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[XCX] 21:9 fixes, cut-scene alignment fixes
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109
Source/XenobladeX/2dc235c41abee590_0000000000000000_vs.txt
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109
Source/XenobladeX/2dc235c41abee590_0000000000000000_vs.txt
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@ -0,0 +1,109 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 2dc235c41abee590
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// shadow maskng alignment, haloing compromise
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//fixes most Y at cost of slightly worse X
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uniform ivec4 uf_remappedVS[6];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 3) out vec4 passParameterSem3;
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layout(location = 0) out vec4 passParameterSem0;
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layout(location = 1) out vec4 passParameterSem1;
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layout(location = 2) out vec4 passParameterSem2;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem1.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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PV0f.x = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].w));
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PV0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].z));
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PV0f.z = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].y));
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PV0f.w = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].x));
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R4f.x = R2f.x;
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PS0f = R4f.x;
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// 1
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R123f.x = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].w)) + PV0f.x);
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PV1f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].z)) + PV0f.y);
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PV1f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].y)) + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].x)) + PV0f.w);
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PV1f.w = R123f.w;
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R4f.y = R2f.y;
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PS1f = R4f.y;
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// 2
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R123f.x = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].z)) + PV1f.y);
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PV0f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].w)) + PV1f.x);
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PV0f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].y)) + PV1f.z);
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PV0f.z = R123f.z;
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R123f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].x)) + PV1f.w);
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PV0f.w = R123f.w;
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// 3
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R2f.x = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].x)) + PV0f.w);
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R2f.y = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].y)) + PV0f.z);
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R2f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].z)) + PV0f.x);
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R2f.w = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.y);
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// 4
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R3f.x = (mul_nonIEEE(R4f.x,intBitsToFloat(uf_remappedVS[4].x)) + intBitsToFloat(uf_remappedVS[4].z)*1.5);
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R3f.y = (mul_nonIEEE(R4f.y,intBitsToFloat(uf_remappedVS[4].y)) + intBitsToFloat(uf_remappedVS[4].w)/4);
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// 5
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R0f.x = (mul_nonIEEE(R4f.x,intBitsToFloat(uf_remappedVS[5].x)) + intBitsToFloat(uf_remappedVS[5].z));
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R0f.y = (mul_nonIEEE(R4f.y,intBitsToFloat(uf_remappedVS[5].y)) + intBitsToFloat(uf_remappedVS[5].w));
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// export
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gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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// export
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passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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// export
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passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.z);
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// export
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passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.z);
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// export
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passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.z);
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// 0
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}
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95
Source/XenobladeX/4f557f00a56c6358_0000000000000000_vs.txt
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95
Source/XenobladeX/4f557f00a56c6358_0000000000000000_vs.txt
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@ -0,0 +1,95 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 4f557f00a56c6358
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//vs shadow mask
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uniform ivec4 uf_remappedVS[4];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem0;
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layout(location = 1) out vec4 passParameterSem1;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem1.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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PV0f.x = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].y));
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PV0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].x));
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PV0f.z = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].w));
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PV0f.w = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].z));
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R0f.x = R2f.x;
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PS0f = R0f.x;
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// 1
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R123f.x = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].y)) + PV0f.x);
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PV1f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].x)) + PV0f.y);
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PV1f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].w)) + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].z)) + PV0f.w);
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PV1f.w = R123f.w;
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R1f.z = 0.0;
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PS1f = R1f.z;
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// 2
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R123f.x = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].y)) + PV1f.x);
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PV0f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].x)) + PV1f.y);
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PV0f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].w)) + PV1f.z);
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PV0f.z = R123f.z;
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R123f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].z)) + PV1f.w);
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PV0f.w = R123f.w;
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R0f.y = R2f.y;
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PS0f = R0f.y;
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// 3
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R2f.x = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].x)) + PV0f.y);
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R2f.y = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].y)) + PV0f.x);
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R2f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].z)) + PV0f.w);
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R2f.w = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.z);
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// export
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gl_Position = vec4(R1f.x*0.999, R1f.y, R1f.z, R1f.w);//magic align shadows
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// export
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passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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// export
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passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.z);
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// 0
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}
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109
Source/XenobladeX/94d235f07b93ad2f_0000000000000000_vs.txt
Normal file
109
Source/XenobladeX/94d235f07b93ad2f_0000000000000000_vs.txt
Normal file
@ -0,0 +1,109 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 94d235f07b93ad2f
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// shadow masking alignment, haloing compromise
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//fixes most Y at cost of slightly worse X
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uniform ivec4 uf_remappedVS[6];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 3) out vec4 passParameterSem3;
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layout(location = 0) out vec4 passParameterSem0;
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layout(location = 1) out vec4 passParameterSem1;
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layout(location = 2) out vec4 passParameterSem2;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem1.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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PV0f.x = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].w));
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PV0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].z));
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PV0f.z = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].y));
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PV0f.w = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].x));
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R4f.x = R2f.x;
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PS0f = R4f.x;
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// 1
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R123f.x = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].w)) + PV0f.x);
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PV1f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].z)) + PV0f.y);
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PV1f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].y)) + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].x)) + PV0f.w);
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PV1f.w = R123f.w;
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R4f.y = R2f.y;
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PS1f = R4f.y;
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// 2
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R123f.x = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].z)) + PV1f.y);
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PV0f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].w)) + PV1f.x);
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PV0f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].y)) + PV1f.z);
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PV0f.z = R123f.z;
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R123f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].x)) + PV1f.w);
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PV0f.w = R123f.w;
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// 3
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R2f.x = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].x)) + PV0f.w);
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R2f.y = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].y)) + PV0f.z);
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R2f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].z)) + PV0f.x);
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R2f.w = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.y);
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// 4
|
||||
R3f.x = (mul_nonIEEE(R4f.x,intBitsToFloat(uf_remappedVS[4].x)) + intBitsToFloat(uf_remappedVS[4].z));
|
||||
R3f.y = (mul_nonIEEE(R4f.y,intBitsToFloat(uf_remappedVS[4].y)) + intBitsToFloat(uf_remappedVS[4].w)/4); //2
|
||||
// 5
|
||||
R0f.x = (mul_nonIEEE(R4f.x,intBitsToFloat(uf_remappedVS[5].x)) + intBitsToFloat(uf_remappedVS[5].z));
|
||||
R0f.y = (mul_nonIEEE(R4f.y,intBitsToFloat(uf_remappedVS[5].y)) + intBitsToFloat(uf_remappedVS[5].w));
|
||||
// export
|
||||
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
// export
|
||||
passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
||||
// export
|
||||
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.z);
|
||||
// export
|
||||
passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.z);
|
||||
// export
|
||||
passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.z);
|
||||
// 0
|
||||
}
|
109
Source/XenobladeX/dd1a35baa9bbe69b_0000000000000000_vs.txt
Normal file
109
Source/XenobladeX/dd1a35baa9bbe69b_0000000000000000_vs.txt
Normal file
@ -0,0 +1,109 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_packing : enable
|
||||
// shader dd1a35baa9bbe69b
|
||||
// shadow maskng alignment, haloing compromise
|
||||
//fixes most Y at cost of slightly worse X
|
||||
|
||||
uniform ivec4 uf_remappedVS[6];
|
||||
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem1;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
float gl_PointSize;
|
||||
};
|
||||
layout(location = 3) out vec4 passParameterSem3;
|
||||
layout(location = 0) out vec4 passParameterSem0;
|
||||
layout(location = 1) out vec4 passParameterSem1;
|
||||
layout(location = 2) out vec4 passParameterSem2;
|
||||
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 R4f = vec4(0.0);
|
||||
vec4 R123f = 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.xyz = attrDataSem0.xyz;
|
||||
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
|
||||
attrDecoder.w = 0;
|
||||
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
attrDecoder.xy = attrDataSem1.xy;
|
||||
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
|
||||
attrDecoder.z = 0;
|
||||
attrDecoder.w = 0;
|
||||
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
// 0
|
||||
PV0f.x = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].w));
|
||||
PV0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].z));
|
||||
PV0f.z = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].y));
|
||||
PV0f.w = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].x));
|
||||
R4f.x = R2f.x;
|
||||
PS0f = R4f.x;
|
||||
// 1
|
||||
R123f.x = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].w)) + PV0f.x);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].z)) + PV0f.y);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].y)) + PV0f.z);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].x)) + PV0f.w);
|
||||
PV1f.w = R123f.w;
|
||||
R4f.y = R2f.y;
|
||||
PS1f = R4f.y;
|
||||
// 2
|
||||
R123f.x = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].z)) + PV1f.y);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].w)) + PV1f.x);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].y)) + PV1f.z);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].x)) + PV1f.w);
|
||||
PV0f.w = R123f.w;
|
||||
// 3
|
||||
R2f.x = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].x)) + PV0f.w);
|
||||
R2f.y = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].y)) + PV0f.z);
|
||||
R2f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].z)) + PV0f.x);
|
||||
R2f.w = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.y);
|
||||
// 4
|
||||
R3f.x = (mul_nonIEEE(R4f.x,intBitsToFloat(uf_remappedVS[4].x)) + intBitsToFloat(uf_remappedVS[4].z));
|
||||
R3f.y = (mul_nonIEEE(R4f.y,intBitsToFloat(uf_remappedVS[4].y)) + intBitsToFloat(uf_remappedVS[4].w)/4);
|
||||
// 5
|
||||
R0f.x = (mul_nonIEEE(R4f.x,intBitsToFloat(uf_remappedVS[5].x)) + intBitsToFloat(uf_remappedVS[5].z));
|
||||
R0f.y = (mul_nonIEEE(R4f.y,intBitsToFloat(uf_remappedVS[5].y)) + intBitsToFloat(uf_remappedVS[5].w));
|
||||
// export
|
||||
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
// export
|
||||
passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
||||
// export
|
||||
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.z);
|
||||
// export
|
||||
passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.z);
|
||||
// export
|
||||
passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.z);
|
||||
// 0
|
||||
}
|
Loading…
Reference in New Issue
Block a user