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Botw AA World/Inventory and FXAA Improved Further (#288)
* Update rules.txt * Update 0f2b9ee517917425_00000000000003c9_ps.txt botw Improved Inventory AA * Update f14bb57cd5c9cb77_00000000000003c9_ps.txt Improved World AA * Update 0f2b9ee517917425_00000000000003c9_ps.txt update resolution pack shader code inventory aa * Update f14bb57cd5c9cb77_00000000000003c9_ps.txt update botw world aa resolution pack
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@ -6,8 +6,8 @@
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// Used for: Removing/Restoring the native BotW Anti-Aliasing implementation to link in inventory screen
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#define preset $preset
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#define aaSharper $aaSharper
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#define aaBlurrier $aaBlurrier
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#define aaSharper $inventorySharper
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#define aaBlurrier $inventoryBlurrier
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#if (preset == 0) // Disabled
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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@ -173,16 +173,16 @@ PV0i.z = R4i.z;
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R5i.w = ((PV1i.x == 0)?(0):(0x3f800000));
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PV0i.w = R5i.w;
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// 9 --- Point fo Interest
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R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[1].x))); // Default implmentation division took place here
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PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].x))); // Default implmentation division took place here
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R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[1].x))); // Default implementation division took place here - useless though
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PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].x) / resX)); // Default implementation division took place here
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PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
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R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].y))); // Default implmentation division took place here
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R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].y) / resY)); // Default implementation division took place here
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PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV0i.z)));
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// 10 --- Point of Interest
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R127i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(R127i.y)); // Divide looks good same as below line ----------------------------------------------------------------------
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R127i.x = clampFI32(R127i.x); // Divide looks good same as above line----------------------------------------------------------------------------------------------------
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PV0i.x = R127i.x;
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R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(uf_remappedPS[1].y)) + intBitsToFloat(PV1i.y))); // Default implmentation division took place here
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R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(uf_remappedPS[1].y)) + intBitsToFloat(PV1i.y))); // Default implementation division took place here
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R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(R5i.w)) + intBitsToFloat(PS1i)));
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PV0i.z = R127i.z;
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PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(R4i.z)));
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@ -681,7 +681,6 @@ passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFl
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#define Subpix $subPix //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
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#define EdgeThreshold $edgeThreshold //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
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#define EdgeThresholdMin $edgeThresholdMin //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
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#define FxaaAdjust $fxaaAdjust //[0.0 to 4.0] Adjusts how smooth or sharp you want AA to be.
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/*--------------------------------------------------------------------------*/
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@ -1018,7 +1017,7 @@ FxaaFloat4 FxaaPixelShader(
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}
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vec2 RcpFrame = vec2(1.0 / resolution.x, 1.0 / resolution.y) * uf_fragCoordScale * FxaaAdjust;
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vec2 RcpFrame = vec2(1.0 / resolution.x, 1.0 / resolution.y) * uf_fragCoordScale;
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void main()
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{
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passPixelColor0 = FxaaPixelShader(passParameterSem2.xy, textureUnitPS0, textureUnitPS1, RcpFrame, Subpix, EdgeThreshold, EdgeThresholdMin);
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@ -7,10 +7,10 @@
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// Used for: Removing/Restoring the native BotW World Anti-Aliasing Implementation
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#define preset $preset
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#define aaSharper $aaSharper
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#define aaBlurrier $aaBlurrier
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#define aaSharper $worldSharper
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#define aaBlurrier $worldBlurrier
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#if (preset == 0)
