From 4904b5172d7c329bd9988320aa010d94609d15b2 Mon Sep 17 00:00:00 2001 From: Skal Fate <20464880+skalfate@users.noreply.github.com> Date: Sun, 11 Nov 2018 23:38:32 -0700 Subject: [PATCH] Some Updates to Super Smash Brothers (#265) * Update 315d61ad21f97614_0000000000000000_vs.txt Proper Cast the variables as floats because they were failing to compile. * Update 4b92e636153d6b54_0000000000000000_vs.txt Proper Cast the variables as floats because they were failing to compile. * Delete 1ed6dd85057f3924_0000000000000000_vs.txt It is not needed as editing this shader won't fix the issue. * Add files via upload Fragment Shader that when modified does the same thing as resizing the pixel mess texture. However the shader is reloadable. * Update rules.txt Presets to load hide the pixel mess broken effect and set it back to original behavior. --- .../315d61ad21f97614_0000000000000000_vs.txt | 4 +- .../4b92e636153d6b54_0000000000000000_vs.txt | 4 +- .../1ed6dd85057f3924_0000000000000000_vs.txt | 187 ------------------ .../42f0844ab0996fe2_0000000000000079_ps.txt | 51 +++++ .../SuperSmashBros_NoPixelMess/rules.txt | 8 + 5 files changed, 63 insertions(+), 191 deletions(-) delete mode 100644 Workarounds/SuperSmashBros_NoPixelMess/1ed6dd85057f3924_0000000000000000_vs.txt create mode 100644 Workarounds/SuperSmashBros_NoPixelMess/42f0844ab0996fe2_0000000000000079_ps.txt diff --git a/Source/SuperSmashBros_Resolution/315d61ad21f97614_0000000000000000_vs.txt b/Source/SuperSmashBros_Resolution/315d61ad21f97614_0000000000000000_vs.txt index 96df524c..4f6e942c 100644 --- a/Source/SuperSmashBros_Resolution/315d61ad21f97614_0000000000000000_vs.txt +++ b/Source/SuperSmashBros_Resolution/315d61ad21f97614_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_shading_language_packing : enable // shader 315d61ad21f97614 // Used for: Vertical blur pass end screen background -const float resXScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth)); -const float resYScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight)); +const float resXScale = (float($width)/float($gameWidth)); +const float resYScale = (float($height)/float($gameHeight)); uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Source/SuperSmashBros_Resolution/4b92e636153d6b54_0000000000000000_vs.txt b/Source/SuperSmashBros_Resolution/4b92e636153d6b54_0000000000000000_vs.txt index f18403d1..5f6d2131 100644 --- a/Source/SuperSmashBros_Resolution/4b92e636153d6b54_0000000000000000_vs.txt +++ b/Source/SuperSmashBros_Resolution/4b92e636153d6b54_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_shading_language_packing : enable // shader 4b92e636153d6b54 // Used for: Horizontal blur pass end screen background -const float resXScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth)); -const float resYScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight)); +const float resXScale = (float($width)/float($gameWidth)); +const float resYScale = (float($height)/float($gameHeight)); uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Workarounds/SuperSmashBros_NoPixelMess/1ed6dd85057f3924_0000000000000000_vs.txt b/Workarounds/SuperSmashBros_NoPixelMess/1ed6dd85057f3924_0000000000000000_vs.txt deleted file mode 100644 index e79c23b8..00000000 --- a/Workarounds/SuperSmashBros_NoPixelMess/1ed6dd85057f3924_0000000000000000_vs.txt +++ /dev/null @@ -1,187 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#extension GL_ARB_shading_language_packing : enable -// shader 1ed6dd85057f3924 -uniform ivec4 uf_remappedVS[12]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -layout(location = 0) in uvec4 attrDataSem0; -layout(location = 1) in uvec4 attrDataSem2; -layout(location = 2) in uvec4 attrDataSem8; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 1) out vec4 passParameterSem131; -layout(location = 0) out vec4 