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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 37a4ec1a7dbc7391 //AA fix
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
#ifdef VULKAN
layout(set = 1, binding = 2) uniform ufBlock
{
uniform ivec4 uf_remappedPS[4];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[4];
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
// uf_fragCoordScale was moved to the ufBlock
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);
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;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem2;
if( activeMaskStackC[1] == true ) {
R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
R4f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy);
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
PV0f.x = max(R4f.z, R4f.x);
PV0f.y = min(R4f.w, R4f.y);
PV0f.z = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[0].x));
PV0f.w = min(R4f.z, R4f.x);
PS0f = max(R4f.w, R4f.y);
// 1
R123f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[0].y)) + PV0f.z);
PV1f.x = R123f.x;
PV1f.y = max(PV0f.x, PS0f);
R127f.z = R4f.z + -(R4f.y);
PV1f.z = R127f.z;
PV1f.w = min(PV0f.w, PV0f.y);
R126f.z = R4f.w + -(R4f.x);
PS1f = R126f.z;
// 2
PV0f.x = max(PV1f.x, PV1f.y);
PV0f.y = mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[1].x));
PV0f.z = min(PV1f.x, PV1f.w);
R3f.x = PV1f.z + PS1f;
PS0f = R3f.x;
// 3
R1f.x = max(PV0f.y, intBitsToFloat(uf_remappedPS[1].y));
R3f.y = R127f.z + -(R126f.z);
R0f.w = -(PV0f.z) + PV0f.x;
// 4
predResult = (R0f.w > R1f.x);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
R1f.x = R4f.y + R4f.x;
PV0f.x = R1f.x;
R1f.y = intBitsToFloat(uf_remappedPS[2].z) * 0.25;
R0f.w = max(R3f.x, -(R3f.x));
PV0f.w = R0f.w;
R4f.x = max(R3f.y, -(R3f.y));
PS0f = R4f.x;
// 1
R1f.x = min(PV0f.w, PS0f);
R4f.y = -(intBitsToFloat(uf_remappedPS[3].y));
R0f.z = intBitsToFloat(uf_remappedPS[3].x);
R0f.w = R4f.z + PV0f.x;
PV1f.w = R0f.w;
R4f.x = -(intBitsToFloat(uf_remappedPS[3].x));
PS1f = R4f.x;
// 2
R1f.z = R4f.w + PV1f.w;
PV0f.z = R1f.z;
R0f.w = intBitsToFloat(uf_remappedPS[3].y);
// 3
backupReg0f = R1f.y;
R1f.y = (mul_nonIEEE(backupReg0f,PV0f.z) + intBitsToFloat(uf_remappedPS[2].w));
PV1f.y = R1f.y;
// 4
backupReg0f = R1f.x;
R1f.x = max(PV1f.y, backupReg0f);
PV0f.x = R1f.x;
// 5
R1f.w = 1.0 / PV0f.x;
PS1f = R1f.w;
// 6
R1f.x = R3f.x * PS1f;
PV0f.x = R1f.x;
R1f.y = R3f.y * PS1f;
PV0f.y = R1f.y;
// 7
R1f.x = max(PV0f.x, -(intBitsToFloat(uf_remappedPS[2].y)));
PV1f.x = R1f.x;
R1f.y = max(PV0f.y, -(intBitsToFloat(uf_remappedPS[2].y)));
PV1f.y = R1f.y;
// 8
R1f.x = min(PV1f.x, intBitsToFloat(uf_remappedPS[2].y));
PV0f.x = R1f.x;
R1f.y = min(PV1f.y, intBitsToFloat(uf_remappedPS[2].y));
PV0f.y = R1f.y;
// 9
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
backupReg0f = R0f.x;
backupReg3f = R0f.w;
backupReg1f = R0f.y;
R0f.x = (mul_nonIEEE(PV0f.x,R4f.x) / resXScale + backupReg0f);
R0f.y = (mul_nonIEEE(PV0f.y,R4f.y) / resYScale+ backupReg1f);
R0f.z = (mul_nonIEEE(PV0f.x,backupReg2f) / resXScale + backupReg0f);
R0f.w = (mul_nonIEEE(PV0f.y,backupReg3f) / resYScale+ backupReg1f);
}
if( activeMaskStackC[2] == true ) {
R1f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0f = R0f.y;
backupReg1f = R0f.x;
PV0f.x = R0f.w + R1f.w;
PV0f.x /= 2.0;
PV0f.y = R0f.z + R1f.z;
PV0f.y /= 2.0;
PV0f.z = backupReg0f + R1f.y;
PV0f.z /= 2.0;
PV0f.w = backupReg1f + R1f.x;
PV0f.w /= 2.0;
// 1
PV1f.x = -(R2f.w) + PV0f.x;
PV1f.y = -(R2f.z) + PV0f.y;
PV1f.z = -(R2f.y) + PV0f.z;
PV1f.w = -(R2f.x) + PV0f.w;
// 2
backupReg0f = R2f.x;
backupReg1f = R2f.y;
backupReg2f = R2f.z;
backupReg3f = R2f.w;
R2f.x = (PV1f.w * intBitsToFloat(0x3f4ccccd) + backupReg0f);
R2f.y = (PV1f.z * intBitsToFloat(0x3f4ccccd) + backupReg1f);
R2f.z = (PV1f.y * intBitsToFloat(0x3f4ccccd) + backupReg2f);
R2f.w = (PV1f.x * intBitsToFloat(0x3f4ccccd) + backupReg3f);
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 5c1761d13feccdff
//Bloom fix heat haze
const float resXScale = (float($width)/float($gameWidth));
const float resYScale = (float($height)/float($gameHeight));
#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
{
uniform ivec4 uf_remappedVS[1];
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
};
#else
uniform ivec4 uf_remappedVS[1];
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
#endif
// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem3;
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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
void main()
{
vec4 R0f = vec4(0.0);
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;
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
backupReg0f = R1f.x;
backupReg1f = R1f.y;
R1f.x = backupReg0f;
R1f.x *= 2.0;
R1f.y = backupReg1f;
R1f.y *= 2.0;
R1f.z = intBitsToFloat(0xbf800000);
R1f.w = 1.0;
PS0f = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x)/resXScale);
// 1
backupReg0f = R2f.y;
backupReg1f = R2f.x;
PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)/resXScale);
R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resYScale;