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#if (preset == 0) // Native AA Disabled
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in vec4 passParameterSem2;
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layout(location = 0) out vec4 passPixelColor0;
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@ -20,7 +20,7 @@ passPixelColor0 = texture(textureUnitPS0, passParameterSem2.xy);
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}
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#endif
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#if (preset == 1)
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#if (preset == 1) // Native AA Enabled
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uniform ivec4 uf_remappedPS[4];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf462d000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x37f40000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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@ -84,7 +84,7 @@ R127f.w = min(R1f.z, R1f.x);
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R127f.x = min(R1f.w, R1f.y);
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PS0f = R127f.x;
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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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R123f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[0].y) * resX ) + PV0f.z); // Important line - multiply y - bundled with main point of interests looks better
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PV1f.x = R123f.x;
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PV1f.y = max(R1f.z, R1f.x);
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R127f.z = PV0f.y + -(PV0f.x);
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@ -115,8 +115,8 @@ PV1f.y = mul_nonIEEE(R126f.w, PS0f);
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PV0f.z = max(PV1f.x, -(intBitsToFloat(uf_remappedPS[2].y)));
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PV0f.w = max(PV1f.y, -(intBitsToFloat(uf_remappedPS[2].y)));
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// 7 --- Point of Interest
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R3f.x = min(PV0f.w, intBitsToFloat(uf_remappedPS[2].y)); // Important - Divide looks sharper and better and multiply looks blurier fuzzy
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R1f.y = min(PV0f.z, intBitsToFloat(uf_remappedPS[2].y)); // Important - Divide looks sharper and better and multiply looks blurier fuzzy
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R3f.x = min(PV0f.w, intBitsToFloat(uf_remappedPS[2].y)); // Important - Another way to do it - Divide looks sharper and better and multiply looks blurier fuzzy
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R1f.y = min(PV0f.z, intBitsToFloat(uf_remappedPS[2].y)); // Important - Another Way to do it - Divide looks sharper and better and multiply looks blurier fuzzy
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// 8
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predResult = (R1f.x > R0f.z);
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activeMaskStack[1] = predResult;
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@ -130,13 +130,13 @@ if( activeMaskStackC[2] == true ) {
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// 0
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backupReg0f = R3f.x;
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backupReg0f = R3f.x;
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R3f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedPS[3].x)/resX) + R0f.x); // Original Implementation divided x
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R3f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[3].y)/resY) + R0f.y); // Original Implementation divided y
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R1f.x = (mul_nonIEEE(backupReg0f,-(intBitsToFloat(uf_remappedPS[3].x)/resX)) + R0f.x); // Original Implementation divided x
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R3f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedPS[3].x) /resX ) + R0f.x); // Original Implementation divided x
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R3f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[3].y) /resY ) + R0f.y); // Original Implementation divided y
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R1f.x = (mul_nonIEEE(backupReg0f,-(intBitsToFloat(uf_remappedPS[3].x) /resX )) + R0f.x); // Original Implementation divided x
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PS0f = R1f.x;
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// 1
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backupReg0f = R1f.y;
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R1f.y = (mul_nonIEEE(backupReg0f,-(intBitsToFloat(uf_remappedPS[3].y)/resY)) + R0f.y); // Original Implementation divided y
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R1f.y = (mul_nonIEEE(backupReg0f,-(intBitsToFloat(uf_remappedPS[3].y) /resY )) + R0f.y); // Original Implementation divided y
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}
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if( activeMaskStackC[2] == true ) {
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R0f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
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@ -173,13 +173,12 @@ passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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}
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#endif
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#if (preset == 2)
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#if (preset == 2) // FXAA
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/*-----------------------------settings-------------------------------------*/
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#define Subpix $subPix //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
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#define EdgeThreshold $edgeThreshold //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
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#define EdgeThresholdMin $edgeThresholdMin //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
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#define FxaaAdjust $fxaaAdjust //[0.0 to 4.0] Adjusts how smooth or sharp you want AA to be.
