From 47aa3c10b21d9ec8728052286acb79b4e32b0a60 Mon Sep 17 00:00:00 2001 From: getdls Date: Thu, 1 Mar 2018 21:43:03 +0100 Subject: [PATCH] [XCX] Fix - Separate AA scaling for skell view, align bloom skell view --- .../72387b8c3f18030f_0000000000000000_vs.txt | 64 ++++ .../b77e14af90eec1bd_00000000000003c9_ps.txt | 282 ++++++++++++++++++ 2 files changed, 346 insertions(+) create mode 100644 Source/XenobladeX/72387b8c3f18030f_0000000000000000_vs.txt create mode 100644 Source/XenobladeX/b77e14af90eec1bd_00000000000003c9_ps.txt diff --git a/Source/XenobladeX/72387b8c3f18030f_0000000000000000_vs.txt b/Source/XenobladeX/72387b8c3f18030f_0000000000000000_vs.txt new file mode 100644 index 00000000..12e798b2 --- /dev/null +++ b/Source/XenobladeX/72387b8c3f18030f_0000000000000000_vs.txt @@ -0,0 +1,64 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader 72387b8c3f18030f +//skell view align bloom +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem0; +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); +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.xy = attrDataSem0.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +PV0f.x = -(R1f.y); +PV0f.x /= 2.0; +PV0f.y = R1f.x; +PV0f.y /= 2.0; +R1f.z = 0.0; +R1f.w = 1.0; +// 1 +PV1f.z = PV0f.x + 0.5; +PV1f.w = PV0f.y + 0.5; +// 2 +R0f.x = PV1f.w + intBitsToFloat(uf_remappedVS[0].x)/8; //const align +R0f.y = PV1f.z + intBitsToFloat(uf_remappedVS[0].y)/8; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.z); +// 0 +} diff --git a/Source/XenobladeX/b77e14af90eec1bd_00000000000003c9_ps.txt b/Source/XenobladeX/b77e14af90eec1bd_00000000000003c9_ps.txt new file mode 100644 index 00000000..27c16cea --- /dev/null +++ b/Source/XenobladeX/b77e14af90eec1bd_00000000000003c9_ps.txt @@ -0,0 +1,282 @@ + + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader b77e14af90eec1bd +//skell view separate AA fix +const float resScale = ; +uniform ivec4 uf_remappedPS[3]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5f0a000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 2) in vec4 passParameterSem2; +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() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R5i = ivec4(0); +ivec4 R6i = ivec4(0); +ivec4 R7i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R125i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +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[2]; +bool activeMaskStackC[3]; +activeMaskStack[0] = false; +activeMaskStackC[0] = false; +activeMaskStackC[1] = false; +activeMaskStack[0] = true; +activeMaskStackC[0] = true; +activeMaskStackC[1] = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = floatBitsToInt(passParameterSem0); +R1i = floatBitsToInt(passParameterSem1); +R2i = floatBitsToInt(passParameterSem2); +if( activeMaskStackC[1] == true ) { +R3i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zy)).xyz); +R4i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).xyz); +R5i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xw)).xyz); +R1i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).xyz); +R6i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.xy)).xyz); +R7i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).x); +} +if( activeMaskStackC[1] == true ) { +// 0 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R3i.z),-0.0),vec4(intBitsToFloat(0x3e991687)/resScale,intBitsToFloat(0x3f1645a2)/resScale,intBitsToFloat(0x3de978d5)/resScale,0.0))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R127i.w = tempi.x; +R127i.z = 0; +PS0i = R127i.z; +// 1 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R4i.y),intBitsToFloat(R4i.z),-0.0),vec4(intBitsToFloat(0x3e991687)/resScale,intBitsToFloat(0x3f1645a2)/resScale,intBitsToFloat(0x3de978d5)/resScale,0.0))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R126i.w = tempi.x; +PS1i = floatBitsToInt(intBitsToFloat(R5i.z) * intBitsToFloat(0x3de978d5)/resScale); +// 