From 4d3d9bebf84380a9348edf9eb0fe963982b14b97 Mon Sep 17 00:00:00 2001 From: Crementif <26669564+Crementif@users.noreply.github.com> Date: Sat, 25 Jul 2020 02:18:00 +0200 Subject: [PATCH] [BotW] Update shadow pack for Cemu 1.20.1 The shadow resolution pack has some old shaders that need a small workaround to also not have this issue. --- .../88133ee405eaae28_000003c000009269_ps.txt | 2 +- .../ffe0e8c84f6e8da9_000003c000009269_ps.txt | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/Enhancements/BreathOfTheWild_Shadows/88133ee405eaae28_000003c000009269_ps.txt b/Enhancements/BreathOfTheWild_Shadows/88133ee405eaae28_000003c000009269_ps.txt index a1736035..bdd68e73 100644 --- a/Enhancements/BreathOfTheWild_Shadows/88133ee405eaae28_000003c000009269_ps.txt +++ b/Enhancements/BreathOfTheWild_Shadows/88133ee405eaae28_000003c000009269_ps.txt @@ -116,7 +116,7 @@ R1i = floatBitsToInt(passParameterSem5); R2i = floatBitsToInt(passParameterSem6); if( activeMaskStackC[1] == true ) { R3i.w = floatBitsToInt(texture(textureUnitPS6, intBitsToFloat(R0i.xy)).x); -R7i.xzw = floatBitsToInt(textureGather(textureUnitPS6, intBitsToFloat(R0i.xy)).xzw); +R7i.xzw = floatBitsToInt(textureGather(textureUnitPS6, vec2(0.0001) + intBitsToFloat(R0i.xy)).xzw); R4i.xyzw = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R2i.zw)).xyzw); R2i.xy = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R2i.xy),0.0).xw); } diff --git a/Enhancements/BreathOfTheWild_Shadows/ffe0e8c84f6e8da9_000003c000009269_ps.txt b/Enhancements/BreathOfTheWild_Shadows/ffe0e8c84f6e8da9_000003c000009269_ps.txt index 425158af..2e349b34 100644 --- a/Enhancements/BreathOfTheWild_Shadows/ffe0e8c84f6e8da9_000003c000009269_ps.txt +++ b/Enhancements/BreathOfTheWild_Shadows/ffe0e8c84f6e8da9_000003c000009269_ps.txt @@ -115,7 +115,7 @@ R1i = floatBitsToInt(passParameterSem5); R2i = floatBitsToInt(passParameterSem6); if( activeMaskStackC[1] == true ) { R3i.w = floatBitsToInt(texture(textureUnitPS6, intBitsToFloat(R0i.xy)).x); -R6i.xzw = floatBitsToInt(textureGather(textureUnitPS6, intBitsToFloat(R0i.xy)).xzw); +R6i.xzw = floatBitsToInt(textureGather(textureUnitPS6, vec2(0.0001) + intBitsToFloat(R0i.xy)).xzw); R4i.xyzw = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R2i.zw)).xyzw); R2i.xy = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).xw); }