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/*--------------------------------------------------------------------------*/
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@ -190,6 +189,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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vec2 resolution = textureSize2D(textureUnitPS0,0); // Retrieve Texture Dimensions in float data type so we dont need to convert
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const float resRatio = resolution.x/1280; // Needed in multiplying
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#define FXAA_QUALITY__PS 12
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#define FXAA_QUALITY__P0 1.0
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@ -239,8 +239,8 @@ FxaaFloat4 FxaaPixelShader(
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FxaaFloat2 posM;
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posM.x = pos.x;
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posM.y = pos.y;
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FxaaFloat4 rgbyM = vec4(FxaaTexTop(tex, posM).xyz, FxaaTexTop(lum, posM).x);
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#define lumaM rgbyM.w
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FxaaFloat4 rgbyM = vec4(FxaaTexTop(tex, posM).xyz, FxaaTexTop(lum, posM).x / resRatio); // Important Line
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#define lumaM rgbyM.w // Important line
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FxaaFloat4 luma4A = textureGather(lum, posM);
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FxaaFloat4 luma4B = textureGatherOffset(lum, posM, FxaaInt2(-1, -1));
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#define lumaE luma4A.z
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@ -263,14 +263,14 @@ FxaaFloat4 FxaaPixelShader(
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FxaaBool earlyExit = range < rangeMaxClamped;
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if(earlyExit)
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return rgbyM;
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FxaaFloat lumaNE = FxaaTexOff(lum, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy).x;
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FxaaFloat lumaSW = FxaaTexOff(lum, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy).x;
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FxaaFloat lumaNE = FxaaTexOff(lum, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy).x / resRatio; // Important divide x
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FxaaFloat lumaSW = FxaaTexOff(lum, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy).x / resRatio; // Important divide x
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FxaaFloat lumaNS = lumaN + lumaS;
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FxaaFloat lumaWE = lumaW + lumaE;
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FxaaFloat subpixRcpRange = 1.0/range;
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FxaaFloat subpixNSWE = lumaNS + lumaWE;
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FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;
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FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;
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FxaaFloat edgeHorz1 = (lumaM) + lumaNS; // Important line due to lumaM
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FxaaFloat edgeVert1 = (lumaM) + lumaWE; // Important line due to lumaM
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FxaaFloat lumaNESE = lumaNE + lumaSE;
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FxaaFloat lumaNWNE = lumaNW + lumaNE;
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FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
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@ -516,7 +516,7 @@ FxaaFloat4 FxaaPixelShader(
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}
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vec2 RcpFrame = vec2(1.0 / resolution.x, 1.0 / resolution.y) * uf_fragCoordScale * FxaaAdjust; // This is where the dimensions are used, Fxaaadjust can make it sharp to blurry
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vec2 RcpFrame = vec2(1.0 / resolution.x, 1.0 / resolution.y) * uf_fragCoordScale;
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void main()
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{
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passPixelColor0 = FxaaPixelShader(passParameterSem2.xy, textureUnitPS0, textureUnitPS1, RcpFrame, Subpix, EdgeThreshold, EdgeThresholdMin);
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@ -2,48 +2,54 @@
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titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
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name = Anti-Aliasing
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path = "The Legend of Zelda: Breath of the Wild/Graphics/Anti-Aliasing"
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description = Enables and Disables Native Botw Anti-Aliasing. Also includes an alternative FXAA implementation. Check the "Anti-Aliasing/rules.txt" file in your Botw AA graphicPack folder for info about the individual settings.
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description = Enables or Disables Native Botw Anti-Aliasing. Also includes an alternative FXAA implementation. Check the "Anti-Aliasing/rules.txt" file in your Botw AA graphicPack folder for info about the individual settings.