passParameterSem130; -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 R122f = vec4(0.0); -vec4 R123f = vec4(0.0); -vec4 R125f = vec4(0.0); -vec4 R126f = 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 = attrDataSem0; -attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); -R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); -attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem8.xyzw)/255.0); -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); -attrDecoder.xy = attrDataSem2.xy; -attrDecoder.xy = ((attrDecoder.xy>>8)&0xFF)|((attrDecoder.xy<<8)&0xFF00); -attrDecoder.z = 0; -attrDecoder.w = 0; -attrDecoder.xy = floatBitsToUint(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16))); -attrDecoder.zw = uvec2(0); -R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -backupReg0f = R1f.x; -backupReg1f = R1f.y; -backupReg2f = R1f.w; -R1f.x = backupReg0f; -R1f.y = R1f.z; -PV0f.z = intBitsToFloat(uf_remappedVS[0].z) + -(intBitsToFloat(uf_remappedVS[1].y)); -R1f.w = backupReg1f; -R0f.y = backupReg2f; -PS0f = R0f.y; -// 1 -backupReg0f = R3f.x; -backupReg1f = R3f.y; -R3f.x = backupReg0f; -R3f.y = backupReg1f; -R127f.z = mul_nonIEEE(intBitsToFloat(uf_remappedVS[1].x), PV0f.z); -R125f.w = mul_nonIEEE(intBitsToFloat(uf_remappedVS[2].z), intBitsToFloat(uf_remappedVS[1].x)); -// 2 -R127f.xyw = vec3(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].w)); -PV0f.y = R127f.y; -PV0f.w = R127f.w; -// 3 -R126f.x = intBitsToFloat(uf_remappedVS[2].x); -R126f.y = intBitsToFloat(uf_remappedVS[2].y); -PV1f.y = R126f.y; -PV1f.z = mul_nonIEEE(R2f.w, PV0f.w); -R126f.w = intBitsToFloat(uf_remappedVS[2].w); -PV1f.w = R126f.w; -PS1f = mul_nonIEEE(R2f.w, PV0f.y); -// 4 -backupReg0f = R127f.x; -R127f.x = (mul_nonIEEE(R2f.z,PV1f.w) + PV1f.z); -PV0f.y = intBitsToFloat(uf_remappedVS[1].y) + R127f.z; -R127f.z = mul_nonIEEE(intBitsToFloat(uf_remappedVS[3].z), intBitsToFloat(uf_remappedVS[1].x)); -R127f.w = (mul_nonIEEE(R2f.z,PV1f.y) + PS1f); -PS0f = mul_nonIEEE(R2f.w, backupReg0f); -// 5 -PV1f.x = intBitsToFloat(uf_remappedVS[3].x); -PV1f.y = intBitsToFloat(uf_remappedVS[3].y); -PV1f.z = mul_nonIEEE(R2f.w, PV0f.y); -PV1f.w = intBitsToFloat(uf_remappedVS[3].w); -R122f.x = (mul_nonIEEE(R2f.z,R126f.x) + PS0f); -PS1f = R122f.x; -// 6 -backupReg0f = R127f.x; -backupReg1f = R127f.w; -R127f.x = mul_nonIEEE(intBitsToFloat(uf_remappedVS[4].z), intBitsToFloat(uf_remappedVS[1].x)); -R126f.y = (mul_nonIEEE(R2f.y,PV1f.w) + backupReg0f); -R123f.z = (mul_nonIEEE(R2f.z,R125f.w) + PV1f.z); -PV0f.z = R123f.z; -R127f.w = (mul_nonIEEE(R2f.y,PV1f.y) + backupReg1f); -R126f.x = (mul_nonIEEE(R2f.y,PV1f.x) + PS1f); -PS0f = R126f.x; -// 7 -PV1f.x = intBitsToFloat(uf_remappedVS[4].x); -PV1f.y = intBitsToFloat(uf_remappedVS[4].y); -R123f.z = (mul_nonIEEE(R2f.y,R127f.z) + PV0f.z); -PV1f.z = R123f.z; -PV1f.w = intBitsToFloat(uf_remappedVS[4].w); -// 8 -backupReg0f = R2f.x; -R2f.x = (mul_nonIEEE(backupReg0f,PV1f.x) + R126f.x); -R2f.y = (mul_nonIEEE(backupReg0f,PV1f.w) + R126f.y); -R2f.z = (mul_nonIEEE(backupReg0f,R127f.x) + PV1f.z); -R2f.w = (mul_nonIEEE(backupReg0f,PV1f.y) + R127f.w); -// export -passParameterSem131 = vec4(R3f.x, R3f.y, R3f.z, R3f.z); -// 0 -PV0f.x = mul_nonIEEE(R2f.y, intBitsToFloat(uf_remappedVS[5].x)); -PV0f.y = mul_nonIEEE(R2f.y, intBitsToFloat(uf_remappedVS[5].w)); -PV0f.z = mul_nonIEEE(R2f.y, intBitsToFloat(uf_remappedVS[5].z)); -PV0f.w = mul_nonIEEE(R2f.y, intBitsToFloat(uf_remappedVS[5].y)); -// 1 -R123f.x = (mul_nonIEEE(R2f.z,intBitsToFloat(uf_remappedVS[6].x)) + PV0f.x); -PV1f.x = R123f.x; -R123f.y = (mul_nonIEEE(R2f.z,intBitsToFloat(uf_remappedVS[6].w)) + PV0f.y); -PV1f.y = R123f.y; -R123f.z = (mul_nonIEEE(R2f.z,intBitsToFloat(uf_remappedVS[6].z)) + PV0f.z); -PV1f.z = R123f.z; -R123f.w = (mul_nonIEEE(R2f.z,intBitsToFloat(uf_remappedVS[6].y)) + PV0f.w); -PV1f.w = R123f.w; -// 2 -R123f.x = (mul_nonIEEE(R2f.w,intBitsToFloat(uf_remappedVS[7].x)) + PV1f.x); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(R2f.w,intBitsToFloat(uf_remappedVS[7].w)) + PV1f.y); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(R2f.w,intBitsToFloat(uf_remappedVS[7].z)) + PV1f.z); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(R2f.w,intBitsToFloat(uf_remappedVS[7].y)) + PV1f.w); -PV0f.w = R123f.w; -// 3 -backupReg0f = R2f.x; -R2f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[8].x)) + PV0f.x); -R2f.y = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[8].y)) + PV0f.w); -R2f.z = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[8].z)) + PV0f.z); -R2f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[8].w)) + PV0f.y); -// export - -// this removes the "pixel mess" but causes several effects to go missing -// gl_Position = vec4(R2f.x, R2f.y, R2f.z, R2f.w); - -// 0 -PV0f.x = mul_nonIEEE(intBitsToFloat(uf_remappedVS[9].x), intBitsToFloat(uf_remappedVS[10].x)); -PV0f.x *= 2.0; -PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedVS[9].y), intBitsToFloat(uf_remappedVS[10].y)); -PV0f.w *= 2.0; -// 1 -backupReg0f = R1f.x; -backupReg1f = R1f.w; -R1f.x = mul_nonIEEE(PV0f.x, backupReg0f); -PV1f.y = mul_nonIEEE(intBitsToFloat(uf_remappedVS[9].w), intBitsToFloat(uf_remappedVS[10].w)); -PV1f.y *= 2.0; -PV1f.z = mul_nonIEEE(intBitsToFloat(uf_remappedVS[9].z), intBitsToFloat(uf_remappedVS[10].z)); -PV1f.z *= 2.0; -R1f.w = mul_nonIEEE(PV0f.w, backupReg1f); -// 2 -R2f.z = mul_nonIEEE(PV1f.z, R1f.y); -R0f.w = mul_nonIEEE(PV1f.y, R0f.y); -// 0 -R0f.x = mul_nonIEEE(R1f.x, intBitsToFloat(uf_remappedVS[11].x)); -R0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[11].x)); -R0f.z = mul_nonIEEE(R2f.z, intBitsToFloat(uf_remappedVS[11].x)); -// export -passParameterSem130 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -// 0 -} diff --git a/Workarounds/SuperSmashBros_NoPixelMess/42f0844ab0996fe2_0000000000000079_ps.txt b/Workarounds/SuperSmashBros_NoPixelMess/42f0844ab0996fe2_0000000000000079_ps.txt new file mode 100644 index 00000000..3809cd83 --- /dev/null +++ b/Workarounds/SuperSmashBros_NoPixelMess/42f0844ab0996fe2_0000000000000079_ps.txt @@ -0,0 +1,51 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 42f0844ab0996fe2 : for pixel mess effect + +const float var_Trans = float($tVar); + +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x24fc6000 res 256x256x1 dim 1 tm: 4 format 0033 compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 1 1 2 border: 0 +layout(location = 0) in vec4 passParameterSem130; +layout(location = 1) in vec4 passParameterSem131; +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); +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 = passParameterSem130; +R1f = passParameterSem131; +R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +// 0 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +backupReg2f = R0f.z; +backupReg3f = R0f.w; +if(var_Trans == 0){ backupReg3f = 0.0;}; +R0f.x = mul_nonIEEE(backupReg0f, R1f.x); +R0f.y = mul_nonIEEE(backupReg1f, R1f.y); +R0f.z = mul_nonIEEE(backupReg2f, R1f.z); +R0f.w = mul_nonIEEE(backupReg3f, R1f.w); +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +} diff --git a/Workarounds/SuperSmashBros_NoPixelMess/rules.txt b/Workarounds/SuperSmashBros_NoPixelMess/rules.txt index 42522af4..6ffe1cc7 100644 --- a/Workarounds/SuperSmashBros_NoPixelMess/rules.txt +++ b/Workarounds/SuperSmashBros_NoPixelMess/rules.txt @@ -6,3 +6,11 @@ description = Removes the "Pixel Mess" that appears on the results screen. Curre version = 3 # A screenshot of the issue can be seen here: https://cdn.discordapp.com/attachments/286429969104764928/335077383847673857/unknown.png + +[Preset] +name = Set Effect To Transparent +$tVar:float = 0 + +[Preset] +name = Set Effect To Original +$tVar:float = 1.0