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.
This commit is contained in:
Skal Fate 2018-11-11 23:38:32 -07:00 committed by GitHub
parent 5ad8b4eb42
commit 4904b5172d
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5 changed files with 63 additions and 191 deletions

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#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 315d61ad21f97614 // shader 315d61ad21f97614
// Used for: Vertical blur pass end screen background // Used for: Vertical blur pass end screen background
const float resXScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth)); const float resXScale = (float($width)/float($gameWidth));
const float resYScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight)); const float resYScale = (float($height)/float($gameHeight));
uniform ivec4 uf_remappedVS[5]; uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 4b92e636153d6b54 // shader 4b92e636153d6b54
// Used for: Horizontal blur pass end screen background // Used for: Horizontal blur pass end screen background
const float resXScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth)); const float resXScale = (float($width)/float($gameWidth));
const float resYScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight)); const float resYScale = (float($height)/float($gameHeight));
uniform ivec4 uf_remappedVS[5]; uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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@ -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
}

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#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);
}

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@ -6,3 +6,11 @@ description = Removes the "Pixel Mess" that appears on the results screen. Curre
version = 3 version = 3
# A screenshot of the issue can be seen here: https://cdn.discordapp.com/attachments/286429969104764928/335077383847673857/unknown.png # 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