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Add src/WindWaker
This commit is contained in:
parent
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#version 450
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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#ifdef VULKAN
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layout(set = 1, binding = 1) uniform ufBlock
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{
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform vec2 uf_fragCoordScale;
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#endif
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// shader 960d3ef6662043c7
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// Used for: Bloom
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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vec4 R0f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem0;
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R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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// 0
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backupReg0f = R0f.x * $targetBloom;
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backupReg1f = R0f.y * $targetBloom;
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backupReg2f = R0f.z * $targetBloom;
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R0f.xyz = vec3(backupReg0f,backupReg1f,backupReg2f);
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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}
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40
src/WindWakerHD/Enhancements/Bloom/rules.txt
Normal file
40
src/WindWakerHD/Enhancements/Bloom/rules.txt
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[Definition]
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titleIds = 0005000010143400,0005000010143500,0005000010143600,000500010185400
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name = Bloom
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path = "The Legend of Zelda: The Wind Waker HD/Enhancements/Bloom"
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description = Modify the amount of bloom. Bloom is used to make bright things emit a glow effect to make them look bright.
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#Credits: Crementif
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version = 6
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[Default]
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$targetBloom = 1.0
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[Preset]
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category = Bloom
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name = Extra Bloom (150%)
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$targetBloom = 1.5
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[Preset]
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category = Bloom
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name = Normal Bloom (100%, Default)
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default = 1
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[Preset]
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category = Bloom
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name = Slightly Reduced Bloom (75%)
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$targetBloom = 0.75
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[Preset]
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category = Bloom
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name = Reduced Bloom (50%)
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$targetBloom = 0.5
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[Preset]
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category = Bloom
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name = Heavily Reduced Bloom (25%)
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$targetBloom = 0.25
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[Preset]
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category = Bloom
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name = No Bloom
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$targetBloom = 0.0
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#version 450
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#extension GL_ARB_texture_gather : enable
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 04dcbf2655f94e03 //hoirzon cloud layer lighten up
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#ifdef VULKAN
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layout(set = 1, binding = 1) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[2];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[2];
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uniform vec2 uf_fragCoordScale;
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#endif
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const float skyboxRed = float($skyboxRed);
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const float skyboxGreen = float($skyboxGreen);
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const float skyboxBlue = float($skyboxBlue);
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const float skyboxMix = float($skyboxMix);
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TEXTURE_LAYOUT(3, 1, 0) uniform sampler2D textureUnitPS3;
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layout(location = 0) in vec4 passParameterSem6;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 1) out vec4 passPixelColor1;
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// uf_fragCoordScale was moved to the ufBlock
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem6;
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R0f.xyzw = (texture(textureUnitPS3, R0f.xy).xyzw);
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// 0
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backupReg0f = R0f.x;
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PV0f.x = R0f.w;
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PV0f.x = clamp(PV0f.x, 0.0, 1.0);
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R2f.y = (intBitsToFloat(uf_remappedPS[0].z) * 0.5 + 0.5);
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R1f.x = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[1].x));
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PS0f = R1f.x;
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// 1
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R2f.x = PV0f.x;
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R1f.y = mul_nonIEEE(R0f.y, intBitsToFloat(uf_remappedPS[1].y));
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PV1f.y = R1f.y;
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R1f.z = mul_nonIEEE(R0f.z, intBitsToFloat(uf_remappedPS[1].z));
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PV1f.z = R1f.z;
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R1f.w = PV0f.x;
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PV1f.w = R1f.w;
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// 2
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R0f.xyz = vec3(R1f.x,PV1f.y,PV1f.z);
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R0f.w = PV1f.w;
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// 3
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R1f.xyz = vec3(R2f.y,R2f.y,R2f.y);
