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@ -1,211 +0,0 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 37a4ec1a7dbc7391 //AA fix
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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#ifdef VULKAN
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layout(set = 1, binding = 2) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[4];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[4];
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
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layout(location = 0) in vec4 passParameterSem2;
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layout(location = 0) out vec4 passPixelColor0;
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// uf_fragCoordScale was moved to the ufBlock
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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bool activeMaskStack[2];
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bool activeMaskStackC[3];
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activeMaskStack[0] = false;
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activeMaskStackC[0] = false;
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activeMaskStackC[1] = false;
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activeMaskStack[0] = true;
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activeMaskStackC[0] = true;
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activeMaskStackC[1] = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem2;
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if( activeMaskStackC[1] == true ) {
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R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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R4f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy);
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}
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if( activeMaskStackC[1] == true ) {
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activeMaskStack[1] = activeMaskStack[0];
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activeMaskStackC[2] = activeMaskStackC[1];
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// 0
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PV0f.x = max(R4f.z, R4f.x);
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PV0f.y = min(R4f.w, R4f.y);
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PV0f.z = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[0].x));
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PV0f.w = min(R4f.z, R4f.x);
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PS0f = max(R4f.w, R4f.y);
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// 1
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R123f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[0].y)) + PV0f.z);
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PV1f.x = R123f.x;
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PV1f.y = max(PV0f.x, PS0f);
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R127f.z = R4f.z + -(R4f.y);
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PV1f.z = R127f.z;
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PV1f.w = min(PV0f.w, PV0f.y);
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R126f.z = R4f.w + -(R4f.x);
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PS1f = R126f.z;
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// 2
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PV0f.x = max(PV1f.x, PV1f.y);
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PV0f.y = mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[1].x));
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PV0f.z = min(PV1f.x, PV1f.w);
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R3f.x = PV1f.z + PS1f;
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PS0f = R3f.x;
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// 3
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R1f.x = max(PV0f.y, intBitsToFloat(uf_remappedPS[1].y));
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R3f.y = R127f.z + -(R126f.z);
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R0f.w = -(PV0f.z) + PV0f.x;
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// 4
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predResult = (R0f.w > R1f.x);
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activeMaskStack[1] = predResult;
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activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
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}
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else {
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activeMaskStack[1] = false;
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activeMaskStackC[2] = false;
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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R1f.x = R4f.y + R4f.x;
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PV0f.x = R1f.x;
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R1f.y = intBitsToFloat(uf_remappedPS[2].z) * 0.25;
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R0f.w = max(R3f.x, -(R3f.x));
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PV0f.w = R0f.w;
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R4f.x = max(R3f.y, -(R3f.y));
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PS0f = R4f.x;
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// 1
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R1f.x = min(PV0f.w, PS0f);
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R4f.y = -(intBitsToFloat(uf_remappedPS[3].y));
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R0f.z = intBitsToFloat(uf_remappedPS[3].x);
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R0f.w = R4f.z + PV0f.x;
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PV1f.w = R0f.w;
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R4f.x = -(intBitsToFloat(uf_remappedPS[3].x));
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PS1f = R4f.x;
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// 2
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R1f.z = R4f.w + PV1f.w;
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PV0f.z = R1f.z;
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R0f.w = intBitsToFloat(uf_remappedPS[3].y);
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// 3
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backupReg0f = R1f.y;
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R1f.y = (mul_nonIEEE(backupReg0f,PV0f.z) + intBitsToFloat(uf_remappedPS[2].w));
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PV1f.y = R1f.y;
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// 4
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backupReg0f = R1f.x;
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R1f.x = max(PV1f.y, backupReg0f);
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PV0f.x = R1f.x;
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// 5
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R1f.w = 1.0 / PV0f.x;
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PS1f = R1f.w;
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// 6
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R1f.x = R3f.x * PS1f;
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PV0f.x = R1f.x;
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R1f.y = R3f.y * PS1f;
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PV0f.y = R1f.y;
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// 7
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R1f.x = max(PV0f.x, -(intBitsToFloat(uf_remappedPS[2].y)));
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PV1f.x = R1f.x;
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R1f.y = max(PV0f.y, -(intBitsToFloat(uf_remappedPS[2].y)));
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PV1f.y = R1f.y;
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// 8
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R1f.x = min(PV1f.x, intBitsToFloat(uf_remappedPS[2].y));