R2f.z = PS0f;
R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x)/resXScale;
PS1f = R2f.x;
// 2
R2f.w = PV1f.x;
// export
SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
// export
passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 6f5412f28bd716e8
// Used for: Horizontal blur
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
{
uniform ivec4 uf_remappedVS[1];
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
};
#else
uniform ivec4 uf_remappedVS[1];
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
#endif
// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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 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.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 = R1f.x;
backupReg1f = R1f.y;
R1f.x = backupReg0f;
R1f.x *= 2.0;
R1f.y = backupReg1f;
R1f.y *= 2.0;
R1f.z = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x3fb13a93) / resYScale;
// 1
PV1f.x = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x404ec4f0) / resYScale;
R127f.y = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x40a275f7) / resYScale;
R2f.z = R2f.y + PS0f;
PV1f.z = R2f.z;
R2f.w = R2f.y;
PV1f.w = R2f.w;
R0f.y = R2f.y + -(PS0f);
PS1f = R0f.y;
// 2
R0f.x = R2f.x;
R3f.y = R2f.y + -(PV1f.x);
R0f.z = PV1f.z;
R0f.w = PV1f.w;
R2f.z = R2f.y + PV1f.x;
PS0f = R2f.z;
// 3
R3f.x = R2f.x;
R4f.y = R2f.y + -(R127f.y);
R3f.z = PS0f;
R3f.w = R2f.y;
R2f.z = R2f.y + R127f.y;
PS1f = R2f.z;
// 4
R4f.xzw = vec3(R2f.x,PS1f,R2f.y);
// export
SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
// export
passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 83f42767ee584d5a
// Used for: Third glitter bloom pass
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
{
uniform ivec4 uf_remappedPS[5];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[5];
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(1, 1, 0) uniform sampler2DArray textureUnitPS1;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
layout(location = 2) out vec4 passPixelColor2;
layout(location = 3) out vec4 passPixelColor3;
// uf_fragCoordScale was moved to the ufBlock
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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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 R10f = vec4(0.0);
vec4 R11f = vec4(0.0);
vec4 R122f = vec4(0.0);
vec4 R123f = 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 = passParameterSem0;
// 0
R1f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * 1.0 + R0f.x);
R1f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * 1.0 + R0f.y);
R0f.z = roundEven(0.0);
PV0f.z = R0f.z;
R1f.w = intBitsToFloat(uf_remappedPS[1].y)/resYScale * intBitsToFloat(uf_remappedPS[1].y);
PV0f.w = R1f.w;
R2f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * 2.0 + R0f.x);
PS0f = R2f.x;
// 1
R3f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x);
R2f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * 2.0 + R0f.y);
R1f.z = PV0f.z;
R2f.w = intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.w;
R2f.z = PV0f.z;
PS1f = R2f.z;
// 2
R5f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * 1.0 + R0f.x);
R3f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y);
R3f.z = R0f.z;
R5f.w = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * 1.0 + R0f.y);
R6f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * 2.0 + R0f.x);
PS0f = R6f.x;
R4f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz);
R1f.xyz = (texture(textureUnitPS1, vec3(R1f.x,R1f.y,R1f.z)).xyz);
R2f.xyz = (texture(textureUnitPS1, vec3(R2f.x,R2f.y,R2f.z)).xyz);
R3f.xyz = (texture(textureUnitPS1, vec3(R3f.x,R3f.y,R3f.z)).xyz);
// 0
backupReg0f = R1f.x;
R1f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x);
R123f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R1f.y + R4f.y);
PV0f.y = R123f.y;
R123f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * backupReg0f + R4f.x);
PV0f.z = R123f.z;
R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R1f.z + R4f.z);
PV0f.w = R123f.w;
R0f.z = roundEven(1.0);
PS0f = R0f.z;
// 1
R123f.x = (R1f.w * R2f.x + PV0f.z);
PV1f.x = R123f.x;
R123f.y = (R1f.w * R2f.z + PV0f.w);
PV1f.y = R123f.y;
R5f.z = PS0f;
R123f.w = (R1f.w * R2f.y + PV0f.y);
PV1f.w = R123f.w;
R6f.y = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * 2.0 + R0f.y);
PS1f = R6f.y;
// 2
R11f.x = (R2f.w * R3f.x + PV1f.x);
R11f.y = (R2f.w * R3f.y + PV1f.w);
R11f.z = (R2f.w * R3f.z + PV1f.y);
R6f.w = R0f.z;
R1f.y = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y);
PS0f = R1f.y;
// 3
R2f.x = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * 1.0 + R0f.x);
R2f.y = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * 1.0 + R0f.y);
R1f.z = R0f.z;
R4f.w = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * 2.0 + R0f.x);
R8f.z = roundEven(2.0);
PS1f = R8f.z;
// 4
R8f.x = R0f.x;
R8f.y = R0f.y;
R2f.z = PS1f;
R9f.w = R0f.y;
R9f.z = roundEven(intBitsToFloat(0x40400000));
PS0f = R9f.z;
// 5
R9f.x = R0f.x;
R3f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz);