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R1f.w = R2f.x;
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// export
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//passPixelColor0 = vec4(R0f.x*$skyboxRed, R0f.y, R0f.z*1.1, R0f.w)*1.3;
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passPixelColor0 = vec4(R0f.x*skyboxRed, R0f.y*skyboxGreen, R0f.z*skyboxBlue*1.1, R0f.w)*skyboxMix*1.3;
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passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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}
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#version 450
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#extension GL_ARB_texture_gather : enable
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 53141a02b3f78921
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//make gradient more white blue
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const float skyboxRed = float($skyboxRed);
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const float skyboxGreen = float($skyboxGreen);
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const float skyboxBlue = float($skyboxBlue);
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const float skyboxMix = float($skyboxMix);
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#ifdef VULKAN
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layout(set = 1, binding = 0) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[2];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[2];
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uniform vec2 uf_fragCoordScale;
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#endif
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layout(location = 0) in vec4 passParameterSem1;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 1) out vec4 passPixelColor1;
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// uf_fragCoordScale was moved to the ufBlock
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem1;
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// 0
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PV0f.x = R0f.w;
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PV0f.x = clamp(PV0f.x, 0.0, 1.0);
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R1f.y = (intBitsToFloat(uf_remappedPS[0].z) * 0.5 + 0.5);
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R0f.x = intBitsToFloat(uf_remappedPS[1].x);
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PS0f = R0f.x;
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// 1
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R0f.yzw = vec3(intBitsToFloat(uf_remappedPS[1].y),intBitsToFloat(uf_remappedPS[1].z),PV0f.x);
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PV1f.y = R0f.y;
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PV1f.z = R0f.z;
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PV1f.w = R0f.w;
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R1f.w = PV0f.x;
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PS1f = R1f.w;
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// 2
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R2f.xyz = vec3(R0f.x,PV1f.y,PV1f.z);
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R2f.w = PV1f.w;
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// 3
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R3f.xyz = vec3(R1f.y,R1f.y,R1f.y);
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R3f.w = R1f.w;
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// export
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//passPixelColor0 = vec4(R2f.x, R2f.y*0.75, R2f.z*1.25, R2f.w)*1.1;
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passPixelColor0 = vec4(R2f.x*skyboxRed, R2f.y*skyboxGreen*0.75, R2f.z*skyboxBlue*1.25, R2f.w)*skyboxMix*1.1;
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passPixelColor1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
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}
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@ -0,0 +1,115 @@
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#version 450
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#extension GL_ARB_texture_gather : enable
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 8a763b05908ba4e8
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//Third band horizon
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const float skyboxRed = float($skyboxRed);
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const float skyboxGreen = float($skyboxGreen);
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const float skyboxBlue = float($skyboxBlue);
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const float skyboxMix = float($skyboxMix);
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#ifdef VULKAN
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layout(set = 1, binding = 0) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[3];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[3];
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uniform vec2 uf_fragCoordScale;
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#endif
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layout(location = 0) in vec4 passParameterSem1;
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layout(location = 1) in vec4 passParameterSem2;
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layout(location = 2) in vec4 passParameterSem4;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 1) out vec4 passPixelColor1;
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// uf_fragCoordScale was moved to the ufBlock
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem1;
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R1f = passParameterSem2;
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R2f = passParameterSem4;
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// 0
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backupReg0f = R0f.w;
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tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,-0.0),vec4(R2f.x,R2f.y,R2f.z,0.0));
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PV0f.x = tempf.x;
|
||||
PV0f.y = tempf.x;
|
||||
PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R0f.w = backupReg0f;
|
||||
R0f.w = clamp(R0f.w, 0.0, 1.0);
|
||||
PS0f = R0f.w;
|
||||
// 1
|
||||
R127f.x = -(intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y);
|
||||
R127f.y = -(intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x);
|
||||
R2f.w = PS0f;
|
||||
PS1f = sqrt(PV0f.x);
|
||||
// 2
|
||||
R126f.x = -(intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z);
|
||||
R123f.w = (mul_nonIEEE(R1f.x,PS1f) + R1f.y);
|
||||
R123f.w = clamp(R123f.w, 0.0, 1.0);
|
||||
PV0f.w = R123f.w;
|
||||
// 3
|
||||
PV1f.z = mul_nonIEEE(PV0f.w, PV0f.w);
|
||||
// 4
|
||||
R0f.x = (mul_nonIEEE(R127f.y,PV1f.z) + intBitsToFloat(uf_remappedPS[0].x));
|
||||
R0f.y = (mul_nonIEEE(R127f.x,PV1f.z) + intBitsToFloat(uf_remappedPS[0].y));
|
||||
R0f.z = (mul_nonIEEE(R126f.x,PV1f.z) + intBitsToFloat(uf_remappedPS[0].z));
|
||||
// 0
|
||||
R2f.x = (intBitsToFloat(uf_remappedPS[2].z) * 0.5 + 0.5);
|
||||
// 1
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
backupReg2f = R0f.z;
|
||||
backupReg3f = R0f.w;
|
||||
R0f.xyz = vec3(backupReg0f,backupReg1f,backupReg2f);
|
||||
R0f.w = backupReg3f;
