mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-23 01:59:18 +01:00
[BotW] fix camera... again
_'tough luck, nightwings'_
This commit is contained in:
parent
b254e944ab
commit
3e2c260094
@ -121,15 +121,9 @@ R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.z)));
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PS0i = R4i.y;
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}
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if( activeMaskStackC[2] == true ) {
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R1i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R1i.xy),intBitsToFloat(R1i.w)).xyz);
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R2i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.xy),intBitsToFloat(R2i.z)).xyz);
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R3i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R3i.zx),intBitsToFloat(R3i.w)).xyz);
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R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBitsToFloat(R4i.w)).xyz);
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}
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if( activeMaskStackC[2] == true ) {
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vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R3i.x) - intBitsToFloat(R4i.y) ) * uf_fragCoordScale;
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R4i.y) - intBitsToFloat(R3i.x) ) * uf_fragCoordScale;
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int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
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vec3 R10f = vec3(0.0);
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float count = 0.0;
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@ -121,15 +121,9 @@ R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.z)));
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PS0i = R4i.y;
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}
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if( activeMaskStackC[2] == true ) {
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R1i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R1i.xy),intBitsToFloat(R1i.w)).xyz);
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R2i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.xy),intBitsToFloat(R2i.z)).xyz);
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R3i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R3i.zx),intBitsToFloat(R3i.w)).xyz);
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R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBitsToFloat(R4i.w)).xyz);
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}
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if( activeMaskStackC[2] == true ) {
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vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R3i.x) - intBitsToFloat(R4i.y) ) * uf_fragCoordScale;
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R4i.y) - intBitsToFloat(R3i.x) ) * uf_fragCoordScale;
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int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
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vec3 R10f = vec3(0.0);
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float count = 0.0;
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@ -121,15 +121,9 @@ R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.z)));
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PS0i = R4i.y;
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}
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if( activeMaskStackC[2] == true ) {
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R1i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R1i.xy),intBitsToFloat(R1i.w)).xyz);
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R2i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.xy),intBitsToFloat(R2i.z)).xyz);
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R3i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R3i.zx),intBitsToFloat(R3i.w)).xyz);
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R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBitsToFloat(R4i.w)).xyz);
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}
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if( activeMaskStackC[2] == true ) {
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vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R3i.x) - intBitsToFloat(R4i.y) ) * uf_fragCoordScale;
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R4i.y) - intBitsToFloat(R3i.x) ) * uf_fragCoordScale;
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int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
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vec3 R10f = vec3(0.0);
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float count = 0.0;
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@ -121,15 +121,9 @@ R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.z)));
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PS0i = R4i.y;
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}
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if( activeMaskStackC[2] == true ) {
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R1i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R1i.xy),intBitsToFloat(R1i.w)).xyz);
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R2i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.xy),intBitsToFloat(R2i.z)).xyz);
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R3i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R3i.zx),intBitsToFloat(R3i.w)).xyz);
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R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBitsToFloat(R4i.w)).xyz);
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}
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if( activeMaskStackC[2] == true ) {
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vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R3i.x) - intBitsToFloat(R4i.y) ) * uf_fragCoordScale;
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R4i.y) - intBitsToFloat(R3i.x) ) * uf_fragCoordScale;
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int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
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vec3 R10f = vec3(0.0);
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float count = 0.0;
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@ -121,15 +121,9 @@ R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.z)));
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PS0i = R4i.y;
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}
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if( activeMaskStackC[2] == true ) {
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R1i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R1i.xy),intBitsToFloat(R1i.w)).xyz);
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R2i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.xy),intBitsToFloat(R2i.z)).xyz);
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R3i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R3i.zx),intBitsToFloat(R3i.w)).xyz);
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R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBitsToFloat(R4i.w)).xyz);
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}
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if( activeMaskStackC[2] == true ) {
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vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R3i.x) - intBitsToFloat(R4i.y) ) * uf_fragCoordScale;
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R4i.y) - intBitsToFloat(R3i.x) ) * uf_fragCoordScale;
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int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
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vec3 R10f = vec3(0.0);
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float count = 0.0;
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@ -121,15 +121,9 @@ R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.z)));
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PS0i = R4i.y;
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}
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if( activeMaskStackC[2] == true ) {
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R1i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R1i.xy),intBitsToFloat(R1i.w)).xyz);
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R2i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.xy),intBitsToFloat(R2i.z)).xyz);
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R3i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R3i.zx),intBitsToFloat(R3i.w)).xyz);