R7f.xyz = (texture(textureUnitPS1, vec3(R8f.x,R8f.y,R8f.z)).xyz);
R10f.xyz = (texture(textureUnitPS1, vec3(R9f.x,R9f.w,R9f.z)).xyz);
R5f.xyz = (texture(textureUnitPS1, vec3(R5f.x,R5f.w,R5f.z)).xyz);
// 0
backupReg0f = R3f.x;
R3f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R5f.z + R3f.z);
R4f.y = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * 2.0 + R0f.y);
R3f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R5f.y + R3f.y);
R5f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R5f.x + backupReg0f);
R4f.z = R8f.z;
PS0f = R4f.z;
R6f.xyz = (texture(textureUnitPS1, vec3(R6f.x,R6f.y,R6f.w)).xyz);
R1f.xyz = (texture(textureUnitPS1, vec3(R1f.x,R1f.y,R1f.z)).xyz);
R2f.xyz = (texture(textureUnitPS1, vec3(R2f.x,R2f.y,R2f.z)).xyz);
R4f.xyz = (texture(textureUnitPS1, vec3(R4f.w,R4f.y,R4f.z)).xyz);
// 0
R123f.x = (R1f.w * R6f.y + R3f.z);
PV0f.x = R123f.x;
R123f.y = (R1f.w * R6f.z + R3f.x);
PV0f.y = R123f.y;
R127f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R2f.y + R7f.y);
R123f.w = (R1f.w * R6f.x + R5f.w);
PV0f.w = R123f.w;
R3f.x = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x);
PS0f = R3f.x;
// 1
backupReg0f = R2f.x;
backupReg1f = R2f.z;
R2f.x = (R2f.w * R1f.x + PV0f.w);
R2f.y = (R2f.w * R1f.y + PV0f.x);
R2f.z = (R2f.w * R1f.z + PV0f.y);
R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * backupReg0f + R7f.x);
PV1f.w = R123f.w;
R122f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * backupReg1f + R7f.z);
PS1f = R122f.x;
// 2
R8f.x = (R1f.w * R4f.y + R127f.z);
R1f.y = (R1f.w * R4f.z + PS1f);
R3f.z = R8f.z;
R5f.w = (R1f.w * R4f.x + PV1f.w);
R3f.y = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y);
PS0f = R3f.y;
// 3
R4f.x = (intBitsToFloat(uf_remappedPS[4].x)/resXScale * 1.0 + R0f.x);
R4f.y = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * 1.0 + R0f.y);
R4f.z = R9f.z;
R8f.w = (intBitsToFloat(uf_remappedPS[4].x)/resXScale * 2.0 + R0f.x);
R8f.y = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * 2.0 + R0f.y);
PS1f = R8f.y;
// 4
backupReg0f = R0f.x;
backupReg1f = R0f.y;
R0f.x = (intBitsToFloat(uf_remappedPS[4].x)/resXScale * intBitsToFloat(0x40400000) + backupReg0f);
R0f.y = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * intBitsToFloat(0x40400000) + backupReg1f);
R8f.z = R9f.z;
R0f.w = R9f.z;
R3f.xyz = (texture(textureUnitPS1, vec3(R3f.x,R3f.y,R3f.z)).xyz);
R4f.xyz = (texture(textureUnitPS1, vec3(R4f.x,R4f.y,R4f.z)).xyz);
R9f.xyz = (texture(textureUnitPS1, vec3(R8f.w,R8f.y,R8f.z)).xyz);
R0f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.w)).xyz);
// 0
backupReg0f = R1f.y;
R1f.x = (R2f.w * R3f.x + R5f.w);
R1f.y = (R2f.w * R3f.y + R8f.x);
R1f.z = (R2f.w * R3f.z + backupReg0f);
R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R4f.z + R10f.z);
PV0f.w = R123f.w;
// 1
R123f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R4f.y + R10f.y);
PV1f.y = R123f.y;
R123f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R4f.x + R10f.x);
PV1f.z = R123f.z;
R123f.w = (R1f.w * R9f.z + PV0f.w);
PV1f.w = R123f.w;
// 2
R123f.x = (R1f.w * R9f.x + PV1f.z);
PV0f.x = R123f.x;
R9f.z = (R2f.w * R0f.z + PV1f.w);
R123f.w = (R1f.w * R9f.y + PV1f.y);
PV0f.w = R123f.w;
// 3
R9f.x = (R2f.w * R0f.x + PV0f.x);
PV1f.x = R9f.x;
R9f.y = (R2f.w * R0f.y + PV0f.w);
PV1f.y = R9f.y;
// 4
R6f.xyz = vec3(PV1f.x,PV1f.y,R9f.z);
R6f.w = R9f.w;
// 5
R5f.xyz = vec3(R1f.x,R1f.y,R1f.z);
R5f.w = R1f.w;
// 6
R4f.xyz = vec3(R2f.x,R2f.y,R2f.z);
R4f.w = R2f.w;
// 7
R3f.xyz = vec3(R11f.x,R11f.y,R11f.z);
R3f.w = R11f.w;
// export
passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
passPixelColor1 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
passPixelColor2 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
passPixelColor3 = vec4(R6f.x, R6f.y, R6f.z, R6f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader a0bda935c83e6f2a
// Used for: Vertical blur
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
{
uniform ivec4 uf_remappedVS[1];
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
};
#else
uniform ivec4 uf_remappedVS[1];
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
#endif
// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 1) out vec4 passParameterSem1;
layout(location = 2) out vec4 passParameterSem2;
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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = 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.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 = R1f.x;
backupReg1f = R1f.y;
R1f.x = backupReg0f;
R1f.x *= 2.0;
R1f.y = backupReg1f;
R1f.y *= 2.0;
R1f.z = 0.0;
R1f.w = 1.0;
R127f.y = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x3fb13a93) / resXScale;
PS0f = R127f.y;
// 1
PV1f.x = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x404ec4f0) / resXScale;
R126f.y = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x40a275f7) / resXScale;
R3f.z = R2f.x + PS0f;
R3f.w = R2f.x;
R3f.x = R2f.y;
PS1f = R3f.x;
// 2
R0f.x = PS1f;
R3f.y = R2f.x + -(R127f.y);
R0f.z = R2f.x + PV1f.x;
R0f.w = R2f.x;
R0f.y = R2f.x + -(PV1f.x);
PS0f = R0f.y;
// 3