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PV0f.x = R1f.x;
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R1f.y = min(PV1f.y, intBitsToFloat(uf_remappedPS[2].y));
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PV0f.y = R1f.y;
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// 9
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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backupReg2f = R0f.z;
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backupReg0f = R0f.x;
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backupReg3f = R0f.w;
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backupReg1f = R0f.y;
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R0f.x = (mul_nonIEEE(PV0f.x,R4f.x) / resXScale + backupReg0f);
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R0f.y = (mul_nonIEEE(PV0f.y,R4f.y) / resYScale+ backupReg1f);
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R0f.z = (mul_nonIEEE(PV0f.x,backupReg2f) / resXScale + backupReg0f);
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R0f.w = (mul_nonIEEE(PV0f.y,backupReg3f) / resYScale+ backupReg1f);
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}
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if( activeMaskStackC[2] == true ) {
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R1f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
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R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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backupReg0f = R0f.y;
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backupReg1f = R0f.x;
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PV0f.x = R0f.w + R1f.w;
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PV0f.x /= 2.0;
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PV0f.y = R0f.z + R1f.z;
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PV0f.y /= 2.0;
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PV0f.z = backupReg0f + R1f.y;
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PV0f.z /= 2.0;
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PV0f.w = backupReg1f + R1f.x;
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PV0f.w /= 2.0;
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// 1
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PV1f.x = -(R2f.w) + PV0f.x;
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PV1f.y = -(R2f.z) + PV0f.y;
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PV1f.z = -(R2f.y) + PV0f.z;
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PV1f.w = -(R2f.x) + PV0f.w;
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// 2
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backupReg0f = R2f.x;
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backupReg1f = R2f.y;
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backupReg2f = R2f.z;
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backupReg3f = R2f.w;
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R2f.x = (PV1f.w * intBitsToFloat(0x3f4ccccd) + backupReg0f);
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R2f.y = (PV1f.z * intBitsToFloat(0x3f4ccccd) + backupReg1f);
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R2f.z = (PV1f.y * intBitsToFloat(0x3f4ccccd) + backupReg2f);
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R2f.w = (PV1f.x * intBitsToFloat(0x3f4ccccd) + backupReg3f);
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}
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activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
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// export
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passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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}
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@ -1,104 +0,0 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 5c1761d13feccdff
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//Bloom fix heat haze
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const float resXScale = (float($width)/float($gameWidth));
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const float resYScale = (float($height)/float($gameHeight));
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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uniform ivec4 uf_remappedVS[1];
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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};
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#else
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uniform ivec4 uf_remappedVS[1];
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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#endif
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// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
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ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
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ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem3;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem1.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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backupReg0f = R1f.x;
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backupReg1f = R1f.y;
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R1f.x = backupReg0f;
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R1f.x *= 2.0;
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R1f.y = backupReg1f;
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R1f.y *= 2.0;
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R1f.z = intBitsToFloat(0xbf800000);
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R1f.w = 1.0;
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PS0f = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x)/resXScale);
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// 1
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backupReg0f = R2f.y;
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backupReg1f = R2f.x;
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PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)/resXScale);
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R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resYScale;
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R2f.z = PS0f;
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R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x)/resXScale;
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PS1f = R2f.x;
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// 2
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R2f.w = PV1f.x;
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// export
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SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
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// export
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passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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}
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@ -1,127 +0,0 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 6f5412f28bd716e8
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// Used for: Horizontal blur
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const float resXScale = float($width)/float($gameWidth);
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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);
|
||||
}
|
@ -1,253 +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 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);
|
||||
}
|
@ -1,125 +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 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);
|
||||
}
|
@ -1,214 +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 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);
|
||||
}
|
@ -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);
|
||||
}
|
@ -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)
|
@ -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
|
Loading…
Reference in New Issue
Block a user