2 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(PS1i),-0.0),vec4(intBitsToFloat(0x3e991687)/resScale,intBitsToFloat(0x3f1645a2)/resScale,1.0,0.0))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R127i.y = tempi.x; +R127i.x = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(0x3b2aaaab)/resScale); +PS0i = R127i.x; +// 3 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z),-0.0),vec4(intBitsToFloat(0x3e991687)/resScale,intBitsToFloat(0x3f1645a2)/resScale,intBitsToFloat(0x3de978d5)/resScale,0.0))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R126i.z = tempi.x; +R126i.y = floatBitsToInt(min(intBitsToFloat(R126i.w), intBitsToFloat(PV0i.x))); +PS1i = R126i.y; +// 4 +R126i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(PV1i.x),intBitsToFloat(R126i.w)),vec4(-(1.0),1.0,1.0,-(1.0)))); +PV0i.x = R126i.x; +PV0i.y = R126i.x; +PV0i.z = R126i.x; +PV0i.w = R126i.x; +R125i.x = floatBitsToInt(min(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.x))); +PS0i = R125i.x; +// 5 +backupReg0i = R127i.y; +backupReg1i = R126i.w; +backupReg0i = R127i.y; +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(backupReg0i),intBitsToFloat(R126i.z),intBitsToFloat(R126i.w)),vec4(-(1.0),1.0,-(1.0),1.0))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R127i.y = tempi.x; +R126i.w = floatBitsToInt(max(intBitsToFloat(backupReg1i), intBitsToFloat(backupReg0i))); +PS1i = R126i.w; +// 6 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R126i.x),intBitsToFloat(PV1i.x),intBitsToFloat(R127i.z),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(PV1i.x),intBitsToFloat(R127i.z),0.0))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R127i.z = floatBitsToInt(max(intBitsToFloat(R127i.x), intBitsToFloat(R126i.z))); +PS0i = R127i.z; +// 7 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R6i.x),intBitsToFloat(R6i.y),intBitsToFloat(R6i.z),-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R126i.z = tempi.x; +tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x)); +PS1i = floatBitsToInt(tempResultf); +// 8 +R0i.y = floatBitsToInt(max(intBitsToFloat(R126i.w), intBitsToFloat(R127i.z))); +PV0i.y = R0i.y; +R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(PS1i))); +PV0i.z = R125i.z; +R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS1i))); +PV0i.w = R126i.w; +R0i.w = floatBitsToInt(min(intBitsToFloat(R126i.y), intBitsToFloat(R125i.x))); +PS0i = R0i.w; +// 9 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[0].x)/resScale)); +PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].y)/resScale)); +R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[1].x)/resScale)); +PS1i = R127i.z; +// 10 +R1i.x = floatBitsToInt(intBitsToFloat(R2i.x) + -(intBitsToFloat(PV1i.z))); +R1i.y = floatBitsToInt(intBitsToFloat(R2i.y) + -(intBitsToFloat(PV1i.w))); +R5i.z = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(PV1i.z)); +PV0i.w = floatBitsToInt(min(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.x))); +R5i.y = floatBitsToInt(intBitsToFloat(R2i.y) + intBitsToFloat(PV1i.w)); +PS0i = R5i.y; +// 11 +backupReg0i = R0i.y; +PV1i.y = floatBitsToInt(min(intBitsToFloat(R126i.z), intBitsToFloat(R0i.w))); +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[1].z))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(R126i.z), intBitsToFloat(backupReg0i))); +R3i.y = floatBitsToInt(max(intBitsToFloat(R127i.z), intBitsToFloat(uf_remappedPS[1].y))); +PS1i = R3i.y; +// 12 +R0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.w)); +PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.z)); +// 13 +PV1i.x = floatBitsToInt(intBitsToFloat(R125i.z) * intBitsToFloat(PS0i)); +PV1i.w = floatBitsToInt(intBitsToFloat(R126i.w) * intBitsToFloat(PS0i)); +// 14 +PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), intBitsToFloat(0xc0000000)/resScale)); +PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(0xc0000000)/resScale)); +// 