|
||||
// 2
|
||||
R1f.xyz = vec3(R2f.x,R2f.y,R2f.y);
|
||||
R1f.w = R2f.w;
|
||||
// export
|
||||
//passPixelColor0 = vec4(R0f.x, R0f.y*0.75, R0f.z*1.25, R0f.w)*1.2;
|
||||
passPixelColor0 = vec4(R0f.x*skyboxRed, R0f.y*skyboxGreen*0.75, R0f.z*skyboxBlue*1.25, R0f.w)*skyboxMix*1.2;
|
||||
passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
}
|
@ -0,0 +1,90 @@
|
||||
#version 450
|
||||
#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 90ed656e9c17616b
|
||||
//make second gradient more white blue
|
||||
const float skyboxRed = float($skyboxRed);
|
||||
const float skyboxGreen = float($skyboxGreen);
|
||||
const float skyboxBlue = float($skyboxBlue);
|
||||
const float skyboxMix = float($skyboxMix);
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 0) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[3];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[3];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
layout(location = 0) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
layout(location = 1) out vec4 passPixelColor1;
|
||||
// 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);
|
||||
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 = passParameterSem1;
|
||||
// 0
|
||||
PV0f.x = mul_nonIEEE(R0f.w, intBitsToFloat(uf_remappedPS[0].x));
|
||||
PV0f.x = clamp(PV0f.x, 0.0, 1.0);
|
||||
R1f.y = (intBitsToFloat(uf_remappedPS[1].z) * 0.5 + 0.5);
|
||||
// 1
|
||||
R0f.xyz = vec3(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z));
|
||||
PV1f.x = R0f.x;
|
||||
PV1f.y = R0f.y;
|
||||
PV1f.z = R0f.z;
|
||||
R0f.w = PV0f.x;
|
||||
PV1f.w = R0f.w;
|
||||
R1f.w = PV0f.x;
|
||||
PS1f = R1f.w;
|
||||
// 2
|
||||
R2f.xyz = vec3(PV1f.x,PV1f.y,PV1f.z);
|
||||
R2f.w = PV1f.w;
|
||||
// 3
|
||||
R3f.xyz = vec3(R1f.y,R1f.y,R1f.y);
|
||||
R3f.w = R1f.w;
|
||||
// export
|
||||
//passPixelColor0 = vec4(R2f.x, R2f.y*0.75, R2f.z*1.25, R2f.w)*1.2;
|
||||
passPixelColor0 = vec4(R2f.x*skyboxRed, R2f.y*skyboxGreen*0.75, R2f.z*skyboxBlue*1.25, R2f.w)*skyboxMix*1.2;
|
||||
passPixelColor1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
|
||||
}
|
@ -0,0 +1,302 @@
|
||||
#version 450
|
||||
#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 92d5cf316124c301
|
||||
//beach cooking
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 5) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[7];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[7];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2DArray textureUnitPS0;
|
||||
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
|
||||
TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;
|
||||
TEXTURE_LAYOUT(3, 1, 3) uniform sampler2D textureUnitPS3;
|
||||
TEXTURE_LAYOUT(4, 1, 4) uniform sampler2D textureUnitPS4;
|
||||
layout(location = 0) in vec4 passParameterSem1;
|
||||
layout(location = 1) in vec4 passParameterSem2;
|
||||
layout(location = 2) in vec4 passParameterSem4;
|
||||
layout(location = 3) in vec4 passParameterSem5;
|
||||
layout(location = 4) in vec4 passParameterSem6;
|
||||
layout(location = 5) in vec4 passParameterSem7;
|
||||
layout(location = 6) in vec4 passParameterSem8;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
layout(location = 1) out vec4 passPixelColor1;
|
||||
// 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 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 R13f = vec4(0.0);
|
||||
vec4 R122f = 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 = passParameterSem1;
|
||||
R1f = passParameterSem2;
|
||||
R2f = passParameterSem4;
|
||||
R3f = passParameterSem5;
|
||||
R4f = passParameterSem6;
|
||||
R5f = passParameterSem7;
|
||||
R6f = passParameterSem8;
|
||||
// 0
|
||||
R8f.x = R3f.w;
|
||||
R8f.x = clamp(R8f.x, 0.0, 1.0);
|
||||
PV0f.y = -(R3f.z) + -(intBitsToFloat(0x42700000));
|
||||
R12f.z = roundEven(0.0);
|
||||
R7f.w = 1.0;
|
||||
PS0f = 1.0 / R5f.z;
|
||||
// 1
|
||||
R7f.x = mul_nonIEEE(R5f.x, PS0f);
|
||||
PV1f.x = R7f.x;
|
||||
R7f.y = mul_nonIEEE(R5f.y, PS0f);
|
||||
PV1f.y = R7f.y;
|
||||
PV1f.z = PV0f.y * intBitsToFloat(0x3dcccccd);
|
||||
PV1f.z = clamp(PV1f.z, 0.0, 1.0);
|
||||
R127f.w = mul_nonIEEE(-(R3f.z), intBitsToFloat(uf_remappedPS[0].w));
|
||||
PS1f = 1.0 / R4f.z;
|
||||
// 2
|
||||
backupReg0f = R4f.x;
|
||||
R4f.x = mul_nonIEEE(backupReg0f, PS1f);
|
||||
R127f.y = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[1].y)) + 1.0)/2.0;
|
||||
PV0f.y = R127f.y;
|
||||
R127f.z = (mul_nonIEEE(PV1f.x,intBitsToFloat(uf_remappedPS[1].x)) + 1.0)/2.0;
|
||||
PV0f.z = R127f.z;
|
||||
R4f.w = mul_nonIEEE(R4f.y, PS1f);
|
||||
R0f.w = -(PV1f.z) + 1.0;
|
||||
PS0f = R0f.w;
|
||||
// 3
|
||||
PV1f.x = mul_nonIEEE(-(R3f.z), intBitsToFloat(uf_remappedPS[0].y));
|
||||
R4f.y = (mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[0].z)),intBitsToFloat(uf_remappedPS[0].w)) + R127f.w);
|
||||
R4f.y = clamp(R4f.y, 0.0, 1.0);
|
||||
PV1f.z = floor(PV0f.y);
|
||||
PV1f.w = floor(PV0f.z);
|
||||
R8f.w = 0.0;
|
||||
PS1f = R8f.w;
|
||||
// 4
|
||||
R11f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z), PV1f.w);
|
||||
R11f.x *= 2.0;
|
||||
R11f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w), PV1f.z);
|
||||
R11f.y *= 2.0;
|
||||
R4f.z = R127f.z + -(PV1f.w);
|
||||
R6f.w = R127f.y + -(PV1f.z);
|
||||
R1f.w = (mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[0].x)),intBitsToFloat(uf_remappedPS[0].y)) + PV1f.x);
|
||||
R1f.w = clamp(R1f.w, 0.0, 1.0);
|
||||
PS0f = R1f.w;
|
||||
R9f.xyzw = (textureGather(textureUnitPS1, R11f.xy).xyzw);
|
||||
R10f.xyw = (textureLod(textureUnitPS3, R7f.xy,R7f.w).xyw);
|
||||
R7f.xw = (textureLod(textureUnitPS3, R7f.xy,0.0).xw);
|
||||
R4f.x = (texture(textureUnitPS2, R4f.xw).x);
|
||||
R6f.xyz = (texture(textureUnitPS4, R6f.xy).xyz);
|
||||
// 0
|
||||
PV0f.x = -(R6f.w);
|
||||
R127f.y = -(R8f.x) + R9f.x;
|
||||
PV0f.z = mul_nonIEEE(R4f.z, R6f.w);
|
||||
R127f.w = -(R8f.x) + R9f.y;
|
||||
R127f.x = -(R8f.x) + R9f.z;
|
||||
PS0f = R127f.x;
|
||||
// 1
|
||||
R126f.x = -(R8f.x) + R9f.w;
|
||||
PV1f.y = PV0f.z;
|
||||
R127f.z = mul_nonIEEE(R5f.w, R4f.z);
|
||||
PV1f.w = -(PV0f.z);
|
||||
R125f.z = mul_nonIEEE(R5f.w, PV0f.x);
|
||||
PS1f = R125f.z;
|
||||
// 2
|
||||
backupReg0f = R127f.x;
|
||||
backupReg0f = R127f.x;
|
||||
R127f.x = max(R127f.y, -(R127f.y));
|
||||
R127f.y = mul_nonIEEE(R5f.w, PV1f.y);
|
||||
R126f.z = max(backupReg0f, -(backupReg0f));
|
||||
R126f.w = mul_nonIEEE(R5f.w, PV1f.w);
|
||||
R126f.y = max(R127f.w, -(R127f.w));
|
||||
PS0f = R126f.y;
|
||||
// 3
|
||||
PV1f.x = R10f.y + R0f.w;
|
||||
R125f.y = -(R7f.x) + R10f.x;
|
||||
R9f.z = (mul_nonIEEE(-(R1f.w),intBitsToFloat(uf_remappedPS[2].w)) + intBitsToFloat(uf_remappedPS[2].z));
|
||||
R127f.w = max(R126f.x, -(R126f.x));
|
||||
PV1f.w = R127f.w;
|
||||
R13f.w = 1.0;
|
||||
PS1f = R13f.w;
|
||||
// 4
|
||||
tempf.x = dot(vec4(R127f.z,R127f.y,R125f.z,R126f.w),vec4(PV1f.w,R127f.x,R126f.z,R126f.y));
|
||||
PV0f.x = tempf.x;
|
||||
PV0f.y = tempf.x;
|
||||
PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R124f.z = tempf.x;
|
||||
R5f.z = R4f.y + PV1f.x;
|
||||
R5f.z = clamp(R5f.z, 0.0, 1.0);
|
||||
PS0f = R5f.z;
|
||||
// 5
|
||||
tempf.x = dot(vec4(R127f.z,R127f.y,R125f.z,R126f.w),vec4(R127f.w,R126f.z,R127f.x,R126f.y));
|
||||
PV1f.x = tempf.x;
|
||||
PV1f.y = tempf.x;
|
||||
PV1f.z = tempf.x;
|
||||
PV1f.w = tempf.x;
|
||||
R122f.x = (mul_nonIEEE(R125f.y,PS0f) + R7f.x);
|
||||
PS1f = R122f.x;
|
||||
// 6
|
||||
PV0f.x = R4f.z + R124f.z;
|
||||