backupReg0f = R2f.x;
backupReg0f = R2f.x;
backupReg0f = R2f.x;
R2f.x = R3f.x;
R2f.y = backupReg0f + -(R126f.y);
R2f.z = backupReg0f + R126f.y;
R2f.w = backupReg0f;
// export
SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
// export
passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem2 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader cc5b29e8cb801fb8
// Used for: First glitter bloom pass
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
{
uniform ivec4 uf_remappedPS[5];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[5];
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
layout(location = 2) out vec4 passPixelColor2;
layout(location = 3) out vec4 passPixelColor3;
// uf_fragCoordScale was moved to the ufBlock
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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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 R10f = vec4(0.0);
vec4 R11f = vec4(0.0);
vec4 R12f = 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 = passParameterSem0;
R10f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
// 0
R1f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale* 1.0 + R0f.x);
R1f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * 1.0 + R0f.y);
R0f.z = (intBitsToFloat(uf_remappedPS[1].x)/resXScale * 1.0 + R0f.x);
R0f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * 1.0 + R0f.y);
R3f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * 2.0 + R0f.x);
PS0f = R3f.x;
// 1
R2f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * 1.0 + R0f.x);
R2f.y = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * 1.0 + R0f.y);
R1f.z = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * 1.0 + R0f.x);
R1f.w = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * 1.0 + R0f.y);
R5f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * 2.0 + R0f.x);
PS1f = R5f.x;
// 2
R4f.x = (intBitsToFloat(uf_remappedPS[1].x)/resXScale * 2.0 + R0f.x);
R3f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * 2.0 + R0f.y);
R4f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * 2.0 + R0f.y);
R4f.w = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x);
R4f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y);
PS0f = R4f.y;
// 3
R6f.x = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * 2.0 + R0f.x);
R5f.y = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * 2.0 + R0f.y);
R6f.z = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * 2.0 + R0f.y);
R6f.w = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x);
R6f.y = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y);
PS1f = R6f.y;
R7f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
R8f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);
R9f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
R3f.xyz = (texture(textureUnitPS0, R3f.xy).xyz);
R11f.xyz = (texture(textureUnitPS0, R4f.xz).xyz);
R5f.xyz = (texture(textureUnitPS0, R5f.xy).xyz);
R12f.xyz = (texture(textureUnitPS0, R6f.xz).xyz);
// 0
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg0f = R0f.x;
backupReg1f = R0f.y;
R0f.x = (intBitsToFloat(uf_remappedPS[1].x)/resXScale * intBitsToFloat(0x40400000) + backupReg0f);
R0f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * intBitsToFloat(0x40400000) + backupReg1f);
R1f.z = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * intBitsToFloat(0x40400000) + backupReg0f);
R1f.w = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * intBitsToFloat(0x40400000) + backupReg1f);
// 1
backupReg0f = R7f.x;
backupReg1f = R7f.y;
backupReg2f = R7f.z;
R7f.x = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * backupReg0f + R10f.x);
R7f.y = intBitsToFloat(uf_remappedPS[4].y)/resYScale * intBitsToFloat(uf_remappedPS[4].y);
R7f.z = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * backupReg1f + R10f.y);
R0f.w = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * backupReg2f + R10f.z);
R2f.w = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R8f.x + R10f.x);
PS1f = R2f.w;
R4f.xyz = (texture(textureUnitPS0, R4f.wy).xyz);
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
R6f.xyz = (texture(textureUnitPS0, R6f.wy).xyz);
R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
// 0
R127f.x = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R2f.x + R10f.x);
R127f.y = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R2f.y + R10f.y);
R127f.z = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R8f.y + R10f.y);
R127f.w = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R8f.z + R10f.z);
R126f.w = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R2f.z + R10f.z);
PS0f = R126f.w;
// 1
R126f.x = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R9f.y + R10f.y);
R126f.y = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R9f.x + R10f.x);
R126f.z = (R7f.y * R3f.z + R0f.w);
R125f.w = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * R9f.z + R10f.z);
R124f.w = (R7f.y * R11f.x + R2f.w);
PS1f = R124f.w;
// 2
backupReg0f = R127f.w;
R125f.x = (R7f.y * R11f.y + R127f.z);
R125f.y = intBitsToFloat(uf_remappedPS[4].y)/resYScale * R7f.y;