15 +PV1i.x = floatBitsToInt(min(intBitsToFloat(PV0i.z), 2.0)); +PV1i.w = floatBitsToInt(min(intBitsToFloat(PV0i.y), 2.0)); +// 16 +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].z)/resScale)); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(uf_remappedPS[0].w)/resScale)); +// 17 +backupReg0i = R2i.x; +backupReg1i = R2i.y; +backupReg0i = R2i.x; +backupReg1i = R2i.y; +R2i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(PV0i.z))); +R2i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(PV0i.w))); +R1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z)); +R1i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.w)); +} +if( activeMaskStackC[1] == true ) { +R4i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).xyz); +R5i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R5i.zy)).xyz); +R2i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.xy)).xyz); +R1i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).xyz); +} +if( activeMaskStackC[1] == true ) { +activeMaskStack[1] = activeMaskStack[0]; +activeMaskStackC[2] = activeMaskStackC[1]; +// 0 +backupReg0i = R0i.x; +predResult = (intBitsToFloat(R3i.y) > intBitsToFloat(backupReg0i)); +activeMaskStack[1] = predResult; +activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; +} +else { +activeMaskStack[1] = false; +activeMaskStackC[2] = false; +} +if( activeMaskStackC[2] == true ) { +// 0 +R6i.w = 0x3f800000; +} +activeMaskStack[1] = activeMaskStack[1] == false; +activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true; +if( activeMaskStackC[2] == true ) { +// 0 +R127i.x = floatBitsToInt(intBitsToFloat(R2i.z) + intBitsToFloat(R1i.z)); +PV0i.y = floatBitsToInt(intBitsToFloat(R2i.y) + intBitsToFloat(R1i.y)); +PV0i.z = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(R1i.x)); +// 1 +PV1i.x = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R5i.y)); +PV1i.y = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R5i.x)); +PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) * 0.25); +R127i.w = floatBitsToInt(intBitsToFloat(R4i.z) + intBitsToFloat(R5i.z)); +PS1i = floatBitsToInt(intBitsToFloat(PV0i.z) * 0.25); +// 2 +backupReg0i = R127i.x; +R127i.x = floatBitsToInt((intBitsToFloat(PV1i.y) * 0.25 + intBitsToFloat(PS1i))); +PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) * 0.25); +R127i.z = PV1i.y; +R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0); +R126i.w = floatBitsToInt((intBitsToFloat(PV1i.x) * 0.25 + intBitsToFloat(PV1i.z))); +PV0i.w = R126i.w; +R127i.y = PV1i.x; +R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) / 2.0); +PS0i = R127i.y; +// 3 +backupReg0i = R127i.w; +PV1i.x = ((intBitsToFloat(PV0i.w) > intBitsToFloat(R0i.y))?int(0xFFFFFFFF):int(0x0)); +PV1i.y = ((intBitsToFloat(R0i.w) > intBitsToFloat(PV0i.w))?int(0xFFFFFFFF):int(0x0)); +R126i.z = floatBitsToInt((intBitsToFloat(R127i.w) * 0.25 + intBitsToFloat(PV0i.y))); +R127i.w = backupReg0i; +R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0); +// 4 +R123i.w = ((PV1i.y == 0)?(PV1i.x):(int(-1))); +PV0i.w = R123i.w; +// 5 +R6i.x = ((PV0i.w == 0)?(R127i.x):(R127i.z)); +R6i.y = ((PV0i.w == 0)?(R126i.w):(R127i.y)); +R6i.z = ((PV0i.w == 0)?(R126i.z):(R127i.w)); +R6i.w = 0x3f800000; +} +activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; +if( activeMaskStackC[1] == true ) { +// 0 +PV0i.w = floatBitsToInt(-(intBitsToFloat(R7i.x))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 1 +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(uf_remappedPS[2].y)) + intBitsToFloat(uf_remappedPS[2].z))); +PV1i.z = R123i.z; +PS1i = floatBitsToInt(1.0 / -(intBitsToFloat(PV0i.w))); +// 2 +R0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(PS1i)); +} +// export +passPixelColor0 = vec4(intBitsToFloat(R6i.x), intBitsToFloat(R6i.y), intBitsToFloat(R6i.z), intBitsToFloat(R6i.w)); +// export +gl_FragDepth = vec4(intBitsToFloat(R0i.x), 0, 0, 0).x; +}