PV0f.x = clamp(PV0f.x, 0.0, 1.0);
|
||||
PV0f.y = mul_nonIEEE(PS1f, intBitsToFloat(uf_remappedPS[2].y));
|
||||
PV0f.z = R6f.w + PV1f.x;
|
||||
PV0f.z = clamp(PV0f.z, 0.0, 1.0);
|
||||
PV0f.w = -(R9f.z) + 1.0;
|
||||
PS0f = mul_nonIEEE(R7f.w, R10f.w);
|
||||
// 7
|
||||
R10f.x = mul_nonIEEE(R10f.w, PS0f);
|
||||
PV1f.x = R10f.x;
|
||||
R123f.y = (PV0f.x * 2.0 + -(1.0));
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (PV0f.z * 2.0 + -(1.0));
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(PV0f.w,R5f.z) + R9f.z);
|
||||
PV1f.w = R123f.w;
|
||||
tempResultf = log2(PV0f.y);
|
||||
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
||||
PS1f = tempResultf;
|
||||
// 8
|
||||
R12f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),PV1f.y) + R11f.x);
|
||||
R12f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),PV1f.z) + R11f.y);
|
||||
R5f.z = mul_nonIEEE(PV1f.w, PS1f);
|
||||
R10f.w = intBitsToFloat(uf_remappedPS[3].y) + R4f.x;
|
||||
R10f.w = clamp(R10f.w, 0.0, 1.0);
|
||||
R9f.z = mul_nonIEEE(R2f.x, PV1f.x);
|
||||
PS0f = R9f.z;
|
||||
R12f.xyz = (texture(textureUnitPS0, vec3(R12f.x,R12f.y,R12f.z)).xyz);
|
||||
// 0
|
||||
backupReg0f = R8f.y;
|
||||
backupReg0f = R8f.y;
|
||||
backupReg0f = R8f.y;
|
||||
R8f.xyz = vec3(R8f.w,backupReg0f,backupReg0f);
|
||||
R8f.w = backupReg0f;
|
||||
// 1
|
||||
R126f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].x), R10f.x);
|
||||
R126f.y = mul_nonIEEE(R2f.y, R10f.x);
|
||||
PV1f.y = R126f.y;
|
||||
R124f.z = -(R9f.z) + intBitsToFloat(uf_remappedPS[5].x);
|
||||
R127f.w = mul_nonIEEE(R2f.z, R10f.x);
|
||||
PS1f = exp2(R5f.z);
|
||||
// 2
|
||||
PV0f.x = mul_nonIEEE(R3f.z, R3f.z);
|
||||
R127f.y = -(PV1f.y) + intBitsToFloat(uf_remappedPS[5].y);
|
||||
PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x), PS1f);
|
||||
PV0f.w = clamp(PV0f.w, 0.0, 1.0);
|
||||
// 3
|
||||
R127f.x = -(R127f.w) + intBitsToFloat(uf_remappedPS[5].z);
|
||||
PV1f.z = PV0f.w + intBitsToFloat(uf_remappedPS[3].x);
|
||||
PV1f.z = clamp(PV1f.z, 0.0, 1.0);
|
||||
R122f.x = (mul_nonIEEE(R3f.y,R3f.y) + PV0f.x);
|
||||
PS1f = R122f.x;
|
||||
// 4
|
||||
PV0f.x = mul_nonIEEE(PV1f.z, R10f.w);
|
||||
R123f.z = (mul_nonIEEE(R3f.x,R3f.x) + PS1f);
|
||||
PV0f.z = R123f.z;
|
||||
// 5
|
||||
PV1f.w = mul_nonIEEE(R2f.w, PV0f.x);
|
||||
PS1f = sqrt(PV0f.z);
|
||||
// 6
|
||||
R123f.x = (mul_nonIEEE(R1f.x,PS1f) + R1f.y);
|
||||
R123f.x = clamp(R123f.x, 0.0, 1.0);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(R127f.x,PV1f.w) + R127f.w);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(R127f.y,PV1f.w) + R126f.y);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(R124f.z,PV1f.w) + R9f.z);
|
||||
PV0f.w = R123f.w;
|
||||
// 7
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.z;
|
||||
backupReg2f = R0f.y;
|
||||
PV1f.x = mul_nonIEEE(backupReg0f, PV0f.w);
|
||||
R0f.y = mul_nonIEEE(PV0f.x, PV0f.x);
|
||||
PV1f.z = mul_nonIEEE(backupReg1f, PV0f.y);
|
||||
PV1f.w = mul_nonIEEE(backupReg2f, PV0f.z);
|
||||
// 8
|
||||
R123f.x = (mul_nonIEEE(R126f.x,R12f.y) + PV1f.w);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(R126f.x,R12f.x) + PV1f.x);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.w = (mul_nonIEEE(R126f.x,R12f.z) + PV1f.z);
|
||||
PV0f.w = R123f.w;
|
||||
// 9
|
||||
backupReg0f = R6f.y;
|
||||
backupReg1f = R6f.x;
|
||||
R6f.x = mul_nonIEEE(R6f.z, PV0f.w);
|
||||
R6f.y = mul_nonIEEE(backupReg0f, PV0f.x);
|
||||
R6f.z = mul_nonIEEE(backupReg1f, PV0f.y);
|
||||
// 0
|
||||
PV0f.x = -(R6f.y) + intBitsToFloat(uf_remappedPS[6].y);
|
||||
PV0f.y = -(R6f.z) + intBitsToFloat(uf_remappedPS[6].x);
|
||||
PV0f.w = -(R6f.x) + intBitsToFloat(uf_remappedPS[6].z);
|
||||
// 1
|
||||
R13f.x = (mul_nonIEEE(PV0f.y,R0f.y) + R6f.z);
|
||||
PV1f.x = R13f.x;
|
||||
R13f.y = (mul_nonIEEE(PV0f.x,R0f.y) + R6f.y);
|
||||
PV1f.y = R13f.y;
|
||||
R13f.z = (mul_nonIEEE(PV0f.w,R0f.y) + R6f.x);
|
||||
PV1f.z = R13f.z;
|
||||
// 2
|
||||
R7f.xyz = vec3(PV1f.x,PV1f.y,PV1f.z);
|
||||
R7f.w = R13f.w;
|
||||
// export
|
||||
passPixelColor0 = vec4(R7f.x, R7f.y, R7f.z, R7f.w)*$beach;
|
||||
passPixelColor1 = vec4(R8f.x, R8f.y, R8f.z, R8f.w);
|
||||
}
|
@ -0,0 +1,71 @@
|
||||
#version 450
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#ifdef VULKAN
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#else
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader 960d3ef6662043c7//bloom blend
|
||||
const float skyboxRed = float($skyboxRed);
|
||||
const float skyboxGreen = float($skyboxGreen);
|
||||
const float skyboxBlue = float($skyboxBlue);
|
||||
const float skyboxMix = float($skyboxMix);
|
||||
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 1) uniform ufBlock
|
||||
{
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
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);
|
||||
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.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
|
||||
// 0
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
backupReg2f = R0f.z;
|
||||
R0f.xyz = vec3(backupReg0f,backupReg1f,backupReg2f);
|
||||
// export
|
||||
|
||||
//passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z*1.1, R0f.w)*0.75;
|
||||
passPixelColor0 = vec4(R0f.x*skyboxRed, R0f.y*skyboxGreen, R0f.z*skyboxBlue*1.1, R0f.w)*skyboxMix*0.75;
|
||||
|
||||
}
|
@ -0,0 +1,280 @@
|
||||
#version 450
|
||||
#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 b77c717f243c0b08
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 5) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[9];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[9];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
const float skyboxRed = float($skyboxRed);
|
||||
const float skyboxGreen = float($skyboxGreen);
|
||||
const float skyboxBlue = float($skyboxBlue);
|
||||
const float skyboxMix = float($skyboxMix);
|
||||
|
||||
|
||||
TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;
|
||||
TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;
|
||||
TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3;
|
||||
TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4;
|
||||
TEXTURE_LAYOUT(5, 1, 4) uniform sampler2D textureUnitPS5;
|
||||
layout(location = 0) in vec4 passParameterSem2;
|
||||
layout(location = 1) in vec4 passParameterSem4;
|
||||
layout(location = 2) in vec4 passParameterSem5;
|
||||
layout(location = 3) in vec4 passParameterSem6;
|
||||
layout(location = 4) in vec4 passParameterSem7;
|
||||
layout(location = 5) in vec4 passParameterSem8;
|
||||
layout(location = 6) in vec4 passParameterSem9;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
layout(location = 1) out vec4 passPixelColor1;
|
||||
// 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 R5f = vec4(0.0);
|
||||
vec4 R6f = vec4(0.0);
|
||||
vec4 R7f = vec4(0.0);
|
||||
vec4 R8f = vec4(0.0);
|
||||
vec4 R122f = vec4(0.0);
|
||||
vec4 R123f = 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 = passParameterSem2;
|
||||
R1f = passParameterSem4;
|
||||
R2f = passParameterSem5;
|
||||
R3f = passParameterSem6;
|
||||
R4f = passParameterSem7;
|
||||
R5f = passParameterSem8;
|
||||
R6f = passParameterSem9;
|
||||
R5f.yzw = (texture(textureUnitPS4, R5f.xy).yzw);
|
||||
// 0
|
||||
R127f.x = R5f.y + -(0.5);
|
||||
R127f.y = -(R1f.z) + -(intBitsToFloat(0x42700000));
|
||||
PV0f.z = R5f.w + -(0.5);
|
||||
R127f.w = R5f.z + -(0.5);
|
||||
PS0f = 1.0 / R3f.z;
|
||||
// 1
|
||||
backupReg0f = R3f.y;
|
||||
