[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.
This commit is contained in:
Crementif 2020-07-25 02:18:00 +02:00
parent 82b652ef83
commit 4d3d9bebf8
No known key found for this signature in database
GPG Key ID: 11A98E7DE0412B33
2 changed files with 2 additions and 2 deletions

View File

@ -116,7 +116,7 @@ R1i = floatBitsToInt(passParameterSem5);
R2i = floatBitsToInt(passParameterSem6); R2i = floatBitsToInt(passParameterSem6);
if( activeMaskStackC[1] == true ) { if( activeMaskStackC[1] == true ) {
R3i.w = floatBitsToInt(texture(textureUnitPS6, intBitsToFloat(R0i.xy)).x); 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); R4i.xyzw = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R2i.zw)).xyzw);
R2i.xy = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R2i.xy),0.0).xw); R2i.xy = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R2i.xy),0.0).xw);
} }

View File

@ -115,7 +115,7 @@ R1i = floatBitsToInt(passParameterSem5);
R2i = floatBitsToInt(passParameterSem6); R2i = floatBitsToInt(passParameterSem6);
if( activeMaskStackC[1] == true ) { if( activeMaskStackC[1] == true ) {
R3i.w = floatBitsToInt(texture(textureUnitPS6, intBitsToFloat(R0i.xy)).x); 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); R4i.xyzw = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R2i.zw)).xyzw);
R2i.xy = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).xw); R2i.xy = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).xw);
} }