mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-26 19:44:14 +01:00
[BOTW] Add shader edits with blur rules and menu bloom rules from 2160p to the other resolution
This commit is contained in:
parent
9035f99485
commit
31dacea9ca
@ -0,0 +1,70 @@
|
|||||||
|
#version 420
|
||||||
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 45d85f1d25e7d0de //vertical blur
|
||||||
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 res 320x180x1 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 R2f = vec4(0.0);
|
||||||
|
vec4 R123f = 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.z = (R0f.z - 0.0018518518518519 * 1);
|
||||||
|
R0f.y = (R0f.y + 0.0018518518518519 * 1);
|
||||||
|
|
||||||
|
R1f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
||||||
|
R2f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw);
|
||||||
|
R0f.xyzw = (texture(textureUnitPS0, R0f.xz).xyzw);
|
||||||
|
// 0
|
||||||
|
R123f.x = (R1f.w * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.x = R123f.x;
|
||||||
|
R123f.y = (R1f.z * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.y = R123f.y;
|
||||||
|
R123f.z = (R1f.y * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.z = R123f.z;
|
||||||
|
R123f.w = (R1f.x * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.w = R123f.w;
|
||||||
|
// 1
|
||||||
|
R123f.x = (R2f.w * intBitsToFloat(0x3e969697) + PV0f.x);
|
||||||
|
PV1f.x = R123f.x;
|
||||||
|
R123f.y = (R2f.z * intBitsToFloat(0x3e969697) + PV0f.y);
|
||||||
|
PV1f.y = R123f.y;
|
||||||
|
R123f.z = (R2f.y * intBitsToFloat(0x3e969697) + PV0f.z);
|
||||||
|
PV1f.z = R123f.z;
|
||||||
|
R123f.w = (R2f.x * intBitsToFloat(0x3e969697) + PV0f.w);
|
||||||
|
PV1f.w = R123f.w;
|
||||||
|
// 2
|
||||||
|
backupReg0f = R0f.x;
|
||||||
|
backupReg1f = R0f.y;
|
||||||
|
backupReg2f = R0f.z;
|
||||||
|
backupReg3f = R0f.w;
|
||||||
|
R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w);
|
||||||
|
R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z);
|
||||||
|
R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y);
|
||||||
|
R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x);
|
||||||
|
// export
|
||||||
|
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||||
|
}
|
@ -0,0 +1,70 @@
|
|||||||
|
#version 420
|
||||||
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 4dc5fdeced670c5e //horizontal blur
|
||||||
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 res 320x180x1 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 R2f = vec4(0.0);
|
||||||
|
vec4 R123f = 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.z = (R0f.z - 0.0010416666666667 * 1);
|
||||||
|
R0f.y = (R0f.y + 0.0010416666666667 * 1);
|
||||||
|
|
||||||
|
R1f.xyzw = (texture(textureUnitPS0, R0f.yx).xyzw);
|
||||||
|
R2f.xyzw = (texture(textureUnitPS0, R0f.wx).xyzw);
|
||||||
|
R0f.xyzw = (texture(textureUnitPS0, R0f.zx).xyzw);
|
||||||
|
// 0
|
||||||
|
R123f.x = (R1f.w * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.x = R123f.x;
|
||||||
|
R123f.y = (R1f.z * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.y = R123f.y;
|
||||||
|
R123f.z = (R1f.y * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.z = R123f.z;
|
||||||
|
R123f.w = (R1f.x * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.w = R123f.w;
|
||||||
|
// 1
|
||||||
|
R123f.x = (R2f.w * intBitsToFloat(0x3e969697) + PV0f.x);
|
||||||
|
PV1f.x = R123f.x;
|
||||||
|
R123f.y = (R2f.z * intBitsToFloat(0x3e969697) + PV0f.y);
|
||||||
|
PV1f.y = R123f.y;
|
||||||
|
R123f.z = (R2f.y * intBitsToFloat(0x3e969697) + PV0f.z);
|
||||||
|
PV1f.z = R123f.z;
|
||||||
|
R123f.w = (R2f.x * intBitsToFloat(0x3e969697) + PV0f.w);
|
||||||
|
PV1f.w = R123f.w;
|
||||||
|
// 2
|
||||||
|
backupReg0f = R0f.x;
|
||||||
|
backupReg1f = R0f.y;
|
||||||
|
backupReg2f = R0f.z;
