diff --git a/Resolutions/CaptainToad_Resolution/37a4ec1a7dbc7391_00000000000003c9_ps.txt b/Resolutions/CaptainToad_Resolution/37a4ec1a7dbc7391_00000000000003c9_ps.txt deleted file mode 100644 index 66b969b5..00000000 --- a/Resolutions/CaptainToad_Resolution/37a4ec1a7dbc7391_00000000000003c9_ps.txt +++ /dev/null @@ -1,211 +0,0 @@ -#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); -} diff --git a/Resolutions/CaptainToad_Resolution/5c1761d13feccdff_0000000000000000_vs.txt b/Resolutions/CaptainToad_Resolution/5c1761d13feccdff_0000000000000000_vs.txt deleted file mode 100644 index 322dd4ab..00000000 --- a/Resolutions/CaptainToad_Resolution/5c1761d13feccdff_0000000000000000_vs.txt +++ /dev/null @@ -1,104 +0,0 @@ -#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); -} diff --git a/Resolutions/CaptainToad_Resolution/6f5412f28bd716e8_0000000000000000_vs.txt b/Resolutions/CaptainToad_Resolution/6f5412f28bd716e8_0000000000000000_vs.txt deleted file mode 100644 index 1479d090..00000000 --- a/Resolutions/CaptainToad_Resolution/6f5412f28bd716e8_0000000000000000_vs.txt +++ /dev/null @@ -1,127 +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 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); -} \ No newline at end of file diff --git a/Resolutions/CaptainToad_Resolution/83f42767ee584d5a_000000000007fffd_ps.txt b/Resolutions/CaptainToad_Resolution/83f42767ee584d5a_000000000007fffd_ps.txt deleted file mode 100644 index 05e5c67d..00000000 --- a/Resolutions/CaptainToad_Resolution/83f42767ee584d5a_000000000007fffd_ps.txt +++ /dev/null @@ -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); -} diff --git a/Resolutions/CaptainToad_Resolution/a0bda935c83e6f2a_0000000000000000_vs.txt b/Resolutions/CaptainToad_Resolution/a0bda935c83e6f2a_0000000000000000_vs.txt deleted file mode 100644 index 7517312c..00000000 --- a/Resolutions/CaptainToad_Resolution/a0bda935c83e6f2a_0000000000000000_vs.txt +++ /dev/null @@ -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); -} \ No newline at end of file diff --git a/Resolutions/CaptainToad_Resolution/cc5b29e8cb801fb8_000000000007fff9_ps.txt b/Resolutions/CaptainToad_Resolution/cc5b29e8cb801fb8_000000000007fff9_ps.txt deleted file mode 100644 index 234e2510..00000000 --- a/Resolutions/CaptainToad_Resolution/cc5b29e8cb801fb8_000000000007fff9_ps.txt +++ /dev/null @@ -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); -} diff --git a/Resolutions/CaptainToad_Resolution/d6228044a83341ca_000000000007fffd_ps.txt b/Resolutions/CaptainToad_Resolution/d6228044a83341ca_000000000007fffd_ps.txt deleted file mode 100644 index 4b82201b..00000000 --- a/Resolutions/CaptainToad_Resolution/d6228044a83341ca_000000000007fffd_ps.txt +++ /dev/null @@ -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); -} \ No newline at end of file diff --git a/Resolutions/CaptainToad_Resolution/patches.txt b/Resolutions/CaptainToad_Resolution/patches.txt deleted file mode 100644 index 9f2f7312..00000000 --- a/Resolutions/CaptainToad_Resolution/patches.txt +++ /dev/null @@ -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) diff --git a/Resolutions/CaptainToad_Resolution/rules.txt b/Resolutions/CaptainToad_Resolution/rules.txt deleted file mode 100644 index 271b8f45..00000000 --- a/Resolutions/CaptainToad_Resolution/rules.txt +++ /dev/null @@ -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