PV1f.x = mul_nonIEEE(PV0f.z, intBitsToFloat(uf_remappedPS[0].z));
|
||||
PV1f.y = mul_nonIEEE(PV0f.z, intBitsToFloat(uf_remappedPS[0].x));
|
||||
R3f.z = mul_nonIEEE(R3f.x, PS0f);
|
||||
R3f.w = 1.0;
|
||||
R3f.y = mul_nonIEEE(backupReg0f, PS0f);
|
||||
PS1f = R3f.y;
|
||||
// 2
|
||||
R126f.x = R127f.y * intBitsToFloat(0x3dcccccd);
|
||||
R126f.x = clamp(R126f.x, 0.0, 1.0);
|
||||
R8f.y = 0.0;
|
||||
R123f.z = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[0].w)) + PV1f.x);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[0].y)) + PV1f.y);
|
||||
PV0f.w = R123f.w;
|
||||
PS0f = 1.0 / R2f.z;
|
||||
// 3
|
||||
R123f.x = (mul_nonIEEE(R127f.x,intBitsToFloat(uf_remappedPS[1].y)) + PV0f.z);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(R127f.x,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.w);
|
||||
PV1f.y = R123f.y;
|
||||
R5f.z = mul_nonIEEE(R2f.x, PS0f);
|
||||
R5f.w = mul_nonIEEE(R2f.y, PS0f);
|
||||
PS1f = exp2(intBitsToFloat(uf_remappedPS[1].z));
|
||||
PS1f *= 4.0;
|
||||
// 4
|
||||
PV0f.x = mul_nonIEEE(-(R1f.z), intBitsToFloat(uf_remappedPS[2].y));
|
||||
PV0f.y = mul_nonIEEE(PS1f, PV1f.x);
|
||||
PV0f.z = mul_nonIEEE(PS1f, PV1f.y);
|
||||
PV0f.w = mul_nonIEEE(-(R1f.z), intBitsToFloat(uf_remappedPS[2].w));
|
||||
R127f.z = -(R126f.x) + 1.0;
|
||||
PS0f = R127f.z;
|
||||
// 5
|
||||
PV1f.x = PV0f.z * intBitsToFloat(0x3e7f0000);
|
||||
R123f.y = (mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[2].z)),intBitsToFloat(uf_remappedPS[2].w)) + PV0f.w);
|
||||
R123f.y = clamp(R123f.y, 0.0, 1.0);
|
||||
PV1f.y = R123f.y;
|
||||
R0f.z = (mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[2].x)),intBitsToFloat(uf_remappedPS[2].y)) + PV0f.x);
|
||||
R0f.z = clamp(R0f.z, 0.0, 1.0);
|
||||
PV1f.w = PV0f.y * intBitsToFloat(0x3e7f0000);
|
||||
R2f.x = mul_nonIEEE(R1f.z, R1f.z);
|
||||
PS1f = R2f.x;
|
||||
// 6
|
||||
backupReg0f = R4f.x;
|
||||
backupReg1f = R4f.y;
|
||||
R4f.x = backupReg0f + PV1f.x;
|
||||
R4f.y = backupReg1f + PV1f.w;
|
||||
R2f.z = R6f.x + PV1f.x;
|
||||
R2f.w = R6f.y + PV1f.w;
|
||||
R6f.y = PV1f.y + R127f.z;
|
||||
R6f.y = clamp(R6f.y, 0.0, 1.0);
|
||||
PS0f = R6f.y;
|
||||
R3f.x = (textureLod(textureUnitPS2, R3f.zy,0.0).x);
|
||||
R6f.x = (textureLod(textureUnitPS2, R3f.zy,R3f.w).x);
|
||||
R4f.xyzw = (texture(textureUnitPS3, R4f.xy).xyzw);
|
||||
R7f.xyz = (texture(textureUnitPS5, R2f.zw).xyz);
|
||||
R5f.x = (texture(textureUnitPS1, R5f.zw).x);
|
||||
// 0
|
||||
PV0f.x = -(R3f.x) + R6f.x;
|
||||
R127f.y = (mul_nonIEEE(-(R0f.z),intBitsToFloat(uf_remappedPS[3].w)) + intBitsToFloat(uf_remappedPS[3].z));
|
||||
PV0f.y = R127f.y;
|
||||
R126f.z = mul_nonIEEE(R4f.w, intBitsToFloat(uf_remappedPS[4].w));
|
||||
R126f.z = clamp(R126f.z, 0.0, 1.0);
|
||||
R122f.x = (mul_nonIEEE(R1f.y,R1f.y) + R2f.x);
|
||||
PS0f = R122f.x;
|
||||
// 1
|
||||
PV1f.x = -(PV0f.y) + 1.0;
|
||||
PV1f.y = -(intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(uf_remappedPS[4].y);
|
||||
PV1f.z = -(intBitsToFloat(uf_remappedPS[5].x)) + intBitsToFloat(uf_remappedPS[4].x);
|
||||
R123f.w = (mul_nonIEEE(PV0f.x,R6f.y) + R3f.x);
|
||||
PV1f.w = R123f.w;
|
||||
R122f.x = (mul_nonIEEE(R1f.x,R1f.x) + PS0f);
|
||||
PS1f = R122f.x;
|
||||
// 2
|
||||
R127f.x = (mul_nonIEEE(PV1f.z,R4f.x) + intBitsToFloat(uf_remappedPS[5].x));
|
||||
R127f.x = clamp(R127f.x, 0.0, 1.0);
|
||||
R126f.y = (mul_nonIEEE(PV1f.y,R4f.y) + intBitsToFloat(uf_remappedPS[5].y));
|
||||
R126f.y = clamp(R126f.y, 0.0, 1.0);
|
||||
PV0f.z = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[3].y));
|
||||
R127f.w = (mul_nonIEEE(PV1f.x,R6f.y) + R127f.y);
|
||||
PS0f = sqrt(PS1f);
|
||||
// 3
|
||||
R126f.x = -(intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(uf_remappedPS[4].z);
|
||||
R123f.w = (mul_nonIEEE(R0f.x,PS0f) + R0f.y);
|
||||
R123f.w = clamp(R123f.w, 0.0, 1.0);
|
||||
PV1f.w = R123f.w;
|
||||
tempResultf = log2(PV0f.z);
|
||||
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
||||
PS1f = tempResultf;
|
||||
// 4
|
||||
PV0f.x = mul_nonIEEE(R127f.w, PS1f);
|
||||
R127f.y = -(intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(uf_remappedPS[6].y);
|
||||
R127f.z = -(intBitsToFloat(uf_remappedPS[5].x)) + intBitsToFloat(uf_remappedPS[6].x);
|
||||
R0f.w = R126f.z;
|
||||
R0f.w = clamp(R0f.w, 0.0, 1.0);
|
||||
R1f.z = mul_nonIEEE(PV1f.w, PV1f.w);
|
||||
PS0f = R1f.z;
|
||||
// 5
|
||||
PV1f.x = -(intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(uf_remappedPS[6].z);
|
||||
R127f.w = (mul_nonIEEE(R126f.x,R4f.z) + intBitsToFloat(uf_remappedPS[5].z));
|
||||
R127f.w = clamp(R127f.w, 0.0, 1.0);
|
||||
R126f.x = exp2(PV0f.x);
|
||||
PS1f = R126f.x;
|
||||
// 6
|
||||
backupReg0f = R127f.y;
|
||||
backupReg1f = R127f.z;
|
||||
R127f.y = (mul_nonIEEE(PV1f.x,R7f.z) + intBitsToFloat(uf_remappedPS[5].z));
|
||||
R127f.y = clamp(R127f.y, 0.0, 1.0);
|
||||
PV0f.y = R127f.y;
|
||||
R127f.z = (mul_nonIEEE(backupReg0f,R7f.y) + intBitsToFloat(uf_remappedPS[5].y));
|
||||
R127f.z = clamp(R127f.z, 0.0, 1.0);
|
||||
PV0f.z = R127f.z;
|
||||
R126f.w = (mul_nonIEEE(backupReg1f,R7f.x) + intBitsToFloat(uf_remappedPS[5].x));
|
||||
R126f.w = clamp(R126f.w, 0.0, 1.0);
|
||||
PV0f.w = R126f.w;
|
||||
R8f.w = R0f.w;
|
||||
PS0f = R8f.w;
|
||||
// 7
|
||||
PV1f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].x), R126f.x);
|
||||
PV1f.x = clamp(PV1f.x, 0.0, 1.0);
|
||||
PV1f.y = R127f.w + -(PV0f.y);
|
||||
PV1f.z = R126f.y + -(PV0f.z);
|
||||
PV1f.w = R127f.x + -(PV0f.w);
|
||||
R125f.z = intBitsToFloat(uf_remappedPS[7].y) + R5f.x;
|
||||
R125f.z = clamp(R125f.z, 0.0, 1.0);
|
||||
PS1f = R125f.z;
|
||||
// 8
|
||||
backupReg0f = R127f.z;
|
||||
R127f.x = (mul_nonIEEE(PV1f.w,R126f.z) + R126f.w);
|
||||
R127f.x = clamp(R127f.x, 0.0, 1.0);
|
||||
PV0f.x = R127f.x;
|
||||
PV0f.y = PV1f.x + intBitsToFloat(uf_remappedPS[7].x);
|
||||
PV0f.y = clamp(PV0f.y, 0.0, 1.0);
|
||||
R127f.z = (mul_nonIEEE(PV1f.y,R126f.z) + R127f.y);
|
||||
R127f.z = clamp(R127f.z, 0.0, 1.0);
|
||||
PV0f.z = R127f.z;
|
||||
R126f.w = (mul_nonIEEE(PV1f.z,R126f.z) + backupReg0f);
|
||||
R126f.w = clamp(R126f.w, 0.0, 1.0);
|
||||
PV0f.w = R126f.w;
|
||||
// 9
|
||||
backupReg0f = R125f.z;
|
||||
R126f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[7].z), PV0f.w);
|
||||
PV1f.x = R126f.x;
|
||||
R127f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[7].z), PV0f.x);
|
||||
PV1f.y = R127f.y;
|
||||
R125f.z = mul_nonIEEE(PV0f.y, backupReg0f);
|
||||
R127f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[7].z), PV0f.z);
|
||||
PV1f.w = R127f.w;
|
||||
// 10
|
||||
PV0f.x = R127f.z + -(PV1f.w);
|
||||
PV0f.y = R126f.w + -(PV1f.x);
|
||||
PV0f.z = R127f.x + -(PV1f.y);
|
||||
// 11
|
||||
R5f.x = (mul_nonIEEE(R125f.z,R127f.w) + PV0f.x);
|
||||
R7f.y = (mul_nonIEEE(R125f.z,R126f.x) + PV0f.y);
|
||||
R7f.z = (mul_nonIEEE(R125f.z,R127f.y) + PV0f.z);
|
||||
// 0
|
||||
PV0f.x = -(R7f.y) + intBitsToFloat(uf_remappedPS[8].y);
|
||||
PV0f.y = -(R7f.z) + intBitsToFloat(uf_remappedPS[8].x);
|
||||
PV0f.w = -(R5f.x) + intBitsToFloat(uf_remappedPS[8].z);
|
||||
// 1
|
||||
R0f.x = (mul_nonIEEE(PV0f.y,R1f.z) + R7f.z);
|
||||
PV1f.x = R0f.x;
|
||||
R0f.y = (mul_nonIEEE(PV0f.x,R1f.z) + R7f.y);
|
||||
PV1f.y = R0f.y;
|
||||
R0f.z = (mul_nonIEEE(PV0f.w,R1f.z) + R5f.x);
|
||||
PV1f.z = R0f.z;
|
||||
// 2
|
||||
backupReg0f = R0f.w;
|
||||
R0f.xyz = vec3(PV1f.x,PV1f.y,PV1f.z);
|
||||
R0f.w = backupReg0f;
|
||||
// 3
|
||||
R1f.xyz = vec3(R8f.y,R8f.y,R8f.y);
|
||||
R1f.w = R8f.w;