PV0f.y = R125f.y;
R127f.z = (R7f.y * R3f.y + R7f.z);
R123f.w = (R7f.y * R3f.x + R7f.x);
PV0f.w = R123f.w;
R127f.w = (R7f.y * R11f.z + backupReg0f);
PS0f = R127f.w;
// 3
backupReg0f = R127f.y;
backupReg1f = R127f.x;
R127f.x = (R7f.y * R5f.z + R126f.w);
R127f.y = (R7f.y * R12f.z + R125f.w);
R125f.z = (R7f.y * R5f.y + backupReg0f);
R126f.w = (R7f.y * R5f.x + backupReg1f);
R5f.x = (PV0f.y * R4f.x + PV0f.w);
PS1f = R5f.x;
// 4
R124f.z = (R7f.y * R12f.y + R126f.x);
R123f.w = (R7f.y * R12f.x + R126f.y);
PV0f.w = R123f.w;
// 5
R7f.x = (R125f.y * R0f.x + R124f.w);
R5f.y = (R125f.y * R4f.y + R127f.z);
R5f.z = (R125f.y * R4f.z + R126f.z);
R12f.w = (R125f.y * R6f.x + R126f.w);
R4f.x = (R125f.y * R1f.x + PV0f.w);
PS1f = R4f.x;
// 6
R12f.x = (R125f.y * R6f.y + R125f.z);
R7f.y = (R125f.y * R0f.y + R125f.x);
R7f.z = (R125f.y * R0f.z + R127f.w);
R12f.z = (R125f.y * R6f.z + R127f.x);
PS0f = R12f.z;
// 7
R4f.y = (R125f.y * R1f.y + R124f.z);
PV1f.y = R4f.y;
R4f.z = (R125f.y * R1f.z + R127f.y);
PV1f.z = R4f.z;
// 8
R3f.xyz = vec3(R4f.x,PV1f.y,PV1f.z);
R3f.w = R4f.w;
// 9
R2f.xyz = vec3(R12f.w,R12f.x,R12f.z);
R2f.w = R12f.w;
// 10
R1f.xyz = vec3(R7f.x,R7f.y,R7f.z);
R1f.w = R7f.w;
// 11
R0f.xyz = vec3(R5f.x,R5f.y,R5f.z);
R0f.w = R5f.w;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
passPixelColor2 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
passPixelColor3 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}

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@ -1,288 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader d6228044a83341ca
// Used for: Second glitter bloom pass
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
{
uniform ivec4 uf_remappedPS[8];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[8];
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(1, 1, 0) uniform sampler2DArray textureUnitPS1;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
layout(location = 2) out vec4 passPixelColor2;
layout(location = 3) out vec4 passPixelColor3;
// uf_fragCoordScale was moved to the ufBlock
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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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 R10f = vec4(0.0);
vec4 R11f = vec4(0.0);
vec4 R123f = 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 = passParameterSem0;
// 0
R1f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * 1.0 + R0f.x);
R1f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * 1.0 + R0f.y);
R0f.z = roundEven(0.0);
PV0f.z = R0f.z;
R1f.w = intBitsToFloat(uf_remappedPS[1].y)/resYScale * intBitsToFloat(uf_remappedPS[1].y);
PV0f.w = R1f.w;
R2f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * 2.0 + R0f.x);
PS0f = R2f.x;
// 1
R3f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x);
R2f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * 2.0 + R0f.y);
R1f.z = PV0f.z;
R2f.w = intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.w;
R2f.z = PV0f.z;
PS1f = R2f.z;
// 2
R5f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * 1.0 + R0f.x);
R3f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y);
R3f.z = R0f.z;
R5f.w = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * 1.0 + R0f.y);
R6f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * 2.0 + R0f.x);
PS0f = R6f.x;
R4f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz);
R1f.xyz = (texture(textureUnitPS1, vec3(R1f.x,R1f.y,R1f.z)).xyz);
R2f.xyz = (texture(textureUnitPS1, vec3(R2f.x,R2f.y,R2f.z)).xyz);
R3f.xyz = (texture(textureUnitPS1, vec3(R3f.x,R3f.y,R3f.z)).xyz);
// 0
PV0f.x = R1f.x * intBitsToFloat(uf_remappedPS[3].x)/resXScale;
PV0f.y = R1f.y * intBitsToFloat(uf_remappedPS[3].y)/resYScale;
R0f.z = roundEven(1.0);
PV0f.w = R1f.z * intBitsToFloat(uf_remappedPS[3].z)/resXScale;
// 1
R127f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.w + R4f.z);
PV1f.y = R2f.x * intBitsToFloat(uf_remappedPS[4].x)/resXScale;
R123f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.y + R4f.y);
PV1f.z = R123f.z;
R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.x + R4f.x);
PV1f.w = R123f.w;
PS1f = R2f.y * intBitsToFloat(uf_remappedPS[4].y)/resYScale;
// 2
PV0f.x = R3f.x * intBitsToFloat(uf_remappedPS[5].x)/resXScale;
R123f.y = (R1f.w * PS1f + PV1f.z);
PV0f.y = R123f.y;
R123f.z = (R1f.w * PV1f.y + PV1f.w);
PV0f.z = R123f.z;
PV0f.w = R2f.z * intBitsToFloat(uf_remappedPS[4].z)/resXScale;
PS0f = R3f.y * intBitsToFloat(uf_remappedPS[5].y)/resYScale;
// 3
backupReg0f = R0f.z;
R11f.x = (R2f.w * PV0f.x + PV0f.z);
R11f.y = (R2f.w * PS0f + PV0f.y);
PV1f.z = R3f.z * intBitsToFloat(uf_remappedPS[5].z)/resXScale;
R123f.w = (R1f.w * PV0f.w + R127f.x);
PV1f.w = R123f.w;
R5f.z = backupReg0f;
PS1f = R5f.z;
// 4
R1f.x = R0f.x;
R6f.y = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * 2.0 + R0f.y);
R11f.z = (R2f.w * PV1f.z + PV1f.w);
R6f.w = R0f.z;
R1f.z = roundEven(2.0);
PS0f = R1f.z;
// 5
R9f.x = R0f.x;
R1f.y = R0f.y;
R9f.z = roundEven(intBitsToFloat(0x40400000));
R9f.w = R0f.y;
R3f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz);