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version = 3
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[Preset]
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name = Disable Native AA
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$preset:int = 0
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#
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$aaSharper = 0.5 # Ignore
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$aaBlurrier = 0.0 # Ignore
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$inventorySharper = 0.0 # Ignore
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$inventoryBlurrier = 0.0 # Ignore
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$worldSharper = 0.0 # Ignore
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$worldBlurrier = 0.0 # Ignore
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#
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$subPix = 0.75 # Ignore
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$edgeThreshold = 0.0166 # Ignore
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$edgeThresholdMin = 0.0833 # Ignore
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$fxaaAdjust = 1.0 # Ignore
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[Preset]
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name = Enable Native AA
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$preset:int = 1
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#
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$aaSharper = 0.5
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$aaBlurrier = 0.0
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$inventorySharper = 0.0
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$inventoryBlurrier = 0.0
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$worldSharper = 0.0
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$worldBlurrier = 0.0
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#
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$subPix = 0.75 # Ignore
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$edgeThreshold = 0.0166 # Ignore
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$edgeThresholdMin = 0.0833 # Ignore
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$fxaaAdjust = 1.0 # Ignore
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[Preset]
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name = FXAA
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$preset:int = 2
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#
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$aaSharper = 0.5 # Ignore
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$aaBlurrier = 0.0 # Ignore
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$inventorySharper = 0.0 # Ignore
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$inventoryBlurrier = 0.0 # Ignore
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$worldSharper = 0.0 # Ignore
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$worldBlurrier = 0.0 # Ignore
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#
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$subPix = 1.0
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$edgeThreshold = 0.0125
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$edgeThresholdMin = 0.0625
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$fxaaAdjust = 2.0
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# aaSharper / aaBlurrier - Only applies to enabled preset
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# Adjusts native AA implmentation
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# Values - [0.0 - 1.0] - keep one of the varaibles at 0 while adjusting the other one
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# Adjust native AA implmentation - Only applies to Enabled preset
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# --- keep one of the varaibles at 0 while adjusting the other one
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# Sharper : Values - [0.0 - 1.0] - Recommended to Raise in increments of 0.1
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# Blurrier : Values - [1.0 - 0.0] - Recommended to Lower in decrements of 0.1
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# Subpix:
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# Choose the amount of sub-pixel aliasing removal.
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@ -68,9 +74,5 @@ $fxaaAdjust = 2.0
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# 0.0625 - high quality (faster)
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# 0.0312 - visible limit (slower)
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# FxaaAdjust
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# Makes FXAA more clearer or blurrier
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# [0.0 - 1.0] values are used to divide by Var x 0.2
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# [1.0 - 4.0] are used to multiply by Var x 2.0
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# Credit: Kiri, NAVras
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# Credit: SkalFate for proper V3 Import.
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@ -155,9 +155,9 @@ R5i.w = ((PV1i.x == 0)?(0):(0x3f800000));
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PV0i.w = R5i.w;
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// 9 --- Point fo Interest
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R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[1].x))); // Default implmentation division took place here
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PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].x))); // Default implmentation division took place here
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PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].x) / resX)); // Default implmentation division took place here
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PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
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R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].y))); // Default implmentation division took place here
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R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].y) / resY)); // Default implmentation division took place here
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PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV0i.z)));
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// 10 --- Point of Interest
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R127i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(R127i.y)); // Divide looks good same as below line ----------------------------------------------------------------------
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@ -67,7 +67,7 @@ R127f.w = min(R1f.z, R1f.x);
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R127f.x = min(R1f.w, R1f.y);
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PS0f = R127f.x;
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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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R123f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[0].y) * resX ) + PV0f.z); //Important line
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PV1f.x = R123f.x;
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PV1f.y = max(R1f.z, R1f.x);
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R127f.z = PV0f.y + -(PV0f.x);
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@ -113,13 +113,13 @@ if( activeMaskStackC[2] == true ) {
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// 0
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backupReg0f = R3f.x;
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backupReg0f = R3f.x;
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R3f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedPS[3].x)/resX) + R0f.x); // Original Implementation
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R3f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[3].y)/resY) + R0f.y); // Original Implementation
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R1f.x = (mul_nonIEEE(backupReg0f,-(intBitsToFloat(uf_remappedPS[3].x)/resX)) + R0f.x); // Original Implementation
|
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R3f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedPS[3].x) / resX) + R0f.x); // Original Implementation
|
||||
R3f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[3].y) / resY) + R0f.y); // Original Implementation
|
||||
R1f.x = (mul_nonIEEE(backupReg0f,-(intBitsToFloat(uf_remappedPS[3].x) / resX)) + R0f.x); // Original Implementation
|
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PS0f = R1f.x;
|
||||
// 1
|
||||
backupReg0f = R1f.y;
|
||||
R1f.y = (mul_nonIEEE(backupReg0f,-(intBitsToFloat(uf_remappedPS[3].y)/resY)) + R0f.y); // Original Implementation
|
||||
R1f.y = (mul_nonIEEE(backupReg0f,-(intBitsToFloat(uf_remappedPS[3].y) / resY)) + R0f.y); // Original Implementation
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
R0f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
|
||||
|
Loading…
Reference in New Issue
Block a user