|
||||
// export
|
||||
//passPixelColor0 = vec4(R0f.x, R0f.y*0.9, R0f.z*1.1, R0f.w);
|
||||
passPixelColor0 = vec4(R0f.x*skyboxRed, R0f.y*skyboxGreen*0.9, R0f.z*skyboxBlue*1.1, R0f.w)*skyboxMix;
|
||||
passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
}
|
@ -0,0 +1,322 @@
|
||||
#version 450
|
||||
#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 c2cae30e906be2d5
|
||||
//Ao scale
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 3) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[8];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[8];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
|
||||
TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;
|
||||
layout(location = 0) in vec4 passParameterSem1;
|
||||
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 R5f = vec4(0.0);
|
||||
vec4 R6f = vec4(0.0);
|
||||
vec4 R122f = 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 = passParameterSem1;
|
||||
R2f.x = (texture(textureUnitPS0, R0f.xy).x);
|
||||
R1f.xy = (texture(textureUnitPS2, R0f.zw).xy)*$AO;
|
||||
// 0
|
||||
R4f.x = (R1f.y * 2.0 + -(1.0));
|
||||
PV0f.x = R4f.x;
|
||||
R4f.y = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[0].z));
|
||||
R5f.z = (R1f.x * 2.0 + -(1.0));
|
||||
PV0f.z = R5f.z;
|
||||
R123f.w = (mul_nonIEEE(-(R2f.x),intBitsToFloat(uf_remappedPS[1].y)) + 1.0);
|
||||
R123f.w = clamp(R123f.w, 0.0, 1.0);
|
||||
PV0f.w = R123f.w;
|
||||
// 1
|
||||
R5f.x = mul_nonIEEE(-(PV0f.x), intBitsToFloat(uf_remappedPS[2].z));
|
||||
R3f.y = mul_nonIEEE(PV0f.z, intBitsToFloat(uf_remappedPS[2].z));
|
||||
R4f.z = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[1].x));
|
||||
PV1f.z = R4f.z;
|
||||
// 2
|
||||
R127f.x = mul_nonIEEE(PV1f.z, intBitsToFloat(uf_remappedPS[3].x));
|
||||
PV0f.x = R127f.x;
|
||||
R127f.y = mul_nonIEEE(PV1f.z, intBitsToFloat(uf_remappedPS[3].y));
|
||||
PV0f.z = mul_nonIEEE(PV1f.z, intBitsToFloat(uf_remappedPS[4].x));
|
||||
R127f.w = mul_nonIEEE(PV1f.z, intBitsToFloat(uf_remappedPS[4].y));
|
||||
PS0f = 1.0 / PV1f.z;
|
||||
// 3
|
||||
R6f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].z), PS0f);
|
||||
PV1f.y = mul_nonIEEE(R3f.y, PV0f.z);
|
||||
PV1f.z = mul_nonIEEE(R4f.x, PV0f.z);
|
||||
R4f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].z), PS0f);
|
||||
PS1f = mul_nonIEEE(R3f.y, PV0f.x);
|
||||
// 4
|
||||
PV0f.x = mul_nonIEEE(R4f.x, R127f.x);
|
||||
R126f.y = (mul_nonIEEE(R5f.x,R127f.y) + PS1f);
|
||||
R123f.z = (mul_nonIEEE(R5f.z,R127f.w) + PV1f.z);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(R5f.x,R127f.w) + PV1f.y);
|
||||
PV0f.w = R123f.w;
|
||||
R3f.x = mul_nonIEEE(R4f.z, intBitsToFloat(uf_remappedPS[6].x));
|
||||
PS0f = R3f.x;
|
||||
// 5
|
||||
R1f.xyz = vec3(R0f.x,R0f.y,R0f.x) + vec3(PV0f.w,PV0f.z,-(PV0f.w));
|
||||
R1f.w = R0f.y + -(PV0f.z);
|
||||
R122f.x = (mul_nonIEEE(R5f.z,R127f.y) + PV0f.x);
|
||||
PS1f = R122f.x;
|
||||
// 6
|
||||
R2f.xyz = vec3(R0f.x,R0f.y,R0f.x) + vec3(R126f.y,PS1f,-(R126f.y));
|
||||
R2f.w = R0f.y + -(PS1f);
|
||||
R3f.z = mul_nonIEEE(R4f.z, intBitsToFloat(uf_remappedPS[6].y));
|
||||
PS0f = R3f.z;
|
||||
R1f.x = (texture(textureUnitPS1, R1f.xy).x);
|
||||
R1f.y = (texture(textureUnitPS1, R1f.zw).x);
|
||||
R2f.x = (texture(textureUnitPS1, R2f.xy).x);
|
||||
R2f.y = (texture(textureUnitPS1, R2f.zw).x);
|
||||
// 0
|
||||
R127f.x = R4f.y + -(R2f.x);
|
||||
PV0f.x = R127f.x;
|
||||
R126f.y = R4f.y + -(R2f.y);
|
||||
PV0f.z = -(R1f.y) + R4f.y;
|
||||
PV0f.w = -(R1f.x) + R4f.y;
|
||||
// 1
|
||||
PV1f.x = mul_nonIEEE(PV0f.z, R4f.w);
|
||||
PV1f.x /= 2.0;
|
||||
PV1f.y = mul_nonIEEE(PV0f.w, R6f.x);
|
||||
PV1f.y /= 2.0;
|
||||
R126f.z = (mul_nonIEEE(-(PV0f.w),intBitsToFloat(uf_remappedPS[1].z)) + 1.0);
|
||||
R126f.z = clamp(R126f.z, 0.0, 1.0);
|
||||
R125f.w = (mul_nonIEEE(-(PV0f.z),intBitsToFloat(uf_remappedPS[1].z)) + 1.0);
|
||||
R125f.w = clamp(R125f.w, 0.0, 1.0);
|
||||
PS1f = mul_nonIEEE(PV0f.x, R6f.x);
|
||||
PS1f /= 2.0;
|
||||
// 2
|
||||
R126f.x = (mul_nonIEEE(PS1f,intBitsToFloat(uf_remappedPS[3].z)) + 0.5);
|
||||
R126f.x = clamp(R126f.x, 0.0, 1.0);
|
||||
PV0f.y = mul_nonIEEE(R126f.y, R4f.w);
|
||||
PV0f.y /= 2.0;
|
||||
R127f.z = (mul_nonIEEE(PV1f.x,intBitsToFloat(uf_remappedPS[4].z)) + 0.5);
|
||||
R127f.z = clamp(R127f.z, 0.0, 1.0);
|
||||
PV0f.z = R127f.z;
|
||||
R127f.w = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[4].z)) + 0.5);
|
||||
R127f.w = clamp(R127f.w, 0.0, 1.0);
|
||||
PV0f.w = R127f.w;
|
||||
R126f.w = mul_nonIEEE(R3f.y, R3f.x);
|
||||
PS0f = R126f.w;
|
||||
// 3
|
||||
R125f.x = (mul_nonIEEE(PV0f.y,intBitsToFloat(uf_remappedPS[3].z)) + 0.5);
|
||||
R125f.x = clamp(R125f.x, 0.0, 1.0);
|
||||
PV1f.x = R125f.x;
|
||||
R127f.y = (mul_nonIEEE(-(R127f.x),intBitsToFloat(uf_remappedPS[1].z)) + 1.0);
|
||||
R127f.y = clamp(R127f.y, 0.0, 1.0);
|
||||
PV1f.z = 0.5 + -(PV0f.w);
|
||||
PV1f.w = 0.5 + -(PV0f.z);
|
||||
R125f.y = (mul_nonIEEE(-(R126f.y),intBitsToFloat(uf_remappedPS[1].z)) + 1.0);
|
||||
R125f.y = clamp(R125f.y, 0.0, 1.0);
|
||||
PS1f = R125f.y;
|
||||
// 4
|
||||
R127f.x = (mul_nonIEEE(PV1f.z,R126f.z) + 0.5);
|
||||
PV0f.x = R127f.x;
|
||||
R126f.y = (mul_nonIEEE(PV1f.w,R125f.w) + 0.5);
|
||||
PV0f.y = R126f.y;
|
||||
PV0f.z = 0.5 + -(PV1f.x);
|
||||
PV0f.w = 0.5 + -(R126f.x);
|
||||
R125f.z = mul_nonIEEE(R4f.x, R3f.x);
|
||||
PS0f = R125f.z;
|
||||
// 5
|
||||
R124f.x = (mul_nonIEEE(PV0f.z,R125f.y) + 0.5);
|
||||
PV1f.x = R124f.x;
|
||||
R124f.y = (mul_nonIEEE(PV0f.w,R127f.y) + 0.5);
|
||||
PV1f.y = R124f.y;
|
||||
PV1f.z = R127f.z + -(PV0f.x);
|
||||
PV1f.w = R127f.w + -(PV0f.y);
|
||||
R127f.w = (mul_nonIEEE(R5f.x,R3f.z) + R126f.w);
|
||||
PS1f = R127f.w;
|
||||
// 6
|
||||
backupReg0f = R127f.x;
|
||||
backupReg1f = R126f.y;
|
||||
R127f.x = (mul_nonIEEE(PV1f.z,R125f.w) + backupReg0f);
|
||||
R126f.y = (mul_nonIEEE(PV1f.w,R126f.z) + backupReg1f);
|
||||
PV0f.z = R126f.x + -(PV1f.x);
|
||||
PV0f.w = R125f.x + -(PV1f.y);
|
||||
// 7
|
||||
R1f.x = R0f.x + R127f.w;
|
||||
R123f.y = (mul_nonIEEE(PV0f.w,R125f.y) + R124f.y);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(R5f.z,R3f.z) + R125f.z);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(PV0f.z,R127f.y) + R124f.x);
|
||||
PV1f.w = R123f.w;
|
||||
R3f.x = R0f.x + -(R127f.w);
|
||||
PS1f = R3f.x;
|
||||
// 8
|
||||
PV0f.x = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[3].w));
|
||||
R1f.y = R0f.y + PV1f.z;
|
||||
PV0f.z = mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[3].w));
|
||||
R3f.w = R0f.y + -(PV1f.z);
|
||||
PS0f = mul_nonIEEE(R4f.z, intBitsToFloat(uf_remappedPS[7].x));
|
||||
// 9
|
||||
PV1f.x = mul_nonIEEE(R3f.y, PS0f);
|
||||
R3f.y = (mul_nonIEEE(R127f.x,intBitsToFloat(uf_remappedPS[4].w)) + PV0f.z);
|
||||
PV1f.z = mul_nonIEEE(R4f.z, intBitsToFloat(uf_remappedPS[7].y));
|
||||
R2f.w = (mul_nonIEEE(R126f.y,intBitsToFloat(uf_remappedPS[4].w)) + PV0f.x);
|
||||
PS1f = mul_nonIEEE(R4f.x, PS0f);
|
||||
// 10
|
||||
R5f.y = 0.0;
|
||||
R123f.z = (mul_nonIEEE(R5f.x,PV1f.z) + PV1f.x);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(R5f.z,PV1f.z) + PS1f);
|
||||
PV0f.w = R123f.w;
|
||||
R5f.w = 1.0;
|
||||
PS0f = R5f.w;
|
||||
// 11
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
R0f.xyz = vec3(backupReg0f,backupReg1f,backupReg0f) + vec3(PV0f.z,PV0f.w,-(PV0f.z));
|
||||
R0f.w = backupReg1f + -(PV0f.w);
|
||||
R1f.x = (texture(textureUnitPS1, R1f.xy).x);
|
||||
R1f.y = (texture(textureUnitPS1, R3f.xw).x);
|
||||
R0f.x = (texture(textureUnitPS1, R0f.xy).x);
|
||||
R0f.y = (texture(textureUnitPS1, R0f.zw).x);
|
||||
// 0
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
PV0f.x = R4f.y + -(R1f.y);
|
||||
PV0f.y = R4f.y + -(R1f.x);
|
||||
R125f.z = R4f.y + -(backupReg0f);
|
||||
PV0f.z = R125f.z;
|
||||
R127f.w = R4f.y + -(backupReg1f);
|
||||
// 1
|
||||
R124f.x = (mul_nonIEEE(-(PV0f.y),intBitsToFloat(uf_remappedPS[1].z)) + 1.0);
|
||||
R124f.x = clamp(R124f.x, 0.0, 1.0);
|
||||
R127f.y = (mul_nonIEEE(-(PV0f.x),intBitsToFloat(uf_remappedPS[1].z)) + 1.0);
|
||||
R127f.y = clamp(R127f.y, 0.0, 1.0);
|
||||
PV1f.z = mul_nonIEEE(PV0f.x, R4f.w);
|
||||
PV1f.z /= 2.0;
|
||||
PV1f.w = mul_nonIEEE(PV0f.y, R6f.x);
|
||||
PV1f.w /= 2.0;
|
||||
PS1f = mul_nonIEEE(PV0f.z, R6f.x);
|
||||
PS1f /= 2.0;
|
||||
// 2
|
||||
R127f.x = (mul_nonIEEE(PV1f.z,intBitsToFloat(uf_remappedPS[6].z)) + 0.5);
|
||||
R127f.x = clamp(R127f.x, 0.0, 1.0);
|
||||
PV0f.x = R127f.x;
|
||||
R126f.y = (mul_nonIEEE(PV1f.w,intBitsToFloat(uf_remappedPS[6].z)) + 0.5);
|
||||
R126f.y = clamp(R126f.y, 0.0, 1.0);
|
||||
PV0f.y = R126f.y;
|
||||
PV0f.z = mul_nonIEEE(R127f.w, R4f.w);
|
||||
PV0f.z /= 2.0;
|
||||
R125f.w = (mul_nonIEEE(PS1f,intBitsToFloat(uf_remappedPS[7].z)) + 0.5);
|
||||
R125f.w = clamp(R125f.w, 0.0, 1.0);
|
||||
// 3
|
||||
PV1f.x = 0.5 + -(PV0f.y);
|
||||
PV1f.y = 0.5 + -(PV0f.x);
|
||||
R126f.z = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[7].z)) + 0.5);
|
||||
R126f.z = clamp(R126f.z, 0.0, 1.0);
|
||||
PV1f.z = R126f.z;
|
||||
R126f.w = (mul_nonIEEE(-(R125f.z),intBitsToFloat(uf_remappedPS[1].z)) + 1.0);
|
||||
R126f.w = clamp(R126f.w, 0.0, 1.0);
|
||||
R125f.y = (mul_nonIEEE(-(R127f.w),intBitsToFloat(uf_remappedPS[1].z)) + 1.0);
|
||||
R125f.y = clamp(R125f.y, 0.0, 1.0);
|
||||
PS1f = R125f.y;
|
||||
// 4
|
||||
PV0f.x = 0.5 + -(PV1f.z);
|
||||
PV0f.y = 0.5 + -(R125f.w);
|
||||
R125f.z = (mul_nonIEEE(PV1f.x,R124f.x) + 0.5);
|
||||
PV0f.z = R125f.z;
|
||||
R127f.w = (mul_nonIEEE(PV1f.y,R127f.y) + 0.5);
|
||||
PV0f.w = R127f.w;
|
||||
// 5
|
||||
PV1f.x = R127f.x + -(PV0f.z);
|
||||
PV1f.y = R126f.y + -(PV0f.w);
|
||||
R127f.z = (mul_nonIEEE(PV0f.y,R126f.w) + 0.5);
|
||||
PV1f.z = R127f.z;
|
||||
R124f.w = (mul_nonIEEE(PV0f.x,R125f.y) + 0.5);
|
||||
PV1f.w = R124f.w;
|
||||
// 6
|
||||
PV0f.x = R125f.w + -(PV1f.w);
|
||||
PV0f.y = R126f.z + -(PV1f.z);
|
||||
R123f.z = (mul_nonIEEE(PV1f.x,R127f.y) + R125f.z);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(PV1f.y,R124f.x) + R127f.w);
|
||||
PV0f.w = R123f.w;
|
||||
// 7
|
||||
R123f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[6].w)) + R2f.w);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(PV0f.y,R125f.y) + R127f.z);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[6].w)) + R3f.y);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(PV0f.x,R126f.w) + R124f.w);
|
||||
PV1f.w = R123f.w;
|
||||
// 8
|
||||
R123f.x = (mul_nonIEEE(PV1f.w,intBitsToFloat(uf_remappedPS[7].w)) + PV1f.x);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.z = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[7].w)) + PV1f.z);
|
||||
PV0f.z = R123f.z;
|
||||
// 9
|
||||
PV1f.w = PV0f.x + PV0f.z;
|
||||
// 10
|
||||
PV0f.y = PV1f.w + intBitsToFloat(uf_remappedPS[1].w);
|
||||
// 11
|
||||
PV1f.x = PV0f.y + -(0.5);
|
||||
// 12
|
||||
PV0f.z = mul_nonIEEE(PV1f.x, intBitsToFloat(uf_remappedPS[0].y));
|
||||
PV0f.z = clamp(PV0f.z, 0.0, 1.0);
|
||||
// 13
|
||||
R5f.x = -(PV0f.z) + 1.0;
|
||||
// export
|
||||
passPixelColor0 = vec4(R5f.x, R5f.y, R5f.y, R5f.w);
|
||||
}
|
@ -0,0 +1,191 @@
|
||||
#version 450
|
||||
#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 e1ea1127489fd281 // horizon
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 2) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[5];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[5];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
const float skyboxRed = float($skyboxRed);
|
||||
const float skyboxGreen = float($skyboxGreen);
|
||||
const float skyboxBlue = float($skyboxBlue);
|
||||
const float skyboxMix = float($skyboxMix);
|
||||
|
||||
TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;
|
||||
TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;
|
||||
layout(location = 0) in vec4 passParameterSem2;
|
||||
layout(location = 1) in vec4 passParameterSem4;
|
||||
layout(location = 2) in vec4 passParameterSem5;
|
||||
layout(location = 3) in vec4 passParameterSem6;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
layout(location = 1) out vec4 passPixelColor1;
|
||||
// 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 R5f = vec4(0.0);
|
||||
vec4 R123f = 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 = passParameterSem2;
|
||||
R1f = passParameterSem4;
|
||||
R2f = passParameterSem5;
|
||||
R3f = passParameterSem6;
|
||||
// 0
|
||||
PV0f.x = mul_nonIEEE(-(R1f.z), intBitsToFloat(uf_remappedPS[0].w));
|
||||
PV0f.y = -(R1f.z) + -(intBitsToFloat(0x42700000));
|
||||
R127f.z = mul_nonIEEE(-(R1f.z), intBitsToFloat(uf_remappedPS[0].y));
|
||||
R4f.w = 1.0;
|
||||
PS0f = 1.0 / R3f.z;
|
||||
// 1
|
||||
R4f.x = mul_nonIEEE(R3f.x, PS0f);
|
||||
R4f.y = mul_nonIEEE(R3f.y, PS0f);
|
||||
R3f.z = (mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[0].z)),intBitsToFloat(uf_remappedPS[0].w)) + PV0f.x);
|
||||
R3f.z = clamp(R3f.z, 0.0, 1.0);
|
||||
PV1f.w = PV0f.y * intBitsToFloat(0x3dcccccd);
|
||||
PV1f.w = clamp(PV1f.w, 0.0, 1.0);
|
||||
PS1f = 1.0 / R2f.z;
|
||||
// 2
|
||||
backupReg0f = R2f.x;
|
||||
backupReg1f = R2f.y;
|
||||
R2f.x = mul_nonIEEE(backupReg0f, PS1f);
|
||||
R2f.y = mul_nonIEEE(backupReg1f, PS1f);
|
||||
R2f.z = -(PV1f.w) + 1.0;
|
||||
R0f.w = (mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[0].x)),intBitsToFloat(uf_remappedPS[0].y)) + R127f.z);
|
||||
R0f.w = clamp(R0f.w, 0.0, 1.0);
|
||||
R5f.x = intBitsToFloat(uf_remappedPS[1].x);
|
||||
R5f.x = clamp(R5f.x, 0.0, 1.0);
|
||||
PS0f = R5f.x;
|
||||
R3f.x = (textureLod(textureUnitPS2, R4f.xy,0.0).x);
|
||||
R4f.x = (textureLod(textureUnitPS2, R4f.xy,R4f.w).x);
|
||||
R2f.x = (texture(textureUnitPS1, R2f.xy).x);
|
||||
// 0
|
||||
R127f.x = R3f.z + R2f.z;
|
||||
R127f.x = clamp(R127f.x, 0.0, 1.0);
|
||||
PV0f.x = R127f.x;
|
||||
PV0f.y = -(R3f.x) + R4f.x;
|
||||
R127f.z = (mul_nonIEEE(-(R0f.w),intBitsToFloat(uf_remappedPS[2].w)) + intBitsToFloat(uf_remappedPS[2].z));
|
||||
PV0f.z = R127f.z;
|
||||
R126f.w = intBitsToFloat(uf_remappedPS[1].y);
|
||||
R126f.w = clamp(R126f.w, 0.0, 1.0);
|
||||
R4f.w = 1.0;
|
||||
PS0f = R4f.w;
|
||||
// 1
|
||||
R126f.x = intBitsToFloat(uf_remappedPS[1].z);
|
||||
R126f.x = clamp(R126f.x, 0.0, 1.0);
|
||||
PV1f.x = R126f.x;
|
||||
PV1f.y = -(PV0f.z) + 1.0;
|
||||
R126f.z = intBitsToFloat(uf_remappedPS[3].y) + R2f.x;
|
||||
R126f.z = clamp(R126f.z, 0.0, 1.0);
|
||||
R123f.w = (mul_nonIEEE(PV0f.y,PV0f.x) + R3f.x);
|
||||
PV1f.w = R123f.w;
|
||||
R3f.z = 0.0;
|
||||
PS1f = R3f.z;
|
||||
// 2
|
||||
backupReg0f = R127f.x;
|
||||
R127f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z), R5f.x);
|
||||
R126f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z), R126f.w);
|
||||
PV0f.z = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[2].y));
|
||||
R127f.w = (mul_nonIEEE(PV1f.y,backupReg0f) + R127f.z);
|
||||
R125f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z), PV1f.x);
|
||||
PS0f = R125f.z;
|
||||
// 3
|
||||
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,-0.0),vec4(R1f.x,R1f.y,R1f.z,0.0));