R7f.xyz = (texture(textureUnitPS1, vec3(R1f.x,R1f.y,R1f.z)).xyz);
R10f.xyz = (texture(textureUnitPS1, vec3(R9f.x,R9f.w,R9f.z)).xyz);
R5f.xyz = (texture(textureUnitPS1, vec3(R5f.x,R5f.w,R5f.z)).xyz);
// 0
backupReg0f = R0f.z;
PV0f.x = intBitsToFloat(uf_remappedPS[3].z)/resXScale * R5f.z;
PV0f.y = intBitsToFloat(uf_remappedPS[3].y)/resYScale * R5f.y;
PV0f.z = intBitsToFloat(uf_remappedPS[3].x)/resXScale * R5f.x;
R5f.w = backupReg0f;
R2f.z = R1f.z;
PS0f = R2f.z;
// 1
backupReg0f = R3f.x;
R3f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.x + R3f.z);
R5f.y = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y);
R5f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.y + R3f.y);
R0f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.z + backupReg0f);
R5f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x);
PS1f = R5f.x;
// 2
R2f.x = (intBitsToFloat(uf_remappedPS[6].x)/resXScale * 1.0 + R0f.x);
R2f.y = (intBitsToFloat(uf_remappedPS[6].y)/resYScale * 1.0 + R0f.y);
R3f.z = R1f.z;
R3f.w = (intBitsToFloat(uf_remappedPS[6].x)/resXScale * 2.0 + R0f.x);
R3f.y = (intBitsToFloat(uf_remappedPS[6].y)/resYScale * 2.0 + R0f.y);
PS0f = R3f.y;
R6f.xyz = (texture(textureUnitPS1, vec3(R6f.x,R6f.y,R6f.w)).xyz);
R4f.xyz = (texture(textureUnitPS1, vec3(R5f.x,R5f.y,R5f.w)).xyz);
R2f.xyz = (texture(textureUnitPS1, vec3(R2f.x,R2f.y,R2f.z)).xyz);
R8f.xyz = (texture(textureUnitPS1, vec3(R3f.w,R3f.y,R3f.z)).xyz);
// 0
PV0f.x = intBitsToFloat(uf_remappedPS[4].y)/resYScale * R6f.y;
PV0f.y = intBitsToFloat(uf_remappedPS[4].x)/resXScale * R6f.x;
R127f.z = intBitsToFloat(uf_remappedPS[4].x)/resXScale * R8f.x;
PV0f.w = intBitsToFloat(uf_remappedPS[4].z)/resXScale * R6f.z;
R127f.y = intBitsToFloat(uf_remappedPS[4].y)/resYScale * R8f.y;
PS0f = R127f.y;
// 1
PV1f.x = intBitsToFloat(uf_remappedPS[5].x)/resXScale * R4f.x;
R123f.y = (R1f.w * PV0f.x + R5f.z);
PV1f.y = R123f.y;
R123f.z = (R1f.w * PV0f.y + R0f.w);
PV1f.z = R123f.z;
R127f.w = (R1f.w * PV0f.w + R3f.x);
PS1f = intBitsToFloat(uf_remappedPS[5].y)/resYScale * R4f.y;
// 2
R3f.x = (R2f.w * PV1f.x + PV1f.z);
R3f.y = (R2f.w * PS1f + PV1f.y);
PV0f.z = intBitsToFloat(uf_remappedPS[3].x)/resXScale * R2f.x;
PV0f.w = intBitsToFloat(uf_remappedPS[5].z)/resXScale * R4f.z;
PS0f = intBitsToFloat(uf_remappedPS[3].y)/resYScale * R2f.y;
// 3
R123f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.z + R7f.x);
PV1f.x = R123f.x;
PV1f.y = intBitsToFloat(uf_remappedPS[3].z)/resXScale * R2f.z;
R3f.z = (R2f.w * PV0f.w + R127f.w);
R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PS0f + R7f.y);
PV1f.w = R123f.w;
// 4
R4f.x = (R1f.w * R127f.z + PV1f.x);
PV0f.y = intBitsToFloat(uf_remappedPS[4].z)/resXScale * R8f.z;
R4f.z = (R1f.w * R127f.y + PV1f.w);
R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV1f.y + R7f.z);
PV0f.w = R123f.w;
// 5
R1f.x = (intBitsToFloat(uf_remappedPS[6].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x);
R1f.y = (intBitsToFloat(uf_remappedPS[6].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y);
R7f.z = R9f.z;
R0f.w = (R1f.w * PV0f.y + PV0f.w);
R7f.x = (intBitsToFloat(uf_remappedPS[7].x)/resXScale * 1.0 + R0f.x);
PS1f = R7f.x;
// 6
R8f.x = (intBitsToFloat(uf_remappedPS[7].x)/resXScale * 2.0 + R0f.x);
R7f.y = (intBitsToFloat(uf_remappedPS[7].y)/resYScale * 1.0 + R0f.y);
R8f.z = R9f.z;
R8f.w = (intBitsToFloat(uf_remappedPS[7].y)/resYScale * 2.0 + R0f.y);
R2f.x = (intBitsToFloat(uf_remappedPS[7].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x);
PS0f = R2f.x;
// 7
R2f.y = (intBitsToFloat(uf_remappedPS[7].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y);
R2f.z = R9f.z;
R1f.xyz = (texture(textureUnitPS1, vec3(R1f.x,R1f.y,R1f.z)).xyz);
R7f.xyz = (texture(textureUnitPS1, vec3(R7f.x,R7f.y,R7f.z)).xyz);
R8f.xyz = (texture(textureUnitPS1, vec3(R8f.x,R8f.w,R8f.z)).xyz);
R2f.xyz = (texture(textureUnitPS1, vec3(R2f.x,R2f.y,R2f.z)).xyz);
// 0
PV0f.x = intBitsToFloat(uf_remappedPS[5].y)/resYScale * R1f.y;
PV0f.y = intBitsToFloat(uf_remappedPS[5].x)/resXScale * R1f.x;
R127f.z = intBitsToFloat(uf_remappedPS[5].x)/resXScale * R2f.x;
PV0f.w = intBitsToFloat(uf_remappedPS[5].z)/resXScale * R1f.z;
R126f.x = intBitsToFloat(uf_remappedPS[5].y)/resYScale * R2f.y;
PS0f = R126f.x;
// 1
backupReg0f = R4f.x;
R4f.x = (R2f.w * PV0f.y + backupReg0f);
R4f.y = (R2f.w * PV0f.x + R4f.z);
R4f.z = (R2f.w * PV0f.w + R0f.w);
PV1f.w = intBitsToFloat(uf_remappedPS[3].x)/resXScale * R7f.x;
PS1f = intBitsToFloat(uf_remappedPS[3].y)/resYScale * R7f.y;
// 2
R127f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV1f.w + R10f.x);
PV0f.y = intBitsToFloat(uf_remappedPS[3].z)/resXScale * R7f.z;
R127f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PS1f + R10f.y);
// 3
PV1f.y = intBitsToFloat(uf_remappedPS[4].y)/resYScale * R8f.y;
PV1f.z = intBitsToFloat(uf_remappedPS[4].x)/resXScale * R8f.x;
R126f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.y + R10f.z);
// 4
PV0f.x = intBitsToFloat(uf_remappedPS[4].z)/resXScale * R8f.z;
R127f.y = intBitsToFloat(uf_remappedPS[5].z)/resXScale * R2f.z;
R123f.z = (R1f.w * PV1f.y + R127f.w);