|
||||||
|
backupReg3f = R0f.w;
|
||||||
|
R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w);
|
||||||
|
R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z);
|
||||||
|
R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y);
|
||||||
|
R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x);
|
||||||
|
// export
|
||||||
|
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||||
|
}
|
@ -218,9 +218,17 @@ overwriteHeight = 350
|
|||||||
width = 320
|
width = 320
|
||||||
height = 180
|
height = 180
|
||||||
formats = 0x19
|
formats = 0x19
|
||||||
overwriteFormat = 0x1f
|
overwriteFormat = 0x823
|
||||||
#overwriteWidth = 3840
|
overwriteWidth = 480
|
||||||
#overwriteHeight = 2160
|
overwriteHeight = 270
|
||||||
|
|
||||||
|
[TextureRedefine] #title menu background bloom
|
||||||
|
width = 320
|
||||||
|
height = 180
|
||||||
|
formats = 0x1a
|
||||||
|
overwriteFormat = 0x823
|
||||||
|
overwriteWidth = 480
|
||||||
|
overwriteHeight = 270
|
||||||
|
|
||||||
[TextureRedefine] #lines on map
|
[TextureRedefine] #lines on map
|
||||||
width = 13
|
width = 13
|
||||||
|
@ -0,0 +1,70 @@
|
|||||||
|
#version 420
|
||||||
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 45d85f1d25e7d0de //vertical blur
|
||||||
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 res 320x180x1 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 R2f = vec4(0.0);
|
||||||
|
vec4 R123f = 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.z = (R0f.z - 0.0018518518518519 * 1);
|
||||||
|
R0f.y = (R0f.y + 0.0018518518518519 * 1);
|
||||||
|
|
||||||
|
R1f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
||||||
|
R2f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw);
|
||||||
|
R0f.xyzw = (texture(textureUnitPS0, R0f.xz).xyzw);
|
||||||
|
// 0
|
||||||
|
R123f.x = (R1f.w * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.x = R123f.x;
|
||||||
|
R123f.y = (R1f.z * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.y = R123f.y;
|
||||||
|
R123f.z = (R1f.y * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.z = R123f.z;
|
||||||
|
R123f.w = (R1f.x * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.w = R123f.w;
|
||||||
|
// 1
|
||||||
|
R123f.x = (R2f.w * intBitsToFloat(0x3e969697) + PV0f.x);
|
||||||
|
PV1f.x = R123f.x;
|
||||||
|
R123f.y = (R2f.z * intBitsToFloat(0x3e969697) + PV0f.y);
|
||||||
|
PV1f.y = R123f.y;
|
||||||
|
R123f.z = (R2f.y * intBitsToFloat(0x3e969697) + PV0f.z);
|
||||||
|
PV1f.z = R123f.z;
|
||||||
|
R123f.w = (R2f.x * intBitsToFloat(0x3e969697) + PV0f.w);
|
||||||
|
PV1f.w = R123f.w;
|
||||||
|
// 2
|
||||||
|
backupReg0f = R0f.x;
|
||||||
|
backupReg1f = R0f.y;
|
||||||
|
backupReg2f = R0f.z;
|
||||||
|
backupReg3f = R0f.w;
|
||||||
|
R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w);
|
||||||
|
R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z);
|
||||||
|
R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y);
|
||||||
|
R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x);
|
||||||
|
// export
|
||||||
|
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||||
|
}
|
@ -0,0 +1,70 @@
|
|||||||
|
#version 420
|
||||||
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 4dc5fdeced670c5e //horizontal blur
|
||||||
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 res 320x180x1 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 R2f = vec4(0.0);
|
||||||
|
vec4 R123f = 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.z = (R0f.z - 0.0010416666666667 * 1.5);
|
||||||
|
R0f.y = (R0f.y + 0.0010416666666667 * 1.5);
|
||||||
|
|
||||||
|
R1f.xyzw = (texture(textureUnitPS0, R0f.yx).xyzw);
|
||||||
|
R2f.xyzw = (texture(textureUnitPS0, R0f.wx).xyzw);
|
||||||
|
R0f.xyzw = (texture(textureUnitPS0, R0f.zx).xyzw);
|
||||||
|
// 0
|
||||||
|
