From 366fc983181a2f667eae8468099fb426789887fa Mon Sep 17 00:00:00 2001 From: getdls Date: Mon, 27 Mar 2017 22:14:17 +0200 Subject: [PATCH] [Cap'n Toad] AA removal fix Add - AA removal --- ...636b47f081f_00000000000003c9_ps_source.txt | 50 +++++++++++++++++++ 1 file changed, 50 insertions(+) create mode 100644 Enhancements/CaptainToadTT_AA_removal/fca1d636b47f081f_00000000000003c9_ps_source.txt diff --git a/Enhancements/CaptainToadTT_AA_removal/fca1d636b47f081f_00000000000003c9_ps_source.txt b/Enhancements/CaptainToadTT_AA_removal/fca1d636b47f081f_00000000000003c9_ps_source.txt new file mode 100644 index 00000000..af14d12e --- /dev/null +++ b/Enhancements/CaptainToadTT_AA_removal/fca1d636b47f081f_00000000000003c9_ps_source.txt @@ -0,0 +1,50 @@ +#version 400 +#extension GL_ARB_texture_gather : enable +// shader fca1d636b47f081f +uniform ivec4 uf_remappedPS[4]; +uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5800800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +uniform sampler2D textureUnitPS1;// Tex1 addr 0x15c20000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +in vec4 passParameter0; +layout(location = 0) out vec4 passPixelColor0; +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() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +bool activeMaskStack[31]; +bool activeMaskStackC[32]; +int activeMaskIndex = 0; +activeMaskStack[0] = true; +activeMaskStackC[0] = true; +activeMaskStackC[1] = true; +int loopStuckCounter = 0; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = floatBitsToInt(passParameter0); +R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); +// export +passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); +}