PV0f.z = R123f.z;
R123f.w = (R1f.w * PV1f.z + R127f.x);
PV0f.w = R123f.w;
// 5
R2f.x = (R2f.w * R127f.z + PV0f.w);
R2f.y = (R2f.w * R126f.x + PV0f.z);
R123f.w = (R1f.w * PV0f.x + R126f.w);
PV1f.w = R123f.w;
// 6
R2f.z = (R2f.w * R127f.y + PV1f.w);
PV0f.z = R2f.z;
// 7
R8f.xyz = vec3(R2f.x,R2f.y,PV0f.z);
R8f.w = R2f.w;
// 8
R7f.xyz = vec3(R4f.x,R4f.y,R4f.z);
R7f.w = R4f.w;
// 9
R6f.xyz = vec3(R3f.x,R3f.y,R3f.z);
R6f.w = R3f.w;
// 10
R5f.xyz = vec3(R11f.x,R11f.y,R11f.z);
R5f.w = R11f.w;
// export
passPixelColor0 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
passPixelColor1 = vec4(R6f.x, R6f.y, R6f.z, R6f.w);
passPixelColor2 = vec4(R7f.x, R7f.y, R7f.z, R7f.w);
passPixelColor3 = vec4(R8f.x, R8f.y, R8f.z, R8f.w);
}

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@ -1,23 +0,0 @@
[KinopioAspectUW]
moduleMatches = 0x43781F76, 0xC64B0A12, 0xD80AD9B4
#rodata constants
0x100A0EE0 = .float $width/$height
0x100BE2EC = .float $width/$height
0x100D79B4 = .float $width/$height
_aspectAddr = 0x100A0EE0
#Aspect Calculation
0x02368158 = lis r31, _aspectAddr@ha
0x0236815c = lfs f13, _aspectAddr@l(r31)
[KinopioAspectUWv16]
moduleMatches = 0x9E0461E7, 0x1B377483, 0x0576A725
#rodata constants
0x0100A2D38 = .float $width/$height
0x0100C0164 = .float $width/$height
0x0100D982C = .float $width/$height
_aspectAddr = 0x0100A2D38
#Aspect Calculation
0x02373530 = lis r31, _aspectAddr@ha
0x02373534 = lfs f13, _aspectAddr@l(r31)

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@ -1,507 +0,0 @@
[Definition]
titleIds = 0005000010180600,0005000010180700,0005000010180500
name = Resolution
path = "Captain Toad: Treasure Tracker/Graphics/Resolution"
description = Changes the resolution of the game. Made by getdls.
version = 4
[Preset]
name = 1280x720 (Default)
$width = 1280
$height = 720
$gameWidth = 1280
$gameHeight = 720
# Performance
[Preset]
name = 640x360
$width = 640
$height = 360
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 960x540
$width = 960
$height = 540
$gameWidth = 1280
$gameHeight = 720
# Common HD Resolutions
[Preset]
name = 1600x900
$width = 1600
$height = 900
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 1920x1080
$width = 1920
$height = 1080
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 2560x1440
$width = 2560
$height = 1440
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 3200x1800
$width = 3200
$height = 1800
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 3840x2160
$width = 3840
$height = 2160
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 5120x2880
$width = 5120
$height = 2880
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 7680x4320
$width = 7680
$height = 4320
$gameWidth = 1280
$gameHeight = 720
# Common Ultrawide Resolutions
[Preset]
name = 2560x1080 (Ultrawide)
$width = 2560
$height = 1080
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 3440x1440 (Ultrawide)
$width = 3440
$height = 1440
$gameWidth = 1280
$gameHeight = 720
[TextureRedefine]
width = 1280
height = 720
formatsExcluded = 0x008,0x41A,0x034,0x035 0x008
overwriteWidth = ($width/$gameWidth) * 1280
overwriteHeight = ($height/$gameHeight) * 720
[TextureRedefine] #heat haze
width = 1152
height = 720
#formats = 0x816
overwriteWidth = ($width/$gameWidth) * 1152
overwriteHeight = ($height/$gameHeight) * 720
[TextureRedefine] #heat haze
width = 1128
height = 720
#formats = 0x816
overwriteWidth = ($width/$gameWidth) * 1128
overwriteHeight = ($height/$gameHeight) * 720
[TextureRedefine] #shadow
width = 1024
height = 1024
formats = 0x005
overwriteWidth = ($width/$gameWidth) * 1024
overwriteHeight = ($height/$gameHeight) * 1024
[TextureRedefine] #Zoom
width = 1024
height = 608
#formats = 0x80e,0x810
overwriteWidth = ($width/$gameWidth) * 1024
overwriteHeight = ($height/$gameHeight) * 608
[TextureRedefine] #Heat haze
width = 1024
height = 512
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 1024
overwriteHeight = ($height/$gameHeight) * 512
[TextureRedefine] #Zoom
width = 1000
height = 600
#formats = 0x816
overwriteWidth = ($width/$gameWidth) * 1000
overwriteHeight = ($height/$gameHeight) * 600
[TextureRedefine] #sparkly mine
width = 896
height = 480
overwriteWidth = ($width/$gameWidth) * 896
overwriteHeight = ($height/$gameHeight) * 480
[TextureRedefine]
width = 864
height = 480
overwriteWidth = ($width/$gameWidth) * 864
overwriteHeight = ($height/$gameHeight) * 480
[TextureRedefine]
width = 854
height = 480
overwriteWidth = ($width/$gameWidth) * 854
overwriteHeight = ($height/$gameHeight) * 480
##672x405
[TextureRedefine] #Depth 8
width = 640
height = 368
#formats = 0x816
overwriteWidth = ($width/$gameWidth) * 640
overwriteHeight = ($height/$gameHeight) * 368
[TextureRedefine] #Depth
width = 640
height = 360
#formats = 0x816
overwriteWidth = ($width/$gameWidth) * 640
overwriteHeight = ($height/$gameHeight) * 360
[TextureRedefine] #heat haze zoomed
width = 576
height = 368
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 576
overwriteHeight = ($height/$gameHeight) * 368
[TextureRedefine] #816 fire transition, ?