R123f.x = (R1f.w * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.x = R123f.x;
|
||||||
|
R123f.y = (R1f.z * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.y = R123f.y;
|
||||||
|
R123f.z = (R1f.y * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.z = R123f.z;
|
||||||
|
R123f.w = (R1f.x * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.w = R123f.w;
|
||||||
|
// 1
|
||||||
|
R123f.x = (R2f.w * intBitsToFloat(0x3e969697) + PV0f.x);
|
||||||
|
PV1f.x = R123f.x;
|
||||||
|
R123f.y = (R2f.z * intBitsToFloat(0x3e969697) + PV0f.y);
|
||||||
|
PV1f.y = R123f.y;
|
||||||
|
R123f.z = (R2f.y * intBitsToFloat(0x3e969697) + PV0f.z);
|
||||||
|
PV1f.z = R123f.z;
|
||||||
|
R123f.w = (R2f.x * intBitsToFloat(0x3e969697) + PV0f.w);
|
||||||
|
PV1f.w = R123f.w;
|
||||||
|
// 2
|
||||||
|
backupReg0f = R0f.x;
|
||||||
|
backupReg1f = R0f.y;
|
||||||
|
backupReg2f = R0f.z;
|
||||||
|
backupReg3f = R0f.w;
|
||||||
|
R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w);
|
||||||
|
R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z);
|
||||||
|
R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y);
|
||||||
|
R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x);
|
||||||
|
// export
|
||||||
|
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||||
|
}
|
@ -212,9 +212,17 @@ overwriteHeight = 350
|
|||||||
width = 320
|
width = 320
|
||||||
height = 180
|
height = 180
|
||||||
formats = 0x19
|
formats = 0x19
|
||||||
overwriteFormat = 0x1f
|
overwriteFormat = 0x823
|
||||||
#overwriteWidth = 3840
|
overwriteWidth = 640
|
||||||
#overwriteHeight = 2160
|
overwriteHeight = 270
|
||||||
|
|
||||||
|
[TextureRedefine] #title menu background bloom
|
||||||
|
width = 320
|
||||||
|
height = 180
|
||||||
|
formats = 0x1a
|
||||||
|
overwriteFormat = 0x823
|
||||||
|
overwriteWidth = 640
|
||||||
|
overwriteHeight = 270
|
||||||
|
|
||||||
[TextureRedefine] #lines on map
|
[TextureRedefine] #lines on map
|
||||||
width = 13
|
width = 13
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader 45d85f1d25e7d0de
|
// shader 45d85f1d25e7d0de //vertical blur
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 res 320x180x1 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(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 res 320x180x1 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) in vec4 passParameterSem0;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
@ -32,8 +32,8 @@ vec3 cubeMapSTM;
|
|||||||
int cubeMapFaceId;
|
int cubeMapFaceId;
|
||||||
R0f = passParameterSem0;
|
R0f = passParameterSem0;
|
||||||
|
|
||||||
R0f.z = (R0f.z - 0.0018518518518519 * 2);
|
R0f.z = (R0f.z - 0.0018518518518519 * 1.5);
|
||||||
R0f.y = (R0f.y + 0.0018518518518519 * 2);
|
R0f.y = (R0f.y + 0.0018518518518519 * 1.5);
|
||||||
|
|
||||||
R1f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
R1f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
||||||
R2f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw);
|
R2f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw);
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#version 420
|
#version 420
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
// shader 4dc5fdeced670c5e
|
// shader 4dc5fdeced670c5e //horizontal blur
|
||||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 res 320x180x1 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(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 res 320x180x1 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) in vec4 passParameterSem0;
|
||||||
layout(location = 0) out vec4 passPixelColor0;
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
@ -32,8 +32,8 @@ vec3 cubeMapSTM;
|
|||||||
int cubeMapFaceId;
|
int cubeMapFaceId;
|
||||||
R0f = passParameterSem0;
|
R0f = passParameterSem0;
