From 5fccad671c526f98723c2c2b2fb92d8cbbdaaf94 Mon Sep 17 00:00:00 2001 From: JoelAlone Date: Fri, 29 Sep 2017 14:03:24 +0200 Subject: [PATCH] [MK8] [2160p] Add menu background blur shader fix before: https://cdn.discordapp.com/attachments/292733452590120961/362716291439525888/before.jpg after: https://cdn.discordapp.com/attachments/292733452590120961/362729590453436416/unknown.png --- .../4727ccdea05045d0_0000000000000079_ps.txt | 66 +++++++++++++++++++ .../6dc0532bfaf19019_0000000000000079_ps.txt | 66 +++++++++++++++++++ 2 files changed, 132 insertions(+) create mode 100644 Quality/MK8_2160p/4727ccdea05045d0_0000000000000079_ps.txt create mode 100644 Quality/MK8_2160p/6dc0532bfaf19019_0000000000000079_ps.txt diff --git a/Quality/MK8_2160p/4727ccdea05045d0_0000000000000079_ps.txt b/Quality/MK8_2160p/4727ccdea05045d0_0000000000000079_ps.txt new file mode 100644 index 00000000..b1d49d6b --- /dev/null +++ b/Quality/MK8_2160p/4727ccdea05045d0_0000000000000079_ps.txt @@ -0,0 +1,66 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 4727ccdea05045d0 //horizontal blur +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5357000 res 64x64x1 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: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 R123f = 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; + + R0f.z = (R0f.z - 0.0010416666666667 * 2.5); + R0f.y = (R0f.y + 0.0010416666666667 * 2.5); + + R1f.xyzw = (texture(textureUnitPS0, R0f.wx).xyzw); + R2f.xyzw = (texture(textureUnitPS0, R0f.yx).xyzw); + R0f.xyzw = (texture(textureUnitPS0, R0f.zx).xyzw); + // 0 + PV0f.x = R1f.w * intBitsToFloat(0x3e969697); + PV0f.y = R1f.z * intBitsToFloat(0x3e969697); + PV0f.z = R1f.y * intBitsToFloat(0x3e969697); + PV0f.w = R1f.x * intBitsToFloat(0x3e969697); + // 1 + R123f.x = (R2f.w * intBitsToFloat(0x3eb4b4b5) + PV0f.x); + PV1f.x = R123f.x; + R123f.y = (R2f.z * intBitsToFloat(0x3eb4b4b5) + PV0f.y); + PV1f.y = R123f.y; + R123f.z = (R2f.y * intBitsToFloat(0x3eb4b4b5) + PV0f.z); + PV1f.z = R123f.z; + R123f.w = (R2f.x * intBitsToFloat(0x3eb4b4b5) + PV0f.w); + PV1f.w = R123f.w; + // 2 + backupReg0f = R0f.x; + backupReg1f = R0f.y; + backupReg2f = R0f.z; + backupReg3f = R0f.w; + R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w); + R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z); + R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y); + R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x); + // export + passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +} diff --git a/Quality/MK8_2160p/6dc0532bfaf19019_0000000000000079_ps.txt b/Quality/MK8_2160p/6dc0532bfaf19019_0000000000000079_ps.txt new file mode 100644 index 00000000..6448d51e --- /dev/null +++ b/Quality/MK8_2160p/6dc0532bfaf19019_0000000000000079_ps.txt @@ -0,0 +1,66 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 6dc0532bfaf19019 //vertical blur +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5352800 res 64x64x1 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: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 R123f = 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; + +R0f.z = (R0f.z - 0.0018518518518519 * 2.5); +R0f.y = (R0f.y + 0.0018518518518519 * 2.5); + +R1f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw); +R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +R0f.xyzw = (texture(textureUnitPS0, R0f.xz).xyzw); +// 0 +PV0f.x = R1f.w * intBitsToFloat(0x3e969697); +PV0f.y = R1f.z * intBitsToFloat(0x3e969697); +PV0f.z = R1f.y * intBitsToFloat(0x3e969697); +PV0f.w = R1f.x * intBitsToFloat(0x3e969697); +// 1 +R123f.x = (R2f.w * intBitsToFloat(0x3eb4b4b5) + PV0f.x); +PV1f.x = R123f.x; +R123f.y = (R2f.z * intBitsToFloat(0x3eb4b4b5) + PV0f.y); +PV1f.y = R123f.y; +R123f.z = (R2f.y * intBitsToFloat(0x3eb4b4b5) + PV0f.z); +PV1f.z = R123f.z; +R123f.w = (R2f.x * intBitsToFloat(0x3eb4b4b5) + PV0f.w); +PV1f.w = R123f.w; +// 2 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +backupReg2f = R0f.z; +backupReg3f = R0f.w; +R0f.x = (backupReg0f * intBitsToFloat(0x3eb4b4b5) + PV1f.w); +R0f.y = (backupReg1f * intBitsToFloat(0x3eb4b4b5) + PV1f.z); +R0f.z = (backupReg2f * intBitsToFloat(0x3eb4b4b5) + PV1f.y); +R0f.w = (backupReg3f * intBitsToFloat(0x3eb4b4b5) + PV1f.x); +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +}