From 5dd2f2aed53289db1608dbd75ca6d18b4fc2c934 Mon Sep 17 00:00:00 2001 From: getdls Date: Sat, 31 Mar 2018 02:37:06 +0200 Subject: [PATCH] [XCX] Minor improvements - Shadows and AO Shadows - More values scaled, details AO - Less banding --- .../5098356af9ebfe85_0000000000000079_ps.txt | 12 +--- .../5b5c7c2a52ed1459_0000000000000079_ps.txt | 9 +-- .../986b29629873321d_00000000000003c9_ps.txt | 15 ++--- .../af7acf7fb6dca1be_0000000000079249_ps.txt | 65 +++++++++---------- .../dfd8991cfe6e6bbe_0000000000000000_vs.txt | 59 +++++++++++++++++ .../fdb5a87dd0368c6b_000000000000f249_ps.txt | 53 +++++++-------- 6 files changed, 125 insertions(+), 88 deletions(-) create mode 100644 Source/XenobladeX/dfd8991cfe6e6bbe_0000000000000000_vs.txt diff --git a/Source/XenobladeX/5098356af9ebfe85_0000000000000079_ps.txt b/Source/XenobladeX/5098356af9ebfe85_0000000000000079_ps.txt index 069aba61..6b3b83e7 100644 --- a/Source/XenobladeX/5098356af9ebfe85_0000000000000079_ps.txt +++ b/Source/XenobladeX/5098356af9ebfe85_0000000000000079_ps.txt @@ -1,16 +1,8 @@ - #version 420 #extension GL_ARB_texture_gather : enable // shader 5098356af9ebfe85 //AO pass 3 vertical blur -const float resScale = ; -//const float resScale = 4.0; +const float resScale = 4.5; uniform ivec4 uf_remappedPS[2]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5911000 res 640x360x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem0; @@ -55,7 +47,7 @@ R127f.y /= 2.0; R127f.z = 0.0; PV0f.z = R127f.z; PV0f.w = intBitsToFloat(uf_remappedPS[0].y) / resScale * intBitsToFloat(0xbfc00000); -R126f.z = intBitsToFloat(uf_remappedPS[0].y) / resScale*1.5;// *1.5; +R126f.z = intBitsToFloat(uf_remappedPS[0].y) / resScale*1.5;// *1.5 or blur won't sample between pixels PS0f = R126f.z; // 1 R1f.x = PV0f.z + R0f.x; diff --git a/Source/XenobladeX/5b5c7c2a52ed1459_0000000000000079_ps.txt b/Source/XenobladeX/5b5c7c2a52ed1459_0000000000000079_ps.txt index 54de1def..81d7e106 100644 --- a/Source/XenobladeX/5b5c7c2a52ed1459_0000000000000079_ps.txt +++ b/Source/XenobladeX/5b5c7c2a52ed1459_0000000000000079_ps.txt @@ -1,15 +1,8 @@ - #version 420 #extension GL_ARB_texture_gather : enable // shader 5b5c7c2a52ed1459 // AO step 2 horizontal blur -const float resScale = ; +const float resScale = 4.5; //const float resScale = 4.0; uniform ivec4 uf_remappedPS[2]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf589e000 res 640x360x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 diff --git a/Source/XenobladeX/986b29629873321d_00000000000003c9_ps.txt b/Source/XenobladeX/986b29629873321d_00000000000003c9_ps.txt index e790370d..5947a54c 100644 --- a/Source/XenobladeX/986b29629873321d_00000000000003c9_ps.txt +++ b/Source/XenobladeX/986b29629873321d_00000000000003c9_ps.txt @@ -1,17 +1,10 @@ - #version 420 #extension GL_ARB_texture_gather : enable // shader 986b29629873321d /// AO 1st pass detection - +//2 = 8, 3 = 16 const float AOScale = 1.5; // AO detail vs volume 1.5 as a compromise 1.0 default. Scale to res = 100% detail but sharp and tiny. lines 357, 360 for comments: Needs blur++ -const float noiseScale = ; +const float noiseScale = 4.5; // 8 banding for vertical objects, 4 is more random,less details //const float noiseScale = 4.0; //multiple of noise texture samples ie banding vs details uniform ivec4 uf_remappedPS[4]; @@ -187,7 +180,7 @@ R9i.xy = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy) ).xx); if( activeMaskStackC[1] == true ) { R1i.x = 0xbe000000; -R1i.y = 0x3e5db3c0 ; // to be tweaked later, cut off points +R1i.y = 0x3e5db3c0 ; // to be tweaked later, cut off points R0i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[0].z) * intBitsToFloat(0x3c75c28f)); //n PV0i.z = R0i.z; R2i.x = 0xbe800000; @@ -199,7 +192,7 @@ R0i.w = floatBitsToInt((intBitsToFloat(uf_remappedPS[1].w) * intBitsToFloat(0x3c R3i.y = 0x3f000000; PS1i = R3i.y; -R4i.x = 0x3e304eb9 ; // to be tweaked later, cut off points +R4i.x = 0x3dff4eb9 ; // to be tweaked later, cut off points 0x3e304eb9 R5i.x = 0x3e474d45; PS0i = R5i.x; // 3 diff --git a/Source/XenobladeX/af7acf7fb6dca1be_0000000000079249_ps.txt b/Source/XenobladeX/af7acf7fb6dca1be_0000000000079249_ps.txt index 2e719744..0a7ebb35 100644 --- a/Source/XenobladeX/af7acf7fb6dca1be_0000000000079249_ps.txt +++ b/Source/XenobladeX/af7acf7fb6dca1be_0000000000079249_ps.txt @@ -11,7 +11,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0); // shader af7acf7fb6dca1be //cutscene shadow scaling //to do - extra edge smooth pass, -//const float resScale = 2.0;// 2.0 looks good +const float resScaleDetail = 2.0; const float resScale = ; const float shadowExposure = 0.85; //By truncating shadow, we decrease overall exposure during day only. uniform ivec4 uf_remappedPS[31]; @@ -139,22 +139,22 @@ R2i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x)))); PS0i = R2i.x; // 9 R127i.x = ((0.5 > intBitsToFloat(PS0i))?int(0xFFFFFFFF):int(0x0)); -PV1i.y = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[9].z)); -PV1i.z = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[10].z)); +PV1i.y = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[9].z)/resScaleDetail); //close details +PV1i.z = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[10].z)/resScaleDetail);//but less smooth lod transition R7i.y = floatBitsToInt(max(intBitsToFloat(R126i.y), -(intBitsToFloat(R126i.y)))); PS1i = R7i.y; // 10 R126i.x = ((0.5 > intBitsToFloat(PS1i))?int(0xFFFFFFFF):int(0x0)); -PV0i.y = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[11].z)); -PV0i.z = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[12].z)); +PV0i.y = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[11].z)/resScaleDetail);//close details +PV0i.z = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[12].z)/resScaleDetail);//close details R0i.w = PV1i.y; R0i.w = clampFI32(R0i.w); R1i.w = PV1i.z; R1i.w = clampFI32(R1i.w); PS0i = R1i.w; // 11 -R0i.x = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(uf_remappedPS[9].x) / resScale); //distant shadow -PV1i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[13].z)); +R0i.x = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(uf_remappedPS[9].x) / resScale); +PV1i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[13].z)/resScale); R0i.z = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[9].y) / resScale); R2i.w = PV0i.z; R2i.w = clampFI32(R2i.w); @@ -244,28 +244,28 @@ activeMaskStackC[3] = false; } if( activeMaskStackC[3] == true ) { // 0 -R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R0i.z)) + vec3(intBitsToFloat(uf_remappedPS[18].x),intBitsToFloat(uf_remappedPS[18].y),intBitsToFloat(uf_remappedPS[18].z))); +R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R0i.z)) + vec3(intBitsToFloat(uf_remappedPS[18].x)/ resScale,intBitsToFloat(uf_remappedPS[18].y)/ resScale,intBitsToFloat(uf_remappedPS[18].z)/ resScale)); PV0i.z = R1i.z; // 1 -R7i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[19].x)); -R7i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[19].y)); -R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[19].z)); +R7i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[19].x)/ resScale); +R7i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[19].y)/ resScale); +R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[19].z)/ resScale); PV1i.z = R1i.z; R1i.w = PV0i.z; R1i.w = clampFI32(R1i.w); // 2 -R2i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[20].x)); -R2i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[20].y)); -R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[20].z)); +R2i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[20].x)/ resScale); +R2i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[20].y)/ resScale); +R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[20].z)/ resScale); PV0i.z = R1i.z; R7i.w = PV1i.z; R7i.w = clampFI32(R7i.w); // 3 backupReg0i = R3i.x; backupReg1i = R3i.y; -R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[21].x)); -R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(uf_remappedPS[21].y)); -R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[21].z)); +R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[21].x)/ resScale); +R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(uf_remappedPS[21].y)/ resScale); +R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[21].z)/ resScale); PV1i.z = R1i.z; R2i.w = PV0i.z; R2i.w = clampFI32(R2i.w); @@ -346,28 +346,28 @@ activeMaskStackC[3] = false; if( activeMaskStackC[3] == true ) { // 0 backupReg0i = R0i.z; -R127i.x = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[18].z)); -PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[19].z)); +R127i.x = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[18].z)/ resScale); +PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[19].z)/ resScale); R7i.w = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(R1i.y))); // 1 -R0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(uf_remappedPS[19].x)); -R0i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[19].y)); -R1i.z = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(uf_remappedPS[18].x)); +R0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(uf_remappedPS[19].x)/ resScale); +R0i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[19].y)/ resScale); +R1i.z = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(uf_remappedPS[18].x)/ resScale); R0i.w = PV0i.z; R0i.w = clampFI32(R0i.w); -R1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[18].y)); +R1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[18].y)/ resScale); PS1i = R1i.y; // 2 backupReg0i = R0i.z; -R2i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(uf_remappedPS[20].x)); -R2i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[20].y)); -PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[20].z)); +R2i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(uf_remappedPS[20].x)/ resScale); +R2i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[20].y)/ resScale); +PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[20].z)/ resScale); R1i.w = R127i.x; R1i.w = clampFI32(R1i.w); // 3 -R3i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(uf_remappedPS[21].x)); -PV1i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[21].z)); -R3i.z = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[21].y)); +R3i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(uf_remappedPS[21].x)/ resScale); +PV1i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[21].z)/ resScale); +R3i.z = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[21].y)/ resScale); R2i.w = PV0i.z; R2i.w = clampFI32(R2i.w); // 4 @@ -424,9 +424,9 @@ PV0i.y = R4i.y; R0i.z = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[8].z) + intBitsToFloat(PV1i.z))); PV0i.z = R0i.z; // 3 -R4i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(uf_remappedPS[13].x)); -R4i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(uf_remappedPS[13].y)); -R0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(uf_remappedPS[13].z)); +R4i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(uf_remappedPS[13].x)/ resScale); +R4i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(uf_remappedPS[13].y)/ resScale); +R0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(uf_remappedPS[13].z)/ resScale); PV1i.z = R0i.z; // 4 R4i.w = PV1i.z; @@ -583,4 +583,3 @@ R0i.z = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(uf_remappedPS[30 } // export passPixelColor0 = vec4(intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.y)*shadowExposure, intBitsToFloat(R0i.z)*shadowExposure, intBitsToFloat(R0i.w)); -} diff --git a/Source/XenobladeX/dfd8991cfe6e6bbe_0000000000000000_vs.txt b/Source/XenobladeX/dfd8991cfe6e6bbe_0000000000000000_vs.txt new file mode 100644 index 00000000..ce8e1c16 --- /dev/null +++ b/Source/XenobladeX/dfd8991cfe6e6bbe_0000000000000000_vs.txt @@ -0,0 +1,59 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader dfd8991cfe6e6bbe +//align AO +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem0; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +uvec4 attrDecoder; +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xy = attrDataSem1.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +backupReg0f = R2f.x; +backupReg1f = R2f.y; +R2f.x = backupReg0f; +R2f.y = backupReg1f; +// export +gl_Position = vec4(R1f.x*(1 / 1.002), R1f.y*(1 / 1.003), R1f.z, R1f.w); +// export +passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.z); +// 0 +} diff --git a/Source/XenobladeX/fdb5a87dd0368c6b_000000000000f249_ps.txt b/Source/XenobladeX/fdb5a87dd0368c6b_000000000000f249_ps.txt index 3969af6e..f3a407f3 100644 --- a/Source/XenobladeX/fdb5a87dd0368c6b_000000000000f249_ps.txt +++ b/Source/XenobladeX/fdb5a87dd0368c6b_000000000000f249_ps.txt @@ -12,8 +12,8 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0); // shadows scaling, ie 4096 = x4 // To do - some nice edge smoothing at higher res const float resScale = ; +const float resScaleDetail = 2.0; const float shadowExposure = 0.85; -//const float resScale = 4; uniform ivec4 uf_remappedPS[23]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 layout(binding = 1) uniform sampler2DShadow textureUnitPS1;// Tex1 addr 0xf551a000 res 1024x1024x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 6 6 6 border: 2 @@ -138,14 +138,14 @@ R2i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x)))); PS0i = R2i.x; // 9 R127i.x = ((0.5 > intBitsToFloat(PS0i))?int(0xFFFFFFFF):int(0x0)); -PV1i.y = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[9].z)); -PV1i.z = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[10].z)); +PV1i.y = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[9].z) / resScaleDetail); +PV1i.z = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[10].z)/ resScaleDetail); R0i.y = floatBitsToInt(max(intBitsToFloat(R126i.y), -(intBitsToFloat(R126i.y)))); PS1i = R0i.y; // 10 R126i.x = ((0.5 > intBitsToFloat(PS1i))?int(0xFFFFFFFF):int(0x0)); -PV0i.y = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[11].z)); -PV0i.z = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[12].z)); +PV0i.y = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[11].z) / resScaleDetail); +PV0i.z = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[12].z) / resScaleDetail); R0i.w = PV1i.y; R0i.w = clampFI32(R0i.w); R1i.w = PV1i.z; @@ -153,7 +153,7 @@ R1i.w = clampFI32(R1i.w); PS0i = R1i.w; // 11 R0i.x = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(uf_remappedPS[9].x) / resScale); -PV1i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[13].z)); +PV1i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[13].z)/ resScale); R0i.z = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[9].y) / resScale); R2i.w = PV0i.z; R2i.w = clampFI32(R2i.w); @@ -243,30 +243,30 @@ activeMaskStackC[3] = false; } if( activeMaskStackC[3] == true ) { // 0 -R0i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[18].x)); -R0i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[18].y)); -R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[18].z)); +R0i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[18].x) / resScale); +R0i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[18].y) / resScale); +R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[18].z) / resScale); PV0i.z = R1i.z; // 1 -R8i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[19].x)); -R8i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[19].y)); -R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[19].z)); +R8i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[19].x) / resScale); +R8i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[19].y) / resScale); +R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[19].z) / resScale); PV1i.z = R1i.z; R0i.w = PV0i.z; R0i.w = clampFI32(R0i.w); // 2 -R2i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[20].x)); -R2i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[20].y)); -R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[20].z)); +R2i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[20].x) / resScale); +R2i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[20].y) / resScale); +R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[20].z) / resScale); PV0i.z = R1i.z; R8i.w = PV1i.z; R8i.w = clampFI32(R8i.w); // 3 backupReg0i = R3i.x; backupReg1i = R3i.y; -R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[21].x)); -R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(uf_remappedPS[21].y)); -R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[21].z)); +R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[21].x) / resScale); +R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(uf_remappedPS[21].y) / resScale); +R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[21].z) / resScale); PV1i.z = R1i.z; R2i.w = PV0i.z; R2i.w = clampFI32(R2i.w); @@ -283,7 +283,7 @@ R3i.x = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R3i.xy), intB if( activeMaskStackC[3] == true ) { // 0 PV0i.y = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R1i.x)); -PV0i.z = floatBitsToInt(intBitsToFloat(R5i.w) + -(intBitsToFloat(0x3eae147b))); +PV0i.z = floatBitsToInt(intBitsToFloat(R5i.w) + -(intBitsToFloat(0x3eae147b) )); // 1 PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R2i.x)); R127i.y = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(0x40c80000)); @@ -347,8 +347,8 @@ activeMaskStackC[3] = false; if( activeMaskStackC[3] == true ) { // 0 backupReg0i = R0i.z; -R127i.x = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[18].z)); -PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[19].z)); +R127i.x = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[18].z) / resScale); +PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[19].z) / resScale); R6i.w = floatBitsToInt(max(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y))); // 1 R0i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[19].x) / resScale); @@ -362,13 +362,13 @@ PS1i = R1i.y; backupReg0i = R0i.z; R2i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[20].x) / resScale); R2i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[20].y) / resScale); -PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[20].z)); +PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[20].z) / resScale); R1i.w = R127i.x; R1i.w = clampFI32(R1i.w); // 3 backupReg0i = R3i.x; R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[21].x) / resScale); -PV1i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[21].z)); +PV1i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[21].z) / resScale); R3i.z = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[21].y) / resScale); R2i.w = PV0i.z; R2i.w = clampFI32(R2i.w); @@ -426,9 +426,9 @@ PV0i.y = R1i.y; R0i.z = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[8].z) + intBitsToFloat(PV1i.z))); PV0i.z = R0i.z; // 3 -R4i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(uf_remappedPS[13].x)); -R4i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(uf_remappedPS[13].y)); -R0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(uf_remappedPS[13].z)); +R4i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(uf_remappedPS[13].x) / resScale); +R4i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(uf_remappedPS[13].y) / resScale); +R0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(uf_remappedPS[13].z) / resScale); PV1i.z = R0i.z; // 4 R4i.w = PV1i.z; @@ -478,3 +478,4 @@ R0i.w = 0; // export passPixelColor0 = vec4(intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.w)); } +}