|
||||||
|
|
||||||
R0f.z = (R0f.z - 0.0010416666666667 * 2);
|
R0f.z = (R0f.z - 0.0010416666666667 * 1.5);
|
||||||
R0f.y = (R0f.y + 0.0010416666666667 * 2);
|
R0f.y = (R0f.y + 0.0010416666666667 * 1.5);
|
||||||
|
|
||||||
R1f.xyzw = (texture(textureUnitPS0, R0f.yx).xyzw);
|
R1f.xyzw = (texture(textureUnitPS0, R0f.yx).xyzw);
|
||||||
R2f.xyzw = (texture(textureUnitPS0, R0f.wx).xyzw);
|
R2f.xyzw = (texture(textureUnitPS0, R0f.wx).xyzw);
|
||||||
|
@ -222,6 +222,14 @@ overwriteFormat = 0x823
|
|||||||
overwriteWidth = 640
|
overwriteWidth = 640
|
||||||
overwriteHeight = 360
|
overwriteHeight = 360
|
||||||
|
|
||||||
|
[TextureRedefine] #inventory and title menu background bloom
|
||||||
|
width = 320
|
||||||
|
height = 180
|
||||||
|
formats = 0x1a
|
||||||
|
overwriteFormat = 0x823
|
||||||
|
overwriteWidth = 640
|
||||||
|
overwriteHeight = 360
|
||||||
|
|
||||||
[TextureRedefine] #lines on map and camera rune removal
|
[TextureRedefine] #lines on map and camera rune removal
|
||||||
width = 13
|
width = 13
|
||||||
height = 305
|
height = 305
|
||||||
|
@ -0,0 +1,70 @@
|
|||||||
|
#version 420
|
||||||
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 45d85f1d25e7d0de // vertical blur
|
||||||
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 res 320x180x1 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 R2f = vec4(0.0);
|
||||||
|
vec4 R123f = 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.z = (R0f.z - 0.0018518518518519 * 1.5);
|
||||||
|
R0f.y = (R0f.y + 0.0018518518518519 * 1.5);
|
||||||
|
|
||||||
|
R1f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
||||||
|
R2f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw);
|
||||||
|
R0f.xyzw = (texture(textureUnitPS0, R0f.xz).xyzw);
|
||||||
|
// 0
|
||||||
|
R123f.x = (R1f.w * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.x = R123f.x;
|
||||||
|
R123f.y = (R1f.z * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.y = R123f.y;
|
||||||
|
R123f.z = (R1f.y * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.z = R123f.z;
|
||||||
|
R123f.w = (R1f.x * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.w = R123f.w;
|
||||||
|
// 1
|
||||||
|
R123f.x = (R2f.w * intBitsToFloat(0x3e969697) + PV0f.x);
|
||||||
|
PV1f.x = R123f.x;
|
||||||
|
R123f.y = (R2f.z * intBitsToFloat(0x3e969697) + PV0f.y);
|
||||||
|
PV1f.y = R123f.y;
|
||||||
|
R123f.z = (R2f.y * intBitsToFloat(0x3e969697) + PV0f.z);
|
||||||
|
PV1f.z = R123f.z;
|
||||||
|
R123f.w = (R2f.x * intBitsToFloat(0x3e969697) + PV0f.w);
|
||||||
|
PV1f.w = R123f.w;
|
||||||
|
// 2
|
||||||
|
backupReg0f = R0f.x;
|
||||||
|
backupReg1f = R0f.y;
|
||||||
|
backupReg2f = R0f.z;
|
||||||
|
backupReg3f = R0f.w;
|
||||||
|
R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w);
|
||||||
|
R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z);
|
||||||
|
R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y);
|
||||||
|
R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x);
|
||||||
|
// export
|
||||||
|
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||||
|
}
|
@ -0,0 +1,70 @@
|
|||||||
|
#version 420
|
||||||
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 4dc5fdeced670c5e // horizontal blur
|
||||||
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 res 320x180x1 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 R2f = vec4(0.0);
|
||||||
|
vec4 R123f = 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.z = (R0f.z - 0.0010416666666667 * 2.6);
|
||||||
|
R0f.y = (R0f.y + 0.0010416666666667 * 2.6);
|
||||||
|
|
||||||
|
R1f.xyzw = (texture(textureUnitPS0, R0f.yx).xyzw);
|
||||||
|
R2f.xyzw = (texture(textureUnitPS0, R0f.wx).xyzw);
|
||||||
|
R0f.xyzw = (texture(textureUnitPS0, R0f.zx).xyzw);
|
||||||
|
// 0
|
||||||
|
R123f.x = (R1f.w * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.x = R123f.x;
|
||||||
|
R123f.y = (R1f.z * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.y = R123f.y;
|
||||||
|
R123f.z = (R1f.y * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.z = R123f.z;
|
||||||
|
R123f.w = (R1f.x * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.w = R123f.w;
|
||||||
|
// 1
|
||||||
|
R123f.x = (R2f.w * intBitsToFloat(0x3e969697) + PV0f.x);
|
||||||
|
PV1f.x = R123f.x;
|
||||||
|
R123f.y = (R2f.z * intBitsToFloat(0x3e969697) + PV0f.y);
|
||||||
|
PV1f.y = R123f.y;
|
||||||
|
R123f.z = (R2f.y * intBitsToFloat(0x3e969697) + PV0f.z);
|
||||||
|
PV1f.z = R123f.z;
|
||||||
|
R123f.w = (R2f.x * intBitsToFloat(0x3e969697) + PV0f.w);
|
||||||
|
PV1f.w = R123f.w;
|
||||||
|
// 2
|
||||||
|
backupReg0f = R0f.x;
|
||||||
|
backupReg1f = R0f.y;
|
||||||
|
backupReg2f = R0f.z;
|
||||||
|
backupReg3f = R0f.w;
|
||||||
|
R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w);
|
||||||
|
R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z);
|
||||||
|
R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y);
|
||||||
|
R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x);
|
||||||
|
// export
|
||||||
|
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||||
|
}
|
@ -218,9 +218,17 @@ overwriteHeight = 467
|
|||||||
width = 320
|
width = 320
|
||||||
height = 180
|
height = 180
|
||||||
formats = 0x19
|
formats = 0x19
|
||||||
overwriteFormat = 0x1f
|
overwriteFormat = 0x823
|
||||||
#overwriteWidth = 3840
|
overwriteWidth = 860
|
||||||
#overwriteHeight = 2160
|
overwriteHeight = 360
|
||||||
|
|
||||||
|
[TextureRedefine] #title menu background bloom
|
||||||
|
width = 320
|
||||||
|
height = 180
|
||||||
|
formats = 0x1a
|
||||||
|
overwriteFormat = 0x823
|
||||||
|
overwriteWidth = 860
|
||||||
|
overwriteHeight = 360
|
||||||
|
|
||||||
[TextureRedefine] #lines on map
|
[TextureRedefine] #lines on map
|
||||||
width = 13
|
width = 13
|
||||||
|
@ -0,0 +1,70 @@
|
|||||||
|
#version 420
|
||||||
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 45d85f1d25e7d0de // vertical blur
|
||||||
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 res 320x180x1 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 R2f = vec4(0.0);
|
||||||
|
vec4 R123f = 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.z = (R0f.z - 0.0018518518518519 * 2.7);
|
||||||
|
R0f.y = (R0f.y + 0.0018518518518519 * 2.7);
|
||||||
|
|
||||||
|
R1f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
||||||
|
R2f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw);
|
||||||
|
R0f.xyzw = (texture(textureUnitPS0, R0f.xz).xyzw);
|
||||||
|
// 0
|
||||||
|
R123f.x = (R1f.w * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.x = R123f.x;
|
||||||
|
R123f.y = (R1f.z * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.y = R123f.y;
|
||||||
|
R123f.z = (R1f.y * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.z = R123f.z;
|
||||||
|
R123f.w = (R1f.x * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.w = R123f.w;
|
||||||
|
// 1
|
||||||
|
R123f.x = (R2f.w * intBitsToFloat(0x3e969697) + PV0f.x);
|
||||||
|
PV1f.x = R123f.x;
|
||||||
|
R123f.y = (R2f.z * intBitsToFloat(0x3e969697) + PV0f.y);
|
||||||
|
PV1f.y = R123f.y;
|
||||||
|
R123f.z = (R2f.y * intBitsToFloat(0x3e969697) + PV0f.z);
|
||||||
|
PV1f.z = R123f.z;
|
||||||
|
R123f.w = (R2f.x * intBitsToFloat(0x3e969697) + PV0f.w);
|
||||||
|
PV1f.w = R123f.w;
|
||||||
|
// 2
|
||||||
|
backupReg0f = R0f.x;
|
||||||
|
backupReg1f = R0f.y;
|
||||||
|
backupReg2f = R0f.z;
|
||||||
|
backupReg3f = R0f.w;
|
||||||
|
R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w);
|
||||||
|
R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z);
|
||||||
|
R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y);