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R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBitsToFloat(R4i.w)).xyz);
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}
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if( activeMaskStackC[2] == true ) {
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vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R3i.x) - intBitsToFloat(R4i.y) ) * uf_fragCoordScale;
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R4i.y) - intBitsToFloat(R3i.x) ) * uf_fragCoordScale;
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int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
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vec3 R10f = vec3(0.0);
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float count = 0.0;
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@ -121,15 +121,9 @@ R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.z)));
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PS0i = R4i.y;
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}
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if( activeMaskStackC[2] == true ) {
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R1i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R1i.xy),intBitsToFloat(R1i.w)).xyz);
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R2i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.xy),intBitsToFloat(R2i.z)).xyz);
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R3i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R3i.zx),intBitsToFloat(R3i.w)).xyz);
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R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBitsToFloat(R4i.w)).xyz);
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}
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if( activeMaskStackC[2] == true ) {
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vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R3i.x) - intBitsToFloat(R4i.y) ) * uf_fragCoordScale;
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R4i.y) - intBitsToFloat(R3i.x) ) * uf_fragCoordScale;
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int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
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vec3 R10f = vec3(0.0);
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float count = 0.0;
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@ -121,15 +121,9 @@ R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.z)));
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PS0i = R4i.y;
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}
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if( activeMaskStackC[2] == true ) {
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R1i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R1i.xy),intBitsToFloat(R1i.w)).xyz);
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R2i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.xy),intBitsToFloat(R2i.z)).xyz);
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R3i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R3i.zx),intBitsToFloat(R3i.w)).xyz);
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R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBitsToFloat(R4i.w)).xyz);
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}
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if( activeMaskStackC[2] == true ) {
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vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R3i.x) - intBitsToFloat(R4i.y) ) * uf_fragCoordScale;
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R4i.y) - intBitsToFloat(R3i.x) ) * uf_fragCoordScale;
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int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
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vec3 R10f = vec3(0.0);
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float count = 0.0;
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@ -121,15 +121,9 @@ R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.z)));
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PS0i = R4i.y;
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}
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if( activeMaskStackC[2] == true ) {
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R1i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R1i.xy),intBitsToFloat(R1i.w)).xyz);
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R2i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.xy),intBitsToFloat(R2i.z)).xyz);
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R3i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R3i.zx),intBitsToFloat(R3i.w)).xyz);
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R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBitsToFloat(R4i.w)).xyz);
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}
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if( activeMaskStackC[2] == true ) {
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vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R3i.x) - intBitsToFloat(R4i.y) ) * uf_fragCoordScale;
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R4i.y) - intBitsToFloat(R3i.x) ) * uf_fragCoordScale;
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int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
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vec3 R10f = vec3(0.0);
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float count = 0.0;
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@ -121,15 +121,9 @@ R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.z)));
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PS0i = R4i.y;
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}
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if( activeMaskStackC[2] == true ) {
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R1i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R1i.xy),intBitsToFloat(R1i.w)).xyz);
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R2i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.xy),intBitsToFloat(R2i.z)).xyz);
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R3i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R3i.zx),intBitsToFloat(R3i.w)).xyz);
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R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBitsToFloat(R4i.w)).xyz);
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}
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if( activeMaskStackC[2] == true ) {
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vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R3i.x) - intBitsToFloat(R4i.y) ) * uf_fragCoordScale;
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R4i.y) - intBitsToFloat(R3i.x) ) * uf_fragCoordScale;
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int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
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vec3 R10f = vec3(0.0);
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float count = 0.0;
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@ -121,15 +121,9 @@ R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.z)));
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PS0i = R4i.y;
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}
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if( activeMaskStackC[2] == true ) {
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R1i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R1i.xy),intBitsToFloat(R1i.w)).xyz);
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R2i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.xy),intBitsToFloat(R2i.z)).xyz);
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R3i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R3i.zx),intBitsToFloat(R3i.w)).xyz);
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R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBitsToFloat(R4i.w)).xyz);
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}
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if( activeMaskStackC[2] == true ) {
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vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R3i.x) - intBitsToFloat(R4i.y) ) * uf_fragCoordScale;
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R4i.y) - intBitsToFloat(R3i.x) ) * uf_fragCoordScale;
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int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
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vec3 R10f = vec3(0.0);
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float count = 0.0;
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