diff --git a/Resolutions/SonicLostWorld_Resolution/2fc311c50a4dab95_0000000000000000_vs.txt b/Resolutions/SonicLostWorld_Resolution/2fc311c50a4dab95_0000000000000000_vs.txt index a2f0e904..1ad34c41 100644 --- a/Resolutions/SonicLostWorld_Resolution/2fc311c50a4dab95_0000000000000000_vs.txt +++ b/Resolutions/SonicLostWorld_Resolution/2fc311c50a4dab95_0000000000000000_vs.txt @@ -3,7 +3,7 @@ #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_packing : enable // shader 2fc311c50a4dab95 -// text shader +// text shader 1 float origRatio = (float(1280)/float(720)); float newRatio = (float($width)/float($height)); uniform ivec4 uf_remappedVS[9]; diff --git a/Resolutions/SonicLostWorld_Resolution/419dbf0c732a51e2_0000000000000000_vs.txt b/Resolutions/SonicLostWorld_Resolution/419dbf0c732a51e2_0000000000000000_vs.txt new file mode 100644 index 00000000..1ea08c91 --- /dev/null +++ b/Resolutions/SonicLostWorld_Resolution/419dbf0c732a51e2_0000000000000000_vs.txt @@ -0,0 +1,106 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader 419dbf0c732a51e2 +// text shader 3 +float origRatio = (float(1280)/float(720)); +float newRatio = (float($width)/float($height)); +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem3; +layout(location = 2) in uvec4 attrDataSem4; +layout(location = 3) in uvec4 attrDataSem8; +layout(location = 4) in uvec4 attrDataSem9; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem131; +layout(location = 1) out vec4 passParameterSem136; +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 R5f = vec4(0.0); +vec4 R127f = 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; +R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem3.xyzw)/255.0); +R1f = vec4(intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)), intBitsToFloat(int(attrDecoder.x))); +attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem4.xyzw)/255.0); +R2f = vec4(intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)), intBitsToFloat(int(attrDecoder.x))); +attrDecoder.xy = attrDataSem8.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R4f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xy = attrDataSem9.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R5f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +backupReg0f = R3f.z; +R127f.x = R3f.x + 0.5; +R0f.y = mul_nonIEEE(R2f.z, R2f.x); +R127f.z = R3f.y + 0.5; +R3f.w = 1.0; +R3f.z = backupReg0f; +PS0f = R3f.z; +// 1 +R0f.x = mul_nonIEEE(R2f.z, R2f.w); +R0f.z = mul_nonIEEE(R2f.z, R2f.y); +R0f.w = 0.0; +PS1f = 1.0 / intBitsToFloat(uf_remappedVS[0].y); +// 2 +PV0f.y = R127f.z * PS1f; +PV0f.y *= 2.0; +R4f.z = R5f.x; +R4f.w = R5f.y; +PS0f = 1.0 / intBitsToFloat(uf_remappedVS[0].x); +// 3 +PV1f.x = PV0f.y + -(1.0); +PV1f.w = R127f.x * PS0f; +PV1f.w *= 2.0; +// 4 +R3f.x = PV1f.w + -(1.0); +R3f.y = -(PV1f.x); +// export +gl_Position = vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w); +// export +passParameterSem131 = vec4(R1f.w, R1f.x, R1f.y, R1f.z); +// export +// skipped export to semanticId 255 +// export +passParameterSem136 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); +// 0 +} diff --git a/Resolutions/SonicLostWorld_Resolution/419dbf0c732a91e2_0000000000000000_vs.txt b/Resolutions/SonicLostWorld_Resolution/419dbf0c732a91e2_0000000000000000_vs.txt new file mode 100644 index 00000000..1cc4bc97 --- /dev/null +++ b/Resolutions/SonicLostWorld_Resolution/419dbf0c732a91e2_0000000000000000_vs.txt @@ -0,0 +1,106 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader 419dbf0c732a91e2 +// text shader 2 +float origRatio = (float(1280)/float(720)); +float newRatio = (float($width)/float($height)); +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem3; +layout(location = 2) in uvec4 attrDataSem4; +layout(location = 3) in uvec4 attrDataSem8; +layout(location = 4) in uvec4 attrDataSem9; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem132; +layout(location = 1) out vec4 passParameterSem136; +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 R5f = vec4(0.0); +vec4 R127f = 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; +R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem3.xyzw)/255.0); +R1f = vec4(intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)), intBitsToFloat(int(attrDecoder.x))); +attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem4.xyzw)/255.0); +R2f = vec4(intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)), intBitsToFloat(int(attrDecoder.x))); +attrDecoder.xy = attrDataSem8.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R4f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xy = attrDataSem9.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R5f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +backupReg0f = R3f.z; +R127f.x = R3f.x + 0.5; +R0f.y = mul_nonIEEE(R2f.z, R2f.x); +R127f.z = R3f.y + 0.5; +R3f.w = 1.0; +R3f.z = backupReg0f; +PS0f = R3f.z; +// 1 +R0f.x = mul_nonIEEE(R2f.z, R2f.w); +R0f.z = mul_nonIEEE(R2f.z, R2f.y); +R0f.w = 0.0; +PS1f = 1.0 / intBitsToFloat(uf_remappedVS[0].y); +// 2 +PV0f.y = R127f.z * PS1f; +PV0f.y *= 2.0; +R4f.z = R5f.x; +R4f.w = R5f.y; +PS0f = 1.0 / intBitsToFloat(uf_remappedVS[0].x); +// 3 +PV1f.x = PV0f.y + -(1.0); +PV1f.w = R127f.x * PS0f; +PV1f.w *= 2.0; +// 4 +R3f.x = PV1f.w + -(1.0); +R3f.y = -(PV1f.x); +// export +gl_Position = vec4(R3f.x*(origRatio/newRatio), R3f.y, R3f.z, R3f.w); +// export +// skipped export to semanticId 255 +// export +passParameterSem132 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +passParameterSem136 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); +// 0 +}