width = 512
height = 512
formats = 0x816 # #0x431,0x235,0x034
overwriteWidth = ($width/$gameWidth) * 512
overwriteHeight = ($height/$gameHeight) * 512
[TextureRedefine]
width = 512
height = 304
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 512
overwriteHeight = ($height/$gameHeight) * 304
[TextureRedefine]
width = 512
height = 256
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 512
overwriteHeight = ($height/$gameHeight) * 256
[TextureRedefine]
width = 500
height = 300
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 500
overwriteHeight = ($height/$gameHeight) * 300
[TextureRedefine] #
width = 480
height = 272
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 480
overwriteHeight = ($height/$gameHeight) * 272
[TextureRedefine]
width = 480
height = 270
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 480
overwriteHeight = ($height/$gameHeight) * 270
[TextureRedefine]
width = 320
height = 192
#formats =
overwriteWidth = ($width/$gameWidth) * 320
overwriteHeight = ($height/$gameHeight) * 192
[TextureRedefine]
width = 320
height = 180
#formats = 0x816
overwriteWidth = ($width/$gameWidth) * 320
overwriteHeight = ($height/$gameHeight) * 180
[TextureRedefine] #heat haze
width = 288
height = 192
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 288
overwriteHeight = ($height/$gameHeight) * 192
[TextureRedefine] #Transition fire
width = 282
height = 180
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 282
overwriteHeight = ($height/$gameHeight) * 180
[TextureRedefine]
width = 256
height = 256
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 256
overwriteHeight = ($height/$gameHeight) * 256
[TextureRedefine]
width = 256
height = 160
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 256
overwriteHeight = ($height/$gameHeight) * 160
[TextureRedefine]
width = 256
height = 144
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 256
overwriteHeight = ($height/$gameHeight) * 144
[TextureRedefine]
width = 256
height = 128
formats = 0x816,0x806
overwriteWidth = ($width/$gameWidth) * 256
overwriteHeight = ($height/$gameHeight) * 128
[TextureRedefine]
width = 250
height = 150
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 250
overwriteHeight = ($height/$gameHeight) * 150
[TextureRedefine]
width = 240
height = 135
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 240
overwriteHeight = ($height/$gameHeight) * 135
[TextureRedefine] # mine sparkles
width = 224
height = 128
#formats = 0x816
overwriteWidth = ($width/$gameWidth) * 224
overwriteHeight = ($height/$gameHeight) * 128
[TextureRedefine] # mine sparkles
width = 213
height = 120
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 213
overwriteHeight = ($height/$gameHeight) * 120
[TextureRedefine]
width = 160
height = 96
#formats = 0x816
overwriteWidth = ($width/$gameWidth) * 160
overwriteHeight = ($height/$gameHeight) * 96
[TextureRedefine]
width = 160
height = 90
#formats =
overwriteWidth = ($width/$gameWidth) * 160
overwriteHeight = ($height/$gameHeight) * 90
[TextureRedefine]
width = 128
height = 128
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 128
overwriteHeight = ($height/$gameHeight) * 128
[TextureRedefine] #Transition fire
width = 141
height = 90
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 141
overwriteHeight = ($height/$gameHeight) * 90
[TextureRedefine]
width = 128
height = 80
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 128
overwriteHeight = ($height/$gameHeight) * 80
[TextureRedefine]
width = 128
height = 64
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 128
overwriteHeight = ($height/$gameHeight) * 64
#[TextureRedefine] #haze
#width = 128
#height = 16
#formats = 0x823
#overwriteWidth = ($width/$gameWidth) * 128
#overwriteHeight = ($height/$gameHeight) * 16
[TextureRedefine]
width = 125
height = 75
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 125
overwriteHeight = ($height/$gameHeight) * 75
[TextureRedefine]
width = 120
height = 67
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 120
overwriteHeight = ($height/$gameHeight) * 67
[TextureRedefine]
width = 96
height = 48
#formats =
overwriteWidth = ($width/$gameWidth) * 96
overwriteHeight = ($height/$gameHeight) * 48
[TextureRedefine]
width = 80
height = 45
#formats =
overwriteWidth = ($width/$gameWidth) * 80
overwriteHeight = ($height/$gameHeight) * 45
[TextureRedefine] # Transition fire
width = 70
height = 45
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 70
overwriteHeight = ($height/$gameHeight) * 45
[TextureRedefine]
width = 64
height = 64
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 64
overwriteHeight = ($height/$gameHeight) * 64
[TextureRedefine]
width = 64
height = 48
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 64
overwriteHeight = ($height/$gameHeight) * 48
[TextureRedefine]
width = 64
height = 32
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 64
overwriteHeight = ($height/$gameHeight) * 32
[TextureRedefine]
width = 62
height = 37
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 60
overwriteHeight = ($height/$gameHeight) * 37
[TextureRedefine]
width = 60
height = 33
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 60
overwriteHeight = ($height/$gameHeight) * 33
[TextureRedefine] #transition fire
width = 40
height = 22
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 40
overwriteHeight = ($height/$gameHeight) * 22
[TextureRedefine]
width = 35
height = 22
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 35
overwriteHeight = ($height/$gameHeight) * 22
[TextureRedefine]
width = 32
height = 32
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 32
overwriteHeight = ($height/$gameHeight) * 32
[TextureRedefine]
width = 32
height = 16
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 32
overwriteHeight = ($height/$gameHeight) * 16
[TextureRedefine]
width = 31
height = 18
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 31
overwriteHeight = ($height/$gameHeight) * 18
[TextureRedefine]
width = 24
height = 16
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 24
overwriteHeight = ($height/$gameHeight) * 16
[TextureRedefine]
width = 20
height = 11
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 20
overwriteHeight = ($height/$gameHeight) * 11
[TextureRedefine] #Transition fire
width = 17
height = 11
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 17
overwriteHeight = ($height/$gameHeight) * 11
[TextureRedefine]
width = 16
height = 16
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 16
overwriteHeight = ($height/$gameHeight) * 16
[TextureRedefine]
width = 15
height = 9
formats = 0x816,0x823
overwriteWidth = ($width/$gameWidth) * 15
overwriteHeight = ($height/$gameHeight) * 9
#[TextureRedefine]#
#width = 8
#height = 8
#formats = 0x816 #,0x823
#overwriteWidth = ($width/$gameWidth) * 8
#overwriteHeight = ($height/$gameHeight) * 8