|
||||||
|
R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x);
|
||||||
|
// export
|
||||||
|
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||||
|
}
|
@ -0,0 +1,70 @@
|
|||||||
|
#version 420
|
||||||
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 4dc5fdeced670c5e // horizontal blur
|
||||||
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 res 320x180x1 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 R2f = vec4(0.0);
|
||||||
|
vec4 R123f = 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.z = (R0f.z - 0.0010416666666667 * 2.7);
|
||||||
|
R0f.y = (R0f.y + 0.0010416666666667 * 2.7);
|
||||||
|
|
||||||
|
R1f.xyzw = (texture(textureUnitPS0, R0f.yx).xyzw);
|
||||||
|
R2f.xyzw = (texture(textureUnitPS0, R0f.wx).xyzw);
|
||||||
|
R0f.xyzw = (texture(textureUnitPS0, R0f.zx).xyzw);
|
||||||
|
// 0
|
||||||
|
R123f.x = (R1f.w * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.x = R123f.x;
|
||||||
|
R123f.y = (R1f.z * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.y = R123f.y;
|
||||||
|
R123f.z = (R1f.y * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.z = R123f.z;
|
||||||
|
R123f.w = (R1f.x * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.w = R123f.w;
|
||||||
|
// 1
|
||||||
|
R123f.x = (R2f.w * intBitsToFloat(0x3e969697) + PV0f.x);
|
||||||
|
PV1f.x = R123f.x;
|
||||||
|
R123f.y = (R2f.z * intBitsToFloat(0x3e969697) + PV0f.y);
|
||||||
|
PV1f.y = R123f.y;
|
||||||
|
R123f.z = (R2f.y * intBitsToFloat(0x3e969697) + PV0f.z);
|
||||||
|
PV1f.z = R123f.z;
|
||||||
|
R123f.w = (R2f.x * intBitsToFloat(0x3e969697) + PV0f.w);
|
||||||
|
PV1f.w = R123f.w;
|
||||||
|
// 2
|
||||||
|
backupReg0f = R0f.x;
|
||||||
|
backupReg1f = R0f.y;
|
||||||
|
backupReg2f = R0f.z;
|
||||||
|
backupReg3f = R0f.w;
|
||||||
|
R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w);
|
||||||
|
R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z);
|
||||||
|
R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y);
|
||||||
|
R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x);
|
||||||
|
// export
|
||||||
|
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||||
|
}
|
@ -210,9 +210,17 @@ overwriteHeight = 583
|
|||||||
width = 320
|
width = 320
|
||||||
height = 180
|
height = 180
|
||||||
formats = 0x19
|
formats = 0x19
|
||||||
overwriteFormat = 0x1f
|
overwriteFormat = 0x823
|
||||||
#overwriteWidth = 3840
|
overwriteWidth = 800
|
||||||
#overwriteHeight = 2160
|
overwriteHeight = 450
|
||||||
|
|
||||||
|
[TextureRedefine] #inventory background bloom
|
||||||
|
width = 320
|
||||||
|
height = 180
|
||||||
|
formats = 0x1a
|
||||||
|
overwriteFormat = 0x823
|
||||||
|
overwriteWidth = 800
|
||||||
|
overwriteHeight = 450
|
||||||
|
|
||||||
[TextureRedefine] #lines on map
|
[TextureRedefine] #lines on map
|
||||||
width = 13
|
width = 13
|
||||||
|
@ -0,0 +1,70 @@
|
|||||||
|
#version 420
|
||||||
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 45d85f1d25e7d0de // vertical blur
|
||||||
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4601800 res 320x180x1 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 R2f = vec4(0.0);
|
||||||
|
vec4 R123f = 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.z = (R0f.z - 0.0018518518518519 * 3);
|
||||||
|
R0f.y = (R0f.y + 0.0018518518518519 * 3);
|
||||||
|
|
||||||
|
R1f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
||||||
|
R2f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw);
|
||||||
|
R0f.xyzw = (texture(textureUnitPS0, R0f.xz).xyzw);
|
||||||
|
// 0
|
||||||
|
R123f.x = (R1f.w * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.x = R123f.x;
|
||||||
|
R123f.y = (R1f.z * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.y = R123f.y;
|
||||||
|
