenes in UW (Pre-rendered cutscenes Just add black bars) ![](https://media.discordapp.net/attachments/292707796175290369/370361186652389376/image.png) Needs testing. --- .../7cd338ce4c6ea935_0000000000000079_ps.txt | 75 +++++++++++++++++++ 1 file changed, 75 insertions(+) create mode 100644 Source/BreathOfTheWild/7cd338ce4c6ea935_0000000000000079_ps.txt diff --git a/Source/BreathOfTheWild/7cd338ce4c6ea935_0000000000000079_ps.txt b/Source/BreathOfTheWild/7cd338ce4c6ea935_0000000000000079_ps.txt new file mode 100644 index 00000000..70dc1c89 --- /dev/null +++ b/Source/BreathOfTheWild/7cd338ce4c6ea935_0000000000000079_ps.txt @@ -0,0 +1,75 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 7cd338ce4c6ea935 // cutscene ps +uniform ivec4 uf_remappedPS[1]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xac200800 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 2 border: 1 +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){ 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 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; +R1f = passParameterSem0; +R1f.x = (R1f.x - 0.5)*1.3125+0.5; + +if (R1f.x>0.0 && R1f.x<1.0) R0f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +// 0 +backupReg0f = R0f.x; +tempResultf = log2(backupReg0f); +if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; +PS0f = tempResultf; +// 1 +R127f.z = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[0].x)); +tempResultf = log2(R0f.y); +if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; +PS1f = tempResultf; +// 2 +R127f.w = mul_nonIEEE(PS1f, intBitsToFloat(uf_remappedPS[0].x)); +tempResultf = log2(R0f.z); +if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; +PS0f = tempResultf; +// 3 +R127f.x = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[0].x)); +PS1f = exp2(R127f.z); +// 4 +R0f.x = PS1f; +PS0f = exp2(R127f.w); +// 5 +R0f.y = PS0f; +PS1f = exp2(R127f.x); +// 6 +R0f.z = PS1f; +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +}