From 4a16cfee50bcf05264e15999361fd1a121b65410 Mon Sep 17 00:00:00 2001 From: Crementif Date: Mon, 25 Dec 2017 22:39:37 +0100 Subject: [PATCH 1/5] =?UTF-8?q?Added=20Pokk=C3=A9n=20(DoF)=20fixes?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../b2fecd8319ee0096_0000000000079249_ps.txt | 319 ++++++++++++++++++ .../fe05aca8e186a5fd_0000000000000079_ps.txt | 114 +++++++ Source/PokkenTournament/rules.txt | 26 ++ 3 files changed, 459 insertions(+) create mode 100644 Source/PokkenTournament/b2fecd8319ee0096_0000000000079249_ps.txt create mode 100644 Source/PokkenTournament/fe05aca8e186a5fd_0000000000000079_ps.txt diff --git a/Source/PokkenTournament/b2fecd8319ee0096_0000000000079249_ps.txt b/Source/PokkenTournament/b2fecd8319ee0096_0000000000079249_ps.txt new file mode 100644 index 00000000..cd5337e9 --- /dev/null +++ b/Source/PokkenTournament/b2fecd8319ee0096_0000000000079249_ps.txt @@ -0,0 +1,319 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader b2fecd8319ee0096 +// Used for: DoF In-game + +uniform ivec4 uf_remappedPS[4]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4603800 res 960x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf413c800 res 120x72x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf41f9800 res 480x288x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xf415c000 res 128x72x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0xf4166800 res 128x72x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem130; +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); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R4f = vec4(0.0); +vec4 R5f = vec4(0.0); +vec4 R6f = vec4(0.0); +vec4 R7f = vec4(0.0); +vec4 R8f = vec4(0.0); +vec4 R9f = vec4(0.0); +vec4 R122f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R124f = vec4(0.0); +vec4 R125f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = 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; +R5f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); +R1f.xyz = (texture(textureUnitPS5, R0f.xy).xyz); +R2f.xyz = (texture(textureUnitPS6, R0f.xy).xyz); +R7f.xyzw = (texture(textureUnitPS4, R0f.xy).xyzw); +R8f.xyz = (texture(textureUnitPS2, R0f.xy).xyz); +// 0 +PV0f.x = (intBitsToFloat(uf_remappedPS[0].z) * 1.5) / 3; +R3f.y = R0f.y; +R4f.z = R0f.y; +R127f.w = (intBitsToFloat(uf_remappedPS[0].w) * 1.5)/3; +PS0f = R1f.x + -(1.0); +// 1 +R3f.x = R0f.x + -(PV0f.x); +R4f.y = R0f.x + PV0f.x; +PV1f.z = R1f.z + -(1.0); +PV1f.w = R1f.y + -(1.0); +R6f.y = (mul_nonIEEE(PS0f,intBitsToFloat(uf_remappedPS[1].y)) + 1.0); +PS1f = R6f.y; +// 2 +R1f.x = (mul_nonIEEE(PV1f.w,intBitsToFloat(uf_remappedPS[1].y)) + 1.0); +R1f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y), R2f.y); +R1f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y), R2f.x); +R0f.w = (mul_nonIEEE(PV1f.z,intBitsToFloat(uf_remappedPS[1].y)) + 1.0); +R6f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y), R2f.z); +PS0f = R6f.x; +// 3 +R2f.x = R0f.x; +R2f.y = R0f.y + -(R127f.w); +R9f.w = 1.0; +R1f.w = 1.0 / intBitsToFloat(uf_remappedPS[2].w); +PS1f = R1f.w; +// 4 +backupReg0f = R0f.y; +R0f.y = backupReg0f + R127f.w; +R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz); +R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); +R3f.xyz = (texture(textureUnitPS0, R3f.xy).xyz); +R4f.xyz = (texture(textureUnitPS0, R4f.yz).xyz); +// 0 +R125f.x = R2f.x + R0f.x; +R125f.x *= 2.0; +PV0f.x = R125f.x; +R126f.z = R2f.z + R0f.z; +R126f.z *= 2.0; +R126f.w = R2f.y + R0f.y; +R126f.w *= 2.0; +PV0f.w = R126f.w; +// 1 +R127f.x = (-(R5f.x) * 4.0 + PV0f.x); +R127f.y = R3f.z + R4f.z; +R127f.y *= 2.0; +PV1f.y = R127f.y; +R127f.z = R3f.y + R4f.y; +R127f.z *= 2.0; +PV1f.z = R127f.z; +R127f.w = R3f.x + R4f.x; +R127f.w *= 2.0; +PV1f.w = R127f.w; +R122f.x = (-(R5f.y) * 4.0 + PV0f.w); +PS1f = R122f.x; +// 2 +R123f.x = (R5f.x * 2.0 + PV1f.w); +PV0f.x = R123f.x; +R123f.y = (R5f.y * 2.0 + PV1f.z); +PV0f.y = R123f.y; +R123f.z = (-(R5f.z) * 4.0 + R126f.z); +PV0f.z = R123f.z; +R123f.w = (R5f.z * 2.0 + PV1f.y); +PV0f.w = R123f.w; +R126f.x = max(PS1f, -(PS1f)); +PS0f = R126f.x; +// 3 +R124f.x = PV0f.x * intBitsToFloat(0x3e2aaaab); +PV1f.y = max(R127f.x, -(R127f.x))/3; +R3f.z = PV0f.y * intBitsToFloat(0x3e2aaaab); +PV1f.w = max(PV0f.z, -(PV0f.z)); +R4f.z = PV0f.w * intBitsToFloat(0x3e2aaaab); +PS1f = R4f.z; +// 4 +backupReg0f = R127f.z; +R127f.x = PV1f.y * 0.25; +R126f.y = R126f.x * 0.25; +R127f.z = PV1f.w * 0.25; +R123f.w = (-(R5f.x) * 4.0 + R127f.w); +PV0f.w = R123f.w; +R126f.x = (-(R5f.y) * 4.0 + backupReg0f); +PS0f = R126f.x; +// 5 +backupReg0f = R125f.x; +backupReg1f = R127f.y; +R125f.x = (R5f.x * 2.0 + backupReg0f); +R127f.y = (R5f.y * 2.0 + R126f.w); +R125f.z = (R5f.z * 2.0 + R126f.z); +R126f.w = (-(R5f.z) * 4.0 + backupReg1f); +R124f.z = max(PV0f.w, -(PV0f.w)); +PS1f = R124f.z; +// 6 +tempf.x = dot(vec4(R124f.x,R3f.z,R4f.z,-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0)); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R126f.z = tempf.x; +R125f.y = max(R126f.x, -(R126f.x)); +PS0f = R125f.y; +// 7 +backupReg0f = R126f.w; +backupReg0f = R126f.w; +tempf.x = dot(vec4(R127f.x,R126f.y,R127f.z,-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R126f.w = max(backupReg0f, -(backupReg0f)); +PS1f = R126f.w; +// 8 +backupReg0f = R125f.x; +backupReg1f = R127f.y; +backupReg2f = R126f.z; +R125f.x = backupReg0f * intBitsToFloat(0x3e2aaaab); +R127f.y = backupReg1f * intBitsToFloat(0x3e2aaaab); +R126f.z = R125f.z * intBitsToFloat(0x3e2aaaab); +R123f.w = (PV1f.x * intBitsToFloat(0x40400000) + intBitsToFloat(0xbdcccccd)); +PV0f.w = R123f.w; +PS0f = 1.0 / backupReg2f; +// 9 +PV1f.x = R124f.z * 0.25; +PV1f.y = R125f.y * 0.25; +PV1f.z = R126f.w * 0.25; +R127f.w = mul_nonIEEE(PV0f.w, PS0f); +R127f.w = clamp(R127f.w, 0.0, 1.0); +R126f.w = -(R5f.x) + R124f.x; +PS1f = R126f.w; +// 10 +tempf.x = dot(vec4(PV1f.x,PV1f.y,PV1f.z,-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0)); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R125f.y = tempf.x; +R124f.z = -(R5f.y) + R3f.z; +PS0f = R124f.z; +// 11 +tempf.x = dot(vec4(R125f.x,R127f.y,R126f.z,-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +PS1f = -(R5f.z) + R4f.z; +// 12 +backupReg0f = R124f.z; +backupReg1f = R127f.w; +R124f.x = (mul_nonIEEE(R126f.w,R127f.w) + R5f.x); +PV0f.x = R124f.x; +R123f.y = (R125f.y * intBitsToFloat(0x40400000) + intBitsToFloat(0xbdcccccd)); +PV0f.y = R123f.y; +R124f.z = (mul_nonIEEE(PS1f,R127f.w) + R5f.z); +PV0f.z = R124f.z; +R127f.w = (mul_nonIEEE(backupReg0f,backupReg1f) + R5f.y); +PV0f.w = R127f.w; +PS0f = 1.0 / PV1f.x; +// 13 +PV1f.x = mul_nonIEEE(PV0f.y, PS0f); +PV1f.x = clamp(PV1f.x, 0.0, 1.0); +PV1f.y = R125f.x + -(PV0f.x); +PV1f.z = R127f.y + -(PV0f.w); +PV1f.w = R126f.z + -(PV0f.z); +// 14 +R123f.y = (mul_nonIEEE(PV1f.z,PV1f.x) + R127f.w); +PV0f.y = R123f.y; +R123f.z = (mul_nonIEEE(PV1f.y,PV1f.x) + R124f.x); +PV0f.z = R123f.z; +R123f.w = (mul_nonIEEE(PV1f.w,PV1f.x) + R124f.z); +PV0f.w = R123f.w; +// 15 +R123f.y = (mul_nonIEEE(PV0f.w,R0f.w) + R6f.x); +PV1f.y = R123f.y; +R123f.z = (mul_nonIEEE(PV0f.y,R1f.x) + R1f.y); +PV1f.z = R123f.z; +R123f.w = (mul_nonIEEE(PV0f.z,R6f.y) + R1f.z); +PV1f.w = R123f.w; +// 16 +PV0f.x = mul_nonIEEE(PV1f.w, R7f.w); +PV0f.z = mul_nonIEEE(PV1f.y, R7f.w); +PV0f.w = mul_nonIEEE(PV1f.z, R7f.w); +// 17 +R124f.x = (R7f.y * intBitsToFloat(0x40400000) + PV0f.w); +PV1f.x = R124f.x; +R127f.y = (R7f.x * intBitsToFloat(0x40400000) + PV0f.x); +PV1f.y = R127f.y; +R127f.w = (R7f.z * intBitsToFloat(0x40400000) + PV0f.z); +PV1f.w = R127f.w; +// 18 +PV0f.x = R8f.z + -(PV1f.w); +PV0f.y = R8f.y + -(PV1f.x); +PV0f.z = R8f.x + -(PV1f.y); +// 19 +R123f.x = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[3].x)) + R127f.w); +PV1f.x = R123f.x; +R123f.z = (mul_nonIEEE(PV0f.y,intBitsToFloat(uf_remappedPS[3].x)) + R124f.x); +PV1f.z = R123f.z; +R123f.w = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[3].x)) + R127f.y); +PV1f.w = R123f.w; +// 20 +PV0f.x = max(PV1f.w, 0.0); +R127f.y = max(PV1f.z, 0.0); +PV0f.y = R127f.y; +R124f.z = max(PV1f.x, 0.0); +PV0f.z = R124f.z; +// 21 +tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +tempResultf = log2(PV0f.x); +if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; +PS1f = tempResultf; +// 22 +PV0f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z), PV1f.x); +R7f.w = PS1f * intBitsToFloat(0x3ee8ba2e); +tempResultf = log2(R127f.y); +if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; +PS0f = tempResultf; +// 23 +R8f.x = PV0f.x + 1.0; +R8f.y = PS0f * intBitsToFloat(0x3ee8ba2e); +R8f.z = (mul_nonIEEE(PV0f.x,R1f.w) + 1.0); +tempResultf = log2(R124f.z); +if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; +R7f.z = tempResultf; +PS1f = R7f.z; +// 0 +R124f.x = R7f.z * intBitsToFloat(0x3ee8ba2e); +PV0f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z), R8f.z); +PS0f = 1.0 / R8f.x; +// 1 +R123f.z = (mul_nonIEEE(PV0f.y,PS0f) + -(1.0)); +PV1f.z = R123f.z; +R124f.z = exp2(R7f.w); +PS1f = R124f.z; +// 2 +R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),PV1f.z) + 1.0); +PV0f.y = R123f.y; +R127f.w = exp2(R8f.y); +PS0f = R127f.w; +// 3 +backupReg0f = R124f.x; +PV1f.x = max(PV0f.y, 0.0); +R124f.x = exp2(backupReg0f); +PS1f = R124f.x; +// 4 +tempResultf = log2(PV1f.x); +if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; +PS0f = tempResultf; +// 5 +PV1f.z = PS0f * intBitsToFloat(0x3ee8ba2e); +// 6 +PS0f = exp2(PV1f.z); +// 7 +R9f.x = mul_nonIEEE(PS0f, R124f.z); +R9f.y = mul_nonIEEE(PS0f, R127f.w); +R9f.z = mul_nonIEEE(PS0f, R124f.x); +// export +passPixelColor0 = vec4(R9f.x, R9f.y, R9f.z, R9f.w); +} diff --git a/Source/PokkenTournament/fe05aca8e186a5fd_0000000000000079_ps.txt b/Source/PokkenTournament/fe05aca8e186a5fd_0000000000000079_ps.txt new file mode 100644 index 00000000..9f417083 --- /dev/null +++ b/Source/PokkenTournament/fe05aca8e186a5fd_0000000000000079_ps.txt @@ -0,0 +1,114 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader fe05aca8e186a5fd +// Used for: DoF backgrounds + +layout(binding = 38, std140) uniform uniformBlockPS6 +{ +vec4 uf_blockPS6[1024]; +}; + +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x33659800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem136; +layout(location = 1) in vec4 passParameterSem130; +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() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +bool activeMaskStack[1]; +bool activeMaskStackC[2]; +activeMaskStackC[0] = false; +activeMaskStack[0] = true; +activeMaskStackC[0] = true; +activeMaskStackC[1] = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = floatBitsToInt(passParameterSem136); +R1i = floatBitsToInt(passParameterSem130); +if( activeMaskStackC[1] == true ) { +// 0 +R4i.xyz = ivec3(0,0,0); +R4i.w = floatBitsToInt(1.0); +R1i.z = 0; +PS0i = R1i.z; +// 1 +R1i.w = int(uf_blockPS6[0].x); +PS1i = R1i.w; +} +while( activeMaskStackC[1] == true ) +{ +if( activeMaskStackC[1] == true ) { +// 0 +R2i.x = (R1i.w > R1i.z)?int(0xFFFFFFFF):int(0x0); +// 1 +predResult = (R2i.x != 0); +if( predResult == false ) break; +} +if( activeMaskStackC[1] == true ) { +// 0 +backupReg0i = R1i.z; +R1i.z = backupReg0i + int(1); +} +if( activeMaskStackC[1] == true ) { +R3i.xyz = floatBitsToInt(uf_blockPS6[R1i.z].xyz/3); +} +if( activeMaskStackC[1] == true ) { +// 0 +R2i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R3i.x)); +R2i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R3i.y)); +} +if( activeMaskStackC[1] == true ) { +R2i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).xyz); +} +if( activeMaskStackC[1] == true ) { +// 0 +backupReg0i = R3i.z; +R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.z),intBitsToFloat(R2i.x)) + intBitsToFloat(R4i.x))); +R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.z),intBitsToFloat(R2i.y)) + intBitsToFloat(R4i.y))); +R3i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R2i.z)) + intBitsToFloat(R4i.z))); +// 1 +R2i.xyz = ivec3(R4i.x,R4i.y,R4i.z); +R2i.w = R4i.w; +// 2 +backupReg0i = R4i.w; +R4i.xyz = ivec3(R3i.x,R3i.y,R3i.z); +R4i.w = backupReg0i; +} +} +if( activeMaskStackC[1] == true ) { +// 0 +backupReg0i = R0i.x; +backupReg1i = R0i.y; +backupReg2i = R0i.z; +backupReg3i = R0i.w; +R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R4i.x))); +R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(R4i.y))); +R0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg2i), intBitsToFloat(R4i.z))); +R0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg3i), intBitsToFloat(R4i.w))); +} +// export +passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); +} diff --git a/Source/PokkenTournament/rules.txt b/Source/PokkenTournament/rules.txt index dcbfe184..a41b1de9 100644 --- a/Source/PokkenTournament/rules.txt +++ b/Source/PokkenTournament/rules.txt @@ -26,6 +26,32 @@ height = 720 overwriteWidth = overwriteHeight = +[TextureRedefine] # Quarter-Res Resolution +width = 640 +height = 360 +formatsExcluded = 0x033 +tileModesExcluded = 0x001 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] # Another Resolution +width = 128 +height = 72 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] # Yet Another Resolution +width = 120 +height = 72 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] # Dialog Background +width = 480 +height = 288 +overwriteWidth = +overwriteHeight = + [TextureRedefine] # Gamepad width = 854 height = 480 From 6e8e0e4e95b97bda67a33dea489d7904cf4b1b6a Mon Sep 17 00:00:00 2001 From: Crementif Date: Mon, 25 Dec 2017 22:45:38 +0100 Subject: [PATCH 2/5] Fix gotta be buildscripted. --- .../b2fecd8319ee0096_0000000000079249_ps.txt | 13 +++++++++++-- .../fe05aca8e186a5fd_0000000000000079_ps.txt | 11 ++++++++++- 2 files changed, 21 insertions(+), 3 deletions(-) diff --git a/Source/PokkenTournament/b2fecd8319ee0096_0000000000079249_ps.txt b/Source/PokkenTournament/b2fecd8319ee0096_0000000000079249_ps.txt index cd5337e9..067c859b 100644 --- a/Source/PokkenTournament/b2fecd8319ee0096_0000000000079249_ps.txt +++ b/Source/PokkenTournament/b2fecd8319ee0096_0000000000079249_ps.txt @@ -1,8 +1,17 @@ + #version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader b2fecd8319ee0096 // Used for: DoF In-game +const float resXScale = ; +const float resYScale = ; uniform ivec4 uf_remappedPS[4]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4603800 res 960x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 @@ -57,10 +66,10 @@ R2f.xyz = (texture(textureUnitPS6, R0f.xy).xyz); R7f.xyzw = (texture(textureUnitPS4, R0f.xy).xyzw); R8f.xyz = (texture(textureUnitPS2, R0f.xy).xyz); // 0 -PV0f.x = (intBitsToFloat(uf_remappedPS[0].z) * 1.5) / 3; +PV0f.x = (intBitsToFloat(uf_remappedPS[0].z) * 1.5) / resXScale; R3f.y = R0f.y; R4f.z = R0f.y; -R127f.w = (intBitsToFloat(uf_remappedPS[0].w) * 1.5)/3; +R127f.w = (intBitsToFloat(uf_remappedPS[0].w) * 1.5) / resYScale; // Not sure if this is correct for widescreen. PS0f = R1f.x + -(1.0); // 1 R3f.x = R0f.x + -(PV0f.x); diff --git a/Source/PokkenTournament/fe05aca8e186a5fd_0000000000000079_ps.txt b/Source/PokkenTournament/fe05aca8e186a5fd_0000000000000079_ps.txt index 9f417083..5c6a382f 100644 --- a/Source/PokkenTournament/fe05aca8e186a5fd_0000000000000079_ps.txt +++ b/Source/PokkenTournament/fe05aca8e186a5fd_0000000000000079_ps.txt @@ -1,8 +1,17 @@ + #version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader fe05aca8e186a5fd // Used for: DoF backgrounds +const float resXScale = ; +const float resYScale = ; layout(binding = 38, std140) uniform uniformBlockPS6 { @@ -73,7 +82,7 @@ backupReg0i = R1i.z; R1i.z = backupReg0i + int(1); } if( activeMaskStackC[1] == true ) { -R3i.xyz = floatBitsToInt(uf_blockPS6[R1i.z].xyz/3); +R3i.xyz = floatBitsToInt(uf_blockPS6[R1i.z].xyz/resXScale); // Uses X, not sure if this shader is supposed to be widescreened. } if( activeMaskStackC[1] == true ) { // 0 From b67c93bb623dd3c0976a47c34bc142dc9cd51cde Mon Sep 17 00:00:00 2001 From: Michael Date: Mon, 25 Dec 2017 13:56:56 -0800 Subject: [PATCH 3/5] Modify shader scale was just applying the scale from 1280 instead of 960 --- .../PokkenTournament/b2fecd8319ee0096_0000000000079249_ps.txt | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Source/PokkenTournament/b2fecd8319ee0096_0000000000079249_ps.txt b/Source/PokkenTournament/b2fecd8319ee0096_0000000000079249_ps.txt index 067c859b..84f4b43b 100644 --- a/Source/PokkenTournament/b2fecd8319ee0096_0000000000079249_ps.txt +++ b/Source/PokkenTournament/b2fecd8319ee0096_0000000000079249_ps.txt @@ -2,7 +2,7 @@ include 'Source/functions.php'; $fullWidth = $argv[1]; $fullHeight = $argv[2]; -$scaleFactorX = always_decimal_format($fullWidth / 1280.0); +$scaleFactorX = always_decimal_format($fullWidth / 960.0); $scaleFactorY = always_decimal_format($fullHeight / 720.0); ?> #version 420 From d95c760c5c9bc0501bff28ab7425dfafe49132e0 Mon Sep 17 00:00:00 2001 From: Crementif Date: Tue, 26 Dec 2017 01:10:57 +0100 Subject: [PATCH 4/5] Fixed Yoshi's Wooly World black screen Fixes the problem. The actual DoF shader adjustment (the one included was a placeholder or something from me??! didn't do anything) made my computer crash in Nsight everytime I tried anything to change the related value (it's unique) so might try tomorrow. Anyway, closing the related issue. --- .../3351b5b74138d9f2_0000000000000000_vs.txt | 68 ------------------- .../d9c136f923387c45_0000000000000000_vs.txt | 68 ------------------- Source/WoollyWorld/rules.txt | 1 + 3 files changed, 1 insertion(+), 136 deletions(-) delete mode 100644 Source/WoollyWorld/3351b5b74138d9f2_0000000000000000_vs.txt delete mode 100644 Source/WoollyWorld/d9c136f923387c45_0000000000000000_vs.txt diff --git a/Source/WoollyWorld/3351b5b74138d9f2_0000000000000000_vs.txt b/Source/WoollyWorld/3351b5b74138d9f2_0000000000000000_vs.txt deleted file mode 100644 index 16c39190..00000000 --- a/Source/WoollyWorld/3351b5b74138d9f2_0000000000000000_vs.txt +++ /dev/null @@ -1,68 +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 3351b5b74138d9f2 -// Used for vertical blur -const float resXScale = ; -const float resYScale = ; - -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 = 0) out vec4 passParameterSem0; -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 R1f = vec4(0.0); -vec4 R2f = 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; -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 -backupReg0f = R2f.x; -backupReg1f = R2f.y; -R2f.x = backupReg0f; -R2f.y = backupReg1f; -// export -gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); -// export -passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.z); -} diff --git a/Source/WoollyWorld/d9c136f923387c45_0000000000000000_vs.txt b/Source/WoollyWorld/d9c136f923387c45_0000000000000000_vs.txt deleted file mode 100644 index 1a9e5a7d..00000000 --- a/Source/WoollyWorld/d9c136f923387c45_0000000000000000_vs.txt +++ /dev/null @@ -1,68 +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 d9c136f923387c45 -// Used for horizontal blur -const float resXScale = ; -const float resYScale = ; - -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 = 0) out vec4 passParameterSem0; -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 R1f = vec4(0.0); -vec4 R2f = 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; -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 -backupReg0f = R2f.x; -backupReg1f = R2f.y; -R2f.x = backupReg0f; -R2f.y = backupReg1f; -// export -gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); -// export -passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.z); -} diff --git a/Source/WoollyWorld/rules.txt b/Source/WoollyWorld/rules.txt index f43ef1bf..b679e35e 100644 --- a/Source/WoollyWorld/rules.txt +++ b/Source/WoollyWorld/rules.txt @@ -15,6 +15,7 @@ version = 2 [TextureRedefine] # tv width = 1280 height = 720 +formatsExcluded = 0x033 overwriteWidth = overwriteHeight = From df5829afeb0e9c0189f2d4af109a9a403e739860 Mon Sep 17 00:00:00 2001 From: Crementif Date: Tue, 26 Dec 2017 09:28:15 +0100 Subject: [PATCH 5/5] Added Yoshi's Wooly World blur fixes Try every variable and you'll succeed eventually. --- .../b5082db8c1a44514_0000000000000079_ps.txt | 124 ++++++++++++++++++ .../f1f99f18ae69719b_0000000000000079_ps.txt | 124 ++++++++++++++++++ 2 files changed, 248 insertions(+) create mode 100644 Source/WoollyWorld/b5082db8c1a44514_0000000000000079_ps.txt create mode 100644 Source/WoollyWorld/f1f99f18ae69719b_0000000000000079_ps.txt diff --git a/Source/WoollyWorld/b5082db8c1a44514_0000000000000079_ps.txt b/Source/WoollyWorld/b5082db8c1a44514_0000000000000079_ps.txt new file mode 100644 index 00000000..5b2a339e --- /dev/null +++ b/Source/WoollyWorld/b5082db8c1a44514_0000000000000079_ps.txt @@ -0,0 +1,124 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader b5082db8c1a44514 +// Used for vertical blur DoF +const float resXScale = ; +const float resYScale = ; + +uniform ivec4 uf_uniformRegisterPS[256]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e14800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem0; +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() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R123i = ivec4(0); +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +bool activeMaskStack[1]; +bool activeMaskStackC[2]; +activeMaskStackC[0] = false; +activeMaskStack[0] = true; +activeMaskStackC[0] = true; +activeMaskStackC[1] = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = floatBitsToInt(passParameterSem0); +if( activeMaskStackC[1] == true ) { +R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); +} +if( activeMaskStackC[1] == true ) { +// 0 +R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(uf_uniformRegisterPS[11].x))); +R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(uf_uniformRegisterPS[11].x))); +R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(uf_uniformRegisterPS[11].x))); +R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(uf_uniformRegisterPS[11].x))); +R0i.w = 0x00000001; +PS0i = R0i.w; +// 1 +R0i.z = uf_uniformRegisterPS[22].x + int(1); +} +while( activeMaskStackC[1] == true ) +{ +if( activeMaskStackC[1] == true ) { +// 0 +R1i.x = (R0i.z > R0i.w)?int(0xFFFFFFFF):int(0x0); +// 1 +predResult = (R1i.x != 0); +if( predResult == false ) break; +} +if( activeMaskStackC[1] == true ) { +// 0 +backupReg0i = R0i.w; +backupReg0i = R0i.w; +R0i.w = backupReg0i + int(1); +R3i.z = floatBitsToInt(float(backupReg0i)); +PS0i = R3i.z; +// 1 +tempResultf = intBitsToFloat(PS0i); +tempResultf = floor(tempResultf); +tempResultf = clamp(tempResultf, -256.0, 255.0); +ARi.x = int(tempResultf); +PV1i.x = floatBitsToInt(tempResultf); +// 2 +R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.x)) + vec3(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y)/resYScale,-(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x)))); +R1i.w = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y)/resYScale)); +} +if( activeMaskStackC[1] == true ) { +R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyzw); +R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.zw)).xyzw); +} +if( activeMaskStackC[1] == true ) { +// 0 +tempResultf = intBitsToFloat(R3i.z); +tempResultf = floor(tempResultf); +tempResultf = clamp(tempResultf, -256.0, 255.0); +ARi.x = int(tempResultf); +PV0i.x = floatBitsToInt(tempResultf); +// 1 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.z))); +PV1i.x = R123i.x; +R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.y))); +PV1i.y = R123i.y; +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.w))); +PV1i.z = R123i.z; +R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.x))); +PV1i.w = R123i.w; +// 2 +R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.w))); +R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.y))); +R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.x))); +R4i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.z))); +} +} +// export +passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); +} diff --git a/Source/WoollyWorld/f1f99f18ae69719b_0000000000000079_ps.txt b/Source/WoollyWorld/f1f99f18ae69719b_0000000000000079_ps.txt new file mode 100644 index 