R123f.z = (R1f.y * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.z = R123f.z;
|
||||||
|
R123f.w = (R1f.x * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.w = R123f.w;
|
||||||
|
// 1
|
||||||
|
R123f.x = (R2f.w * intBitsToFloat(0x3e969697) + PV0f.x);
|
||||||
|
PV1f.x = R123f.x;
|
||||||
|
R123f.y = (R2f.z * intBitsToFloat(0x3e969697) + PV0f.y);
|
||||||
|
PV1f.y = R123f.y;
|
||||||
|
R123f.z = (R2f.y * intBitsToFloat(0x3e969697) + PV0f.z);
|
||||||
|
PV1f.z = R123f.z;
|
||||||
|
R123f.w = (R2f.x * intBitsToFloat(0x3e969697) + PV0f.w);
|
||||||
|
PV1f.w = R123f.w;
|
||||||
|
// 2
|
||||||
|
backupReg0f = R0f.x;
|
||||||
|
backupReg1f = R0f.y;
|
||||||
|
backupReg2f = R0f.z;
|
||||||
|
backupReg3f = R0f.w;
|
||||||
|
R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w);
|
||||||
|
R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z);
|
||||||
|
R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y);
|
||||||
|
R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x);
|
||||||
|
// export
|
||||||
|
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||||
|
}
|
@ -0,0 +1,70 @@
|
|||||||
|
#version 420
|
||||||
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 4dc5fdeced670c5e // horizontal blur
|
||||||
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c5000 res 320x180x1 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 R2f = vec4(0.0);
|
||||||
|
vec4 R123f = 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.z = (R0f.z - 0.0010416666666667 * 4);
|
||||||
|
R0f.y = (R0f.y + 0.0010416666666667 * 4);
|
||||||
|
|
||||||
|
R1f.xyzw = (texture(textureUnitPS0, R0f.yx).xyzw);
|
||||||
|
R2f.xyzw = (texture(textureUnitPS0, R0f.wx).xyzw);
|
||||||
|
R0f.xyzw = (texture(textureUnitPS0, R0f.zx).xyzw);
|
||||||
|
// 0
|
||||||
|
R123f.x = (R1f.w * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.x = R123f.x;
|
||||||
|
R123f.y = (R1f.z * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.y = R123f.y;
|
||||||
|
R123f.z = (R1f.y * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.z = R123f.z;
|
||||||
|
R123f.w = (R1f.x * intBitsToFloat(0x3eb4b4b5) + 0.0);
|
||||||
|
PV0f.w = R123f.w;
|
||||||
|
// 1
|
||||||
|
R123f.x = (R2f.w * intBitsToFloat(0x3e969697) + PV0f.x);
|
||||||
|
PV1f.x = R123f.x;
|
||||||
|
R123f.y = (R2f.z * intBitsToFloat(0x3e969697) + PV0f.y);
|
||||||
|
PV1f.y = R123f.y;
|
||||||
|
R123f.z = (R2f.y * intBitsToFloat(0x3e969697) + PV0f.z);
|
||||||
|
PV1f.z = R123f.z;
|
||||||
|
R123f.w = (R2f.x * intBitsToFloat(0x3e969697) + PV0f.w);
|
||||||
|
PV1f.w = R123f.w;
|
||||||
|
// 2
|
||||||
|
backupReg0f = R0f.x;
|
||||||
|
backupReg1f = R0f.y;
|
||||||
|
backupReg2f = R0f.z;
|
||||||
|
backupReg3f = R0f.w;
|
||||||
|
R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w);
|
||||||
|
R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z);
|
||||||
|
R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y);
|
||||||
|
R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x);
|
||||||
|
// export
|
||||||
|
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||||
|
}
|
@ -212,9 +212,17 @@ overwriteHeight = 699
|
|||||||
width = 320
|
width = 320
|
||||||
height = 180
|
height = 180
|
||||||
formats = 0x19
|
formats = 0x19
|
||||||
overwriteFormat = 0x1f
|
overwriteFormat = 0x823
|
||||||
#overwriteWidth = 3840
|
overwriteWidth = 1280
|
||||||
#overwriteHeight = 2160
|
overwriteHeight = 540
|
||||||
|
|
||||||
|
[TextureRedefine] #inventory background bloom
|
||||||
|
width = 320
|
||||||
|
height = 180
|
||||||
|
formats = 0x19
|
||||||
|
overwriteFormat = 0x823
|
||||||
|
overwriteWidth = 1280
|
||||||
|
overwriteHeight = 540
|
||||||
|
|
||||||
[TextureRedefine] #lines on map
|
[TextureRedefine] #lines on map
|
||||||
width = 13
|
width = 13
|
||||||
|
Loading…
Reference in New Issue
Block a user