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https://github.com/cemu-project/cemu_graphic_packs.git
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[BotW] fix sth i just broke... (camera dof)
dang thought they gonna be fine without these which apparently not
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@ -129,7 +129,7 @@ R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBi
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if( activeMaskStackC[2] == true ) {
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vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
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vec2 res = vec2( R2i.x - R1i.x, R3i.x - R4i.y ) * uf_fragCoordScale;
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R3i.x) - intBitsToFloat(R4i.y) ) * uf_fragCoordScale;
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int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
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vec3 R10f = vec3(0.0);
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float count = 0.0;
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@ -129,7 +129,7 @@ R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBi
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if( activeMaskStackC[2] == true ) {
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vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
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vec2 res = vec2( R2i.x - R1i.x, R3i.x - R4i.y ) * uf_fragCoordScale;
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R3i.x) - intBitsToFloat(R4i.y) ) * uf_fragCoordScale;
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int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
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vec3 R10f = vec3(0.0);
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float count = 0.0;
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@ -129,7 +129,7 @@ R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBi
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if( activeMaskStackC[2] == true ) {
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vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
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vec2 res = vec2( R2i.x - R1i.x, R3i.x - R4i.y ) * uf_fragCoordScale;
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R3i.x) - intBitsToFloat(R4i.y) ) * uf_fragCoordScale;
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int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
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vec3 R10f = vec3(0.0);
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float count = 0.0;
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@ -129,7 +129,7 @@ R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBi
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if( activeMaskStackC[2] == true ) {
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vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
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vec2 res = vec2( R2i.x - R1i.x, R3i.x - R4i.y ) * uf_fragCoordScale;
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R3i.x) - intBitsToFloat(R4i.y) ) * uf_fragCoordScale;
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int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
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vec3 R10f = vec3(0.0);
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float count = 0.0;
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@ -129,7 +129,7 @@ R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBi
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if( activeMaskStackC[2] == true ) {
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vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
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vec2 res = vec2( R2i.x - R1i.x, R3i.x - R4i.y ) * uf_fragCoordScale;
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R3i.x) - intBitsToFloat(R4i.y) ) * uf_fragCoordScale;
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int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
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vec3 R10f = vec3(0.0);
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float count = 0.0;
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@ -129,7 +129,7 @@ R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBi
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if( activeMaskStackC[2] == true ) {
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vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
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vec2 res = vec2( R2i.x - R1i.x, R3i.x - R4i.y ) * uf_fragCoordScale;
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R3i.x) - intBitsToFloat(R4i.y) ) * uf_fragCoordScale;
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int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
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vec3 R10f = vec3(0.0);
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float count = 0.0;
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@ -129,7 +129,7 @@ R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBi
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if( activeMaskStackC[2] == true ) {
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vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
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vec2 res = vec2( R2i.x - R1i.x, R3i.x - R4i.y ) * uf_fragCoordScale;
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R3i.x) - intBitsToFloat(R4i.y) ) * uf_fragCoordScale;
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int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
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vec3 R10f = vec3(0.0);
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float count = 0.0;
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@ -129,7 +129,7 @@ R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBi
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if( activeMaskStackC[2] == true ) {
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vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
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vec2 res = vec2( R2i.x - R1i.x, R3i.x - R4i.y ) * uf_fragCoordScale;
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R3i.x) - intBitsToFloat(R4i.y) ) * uf_fragCoordScale;
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int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
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vec3 R10f = vec3(0.0);
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float count = 0.0;
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@ -129,7 +129,7 @@ R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBi
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if( activeMaskStackC[2] == true ) {
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vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
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vec2 res = vec2( R2i.x - R1i.x, R3i.x - R4i.y ) * uf_fragCoordScale;
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R3i.x) - intBitsToFloat(R4i.y) ) * uf_fragCoordScale;
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int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
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vec3 R10f = vec3(0.0);
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float count = 0.0;
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@ -129,7 +129,7 @@ R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBi
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if( activeMaskStackC[2] == true ) {
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vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
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vec2 res = vec2( R2i.x - R1i.x, R3i.x - R4i.y ) * uf_fragCoordScale;
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R3i.x) - intBitsToFloat(R4i.y) ) * uf_fragCoordScale;
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int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
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vec3 R10f = vec3(0.0);
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float count = 0.0;
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@ -129,7 +129,7 @@ R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBi
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if( activeMaskStackC[2] == true ) {
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vec2 R9f = vec2( passParameterSem2.x, passParameterSem2.y ); //center point
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vec2 res = vec2( R2i.x - R1i.x, R3i.x - R4i.y ) * uf_fragCoordScale;
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vec2 res = vec2( intBitsToFloat(R2i.x) - intBitsToFloat(R1i.x), intBitsToFloat(R3i.x) - intBitsToFloat(R4i.y) ) * uf_fragCoordScale;
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int r = int(floor(1.0 / uf_fragCoordScale.y + 0.5));
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vec3 R10f = vec3(0.0);
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float count = 0.0;
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