00000000..8b02780a --- /dev/null +++ b/Source/WoollyWorld/f1f99f18ae69719b_0000000000000079_ps.txt @@ -0,0 +1,124 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader f1f99f18ae69719b +// Used for horizontal blur DoF +const float resXScale = ; +const float resYScale = ; + +uniform ivec4 uf_uniformRegisterPS[256]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf59d2000 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem0; +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() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R123i = ivec4(0); +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +bool activeMaskStack[1]; +bool activeMaskStackC[2]; +activeMaskStackC[0] = false; +activeMaskStack[0] = true; +activeMaskStackC[0] = true; +activeMaskStackC[1] = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = floatBitsToInt(passParameterSem0); +if( activeMaskStackC[1] == true ) { +R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); +} +if( activeMaskStackC[1] == true ) { +// 0 +R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(uf_uniformRegisterPS[11].x))); +R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(uf_uniformRegisterPS[11].x))); +R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(uf_uniformRegisterPS[11].x))); +R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(uf_uniformRegisterPS[11].x))); +R0i.w = 0x00000001; +PS0i = R0i.w; +// 1 +R0i.z = uf_uniformRegisterPS[22].x + int(1); +} +while( activeMaskStackC[1] == true ) +{ +if( activeMaskStackC[1] == true ) { +// 0 +R1i.x = (R0i.z > R0i.w)?int(0xFFFFFFFF):int(0x0); +// 1 +predResult = (R1i.x != 0); +if( predResult == false ) break; +} +if( activeMaskStackC[1] == true ) { +// 0 +backupReg0i = R0i.w; +backupReg0i = R0i.w; +R0i.w = backupReg0i + int(1); +R3i.z = floatBitsToInt(float(backupReg0i)); +PS0i = R3i.z; +// 1 +tempResultf = intBitsToFloat(PS0i); +tempResultf = floor(tempResultf); +tempResultf = clamp(tempResultf, -256.0, 255.0); +ARi.x = int(tempResultf); +PV1i.x = floatBitsToInt(tempResultf); +// 2 +R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.x)) + vec3(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x)/resXScale,intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y),-(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x)/resXScale))); +R1i.w = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y))); +} +if( activeMaskStackC[1] == true ) { +R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyzw); +R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.zw)).xyzw); +} +if( activeMaskStackC[1] == true ) { +// 0 +tempResultf = intBitsToFloat(R3i.z); +tempResultf = floor(tempResultf); +tempResultf = clamp(tempResultf, -256.0, 255.0); +ARi.x = int(tempResultf); +PV0i.x = floatBitsToInt(tempResultf); +// 1 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.z))); +PV1i.x = R123i.x; +R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.y))); +PV1i.y = R123i.y; +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.w))); +PV1i.z = R123i.z; +R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.x))); +PV1i.w = R123i.w; +// 2 +R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.w))); +R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.y))); +R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.x))); +R4i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.z))); +} +} +// export +passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); +}