|
||||
PV1f.x = tempf.x;
|
||||
PV1f.y = tempf.x;
|
||||
PV1f.z = tempf.x;
|
||||
PV1f.w = tempf.x;
|
||||
tempResultf = log2(PV0f.z);
|
||||
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
||||
PS1f = tempResultf;
|
||||
// 4
|
||||
PV0f.x = mul_nonIEEE(R127f.w, PS1f);
|
||||
R127f.yzw = vec3(R5f.x,R126f.w,R126f.x) + vec3(-(R127f.x),-(R126f.y),-(R125f.z));
|
||||
PS0f = sqrt(PV1f.x);
|
||||
// 5
|
||||
R123f.w = (mul_nonIEEE(R0f.x,PS0f) + R0f.y);
|
||||
R123f.w = clamp(R123f.w, 0.0, 1.0);
|
||||
PV1f.w = R123f.w;
|
||||
PS1f = exp2(PV0f.x);
|
||||
// 6
|
||||
R2f.z = mul_nonIEEE(PV1f.w, PV1f.w);
|
||||
PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x), PS1f);
|
||||
PV0f.w = clamp(PV0f.w, 0.0, 1.0);
|
||||
// 7
|
||||
PV1f.z = PV0f.w + intBitsToFloat(uf_remappedPS[3].x);
|
||||
PV1f.z = clamp(PV1f.z, 0.0, 1.0);
|
||||
// 8
|
||||
PV0f.y = mul_nonIEEE(PV1f.z, R126f.z);
|
||||
// 9
|
||||
R0f.x = (mul_nonIEEE(PV0f.y,R125f.z) + R127f.w);
|
||||
R0f.y = (mul_nonIEEE(PV0f.y,R126f.y) + R127f.z);
|
||||
R1f.z = (mul_nonIEEE(PV0f.y,R127f.x) + R127f.y);
|
||||
// 0
|
||||
backupReg0f = R0f.x;
|
||||
PV0f.x = -(R0f.y) + intBitsToFloat(uf_remappedPS[4].y);
|
||||
PV0f.y = -(R1f.z) + intBitsToFloat(uf_remappedPS[4].x);
|
||||
PV0f.w = -(backupReg0f) + intBitsToFloat(uf_remappedPS[4].z);
|
||||
// 1
|
||||
R4f.x = (mul_nonIEEE(PV0f.y,R2f.z) + R1f.z);
|
||||
PV1f.x = R4f.x;
|
||||
R4f.y = (mul_nonIEEE(PV0f.x,R2f.z) + R0f.y);
|
||||
PV1f.y = R4f.y;
|
||||
R4f.z = (mul_nonIEEE(PV0f.w,R2f.z) + R0f.x);
|
||||
PV1f.z = R4f.z;
|
||||
// 2
|
||||
R0f.xyz = vec3(PV1f.x,PV1f.y,PV1f.z);
|
||||
R0f.w = R4f.w;
|
||||
// 3
|
||||
R1f.xyz = vec3(R3f.z,R3f.y,R3f.y);
|
||||
R1f.w = R3f.y;
|
||||
// export
|
||||
//passPixelColor0 = vec4(R0f.x, R0f.y*0.9, R0f.z*1.1, R0f.w);
|
||||
passPixelColor0 = vec4(R0f.x*skyboxRed, R0f.y*skyboxGreen*0.9, R0f.z*skyboxBlue*1.1, R0f.w)*skyboxMix;
|
||||
passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
}
|
@ -0,0 +1,192 @@
|
||||
#version 450
|
||||
#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 ef821134ed8dd294 // horizon 2 missing shader
|
||||
const float skyboxRed = float($skyboxRed);
|
||||
const float skyboxGreen = float($skyboxGreen);
|
||||
const float skyboxBlue = float($skyboxBlue);
|
||||
const float skyboxMix = float($skyboxMix);
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 2) 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 sampler2D textureUnitPS1;
|
||||
TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;
|
||||
layout(location = 0) in vec4 passParameterSem2;
|
||||
layout(location = 1) in vec4 passParameterSem4;
|
||||
layout(location = 2) in vec4 passParameterSem5;
|
||||
layout(location = 3) in vec4 passParameterSem6;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
layout(location = 1) out vec4 passPixelColor1;
|
||||
// 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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
|
||||
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 R123f = 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 = passParameterSem2;
|
||||
R1f = passParameterSem4;
|
||||
R2f = passParameterSem5;
|
||||
R3f = passParameterSem6;
|
||||
// 0
|
||||
PV0f.x = mul_nonIEEE(-(R1f.z), intBitsToFloat(uf_remappedPS[0].w));
|
||||
PV0f.y = -(R1f.z) + -(intBitsToFloat(0x42700000));
|
||||
R127f.z = mul_nonIEEE(-(R1f.z), intBitsToFloat(uf_remappedPS[0].y));
|
||||
R4f.w = 1.0;
|
||||
PS0f = 1.0 / R3f.z;
|
||||
// 1
|
||||
R4f.x = mul_nonIEEE(R3f.x, PS0f);
|
||||
R4f.y = mul_nonIEEE(R3f.y, PS0f);
|
||||
R3f.z = (mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[0].z)),intBitsToFloat(uf_remappedPS[0].w)) + PV0f.x);
|
||||
R3f.z = clamp(R3f.z, 0.0, 1.0);
|
||||
PV1f.w = PV0f.y * intBitsToFloat(0x3dcccccd);
|
||||
PV1f.w = clamp(PV1f.w, 0.0, 1.0);
|
||||
PS1f = 1.0 / R2f.z;
|
||||
// 2
|
||||
backupReg0f = R2f.x;
|
||||
backupReg1f = R2f.y;
|
||||
R2f.x = mul_nonIEEE(backupReg0f, PS1f);
|
||||
R2f.y = mul_nonIEEE(backupReg1f, PS1f);
|
||||
R2f.z = -(PV1f.w) + 1.0;
|
||||
R0f.w = (mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[0].x)),intBitsToFloat(uf_remappedPS[0].y)) + R127f.z);
|
||||
R0f.w = clamp(R0f.w, 0.0, 1.0);
|
||||
R5f.x = intBitsToFloat(uf_remappedPS[1].x);
|
||||
R5f.x = clamp(R5f.x, 0.0, 1.0);
|
||||
PS0f = R5f.x;
|
||||
R3f.x = (textureLod(textureUnitPS2, R4f.xy,0.0).x);
|
||||
R4f.x = (textureLod(textureUnitPS2, R4f.xy,R4f.w).x);
|
||||
R2f.x = (texture(textureUnitPS1, R2f.xy).x);
|
||||
// 0
|
||||
R127f.x = R3f.z + R2f.z;
|
||||
R127f.x = clamp(R127f.x, 0.0, 1.0);
|
||||
PV0f.x = R127f.x;
|
||||
PV0f.y = -(R3f.x) + R4f.x;
|
||||
R127f.z = (mul_nonIEEE(-(R0f.w),intBitsToFloat(uf_remappedPS[2].w)) + intBitsToFloat(uf_remappedPS[2].z));
|
||||
PV0f.z = R127f.z;
|
||||
R126f.w = intBitsToFloat(uf_remappedPS[1].y);
|
||||
R126f.w = clamp(R126f.w, 0.0, 1.0);
|
||||
R4f.w = 1.0;
|
||||
PS0f = R4f.w;
|
||||
// 1
|
||||
R126f.x = intBitsToFloat(uf_remappedPS[1].z);
|
||||
R126f.x = clamp(R126f.x, 0.0, 1.0);
|
||||
PV1f.x = R126f.x;
|
||||
PV1f.y = -(PV0f.z) + 1.0;
|
||||
R126f.z = intBitsToFloat(uf_remappedPS[3].y) + R2f.x;
|
||||
R126f.z = clamp(R126f.z, 0.0, 1.0);
|
||||
R123f.w = (mul_nonIEEE(PV0f.y,PV0f.x) + R3f.x);
|
||||
PV1f.w = R123f.w;
|
||||
R3f.z = 0.0;
|
||||
PS1f = R3f.z;
|
||||
// 2
|
||||
backupReg0f = R127f.x;
|
||||
R127f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z), R5f.x);
|
||||
R126f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z), R126f.w);
|
||||
PV0f.z = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[2].y));
|
||||
R127f.w = (mul_nonIEEE(PV1f.y,backupReg0f) + R127f.z);
|
||||
R125f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z), PV1f.x);
|
||||
PS0f = R125f.z;
|
||||
// 3
|
||||
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,-0.0),vec4(R1f.x,R1f.y,R1f.z,0.0));
|
||||
PV1f.x = tempf.x;
|
||||
PV1f.y = tempf.x;
|
||||
PV1f.z = tempf.x;
|
||||
PV1f.w = tempf.x;
|
||||
tempResultf = log2(PV0f.z);
|
||||
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
||||
PS1f = tempResultf;
|
||||
// 4
|
||||
PV0f.x = mul_nonIEEE(R127f.w, PS1f);
|
||||
R127f.yzw = vec3(R5f.x,R126f.w,R126f.x) + vec3(-(R127f.x),-(R126f.y),-(R125f.z));
|
||||
PS0f = sqrt(PV1f.x);
|
||||
// 5
|
||||
R123f.w = (mul_nonIEEE(R0f.x,PS0f) + R0f.y);
|
||||
R123f.w = clamp(R123f.w, 0.0, 1.0);
|
||||
PV1f.w = R123f.w;
|
||||
PS1f = exp2(PV0f.x);
|
||||
// 6
|
||||
R2f.z = mul_nonIEEE(PV1f.w, PV1f.w);
|
||||
PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x), PS1f);
|
||||
PV0f.w = clamp(PV0f.w, 0.0, 1.0);
|
||||
// 7
|
||||
PV1f.z = PV0f.w + intBitsToFloat(uf_remappedPS[3].x);
|
||||
PV1f.z = clamp(PV1f.z, 0.0, 1.0);
|
||||
// 8
|
||||
PV0f.y = mul_nonIEEE(PV1f.z, R126f.z);
|
||||
// 9
|
||||
R0f.x = (mul_nonIEEE(PV0f.y,R125f.z) + R127f.w);
|
||||
R0f.y = (mul_nonIEEE(PV0f.y,R126f.y) + R127f.z);
|
||||
R1f.z = (mul_nonIEEE(PV0f.y,R127f.x) + R127f.y);
|
||||
// 0
|
||||
backupReg0f = R0f.x;
|
||||
PV0f.x = -(R0f.y) + intBitsToFloat(uf_remappedPS[4].y);
|
||||
PV0f.y = -(R1f.z) + intBitsToFloat(uf_remappedPS[4].x);
|
||||
PV0f.w = -(backupReg0f) + intBitsToFloat(uf_remappedPS[4].z);
|
||||
// 1
|
||||
R4f.x = (mul_nonIEEE(PV0f.y,R2f.z) + R1f.z);
|
||||
PV1f.x = R4f.x;
|
||||
R4f.y = (mul_nonIEEE(PV0f.x,R2f.z) + R0f.y);
|
||||
PV1f.y = R4f.y;
|
||||
R4f.z = (mul_nonIEEE(PV0f.w,R2f.z) + R0f.x);
|
||||
PV1f.z = R4f.z;
|
||||
// 2
|
||||
R0f.xyz = vec3(PV1f.x,PV1f.y,PV1f.z);
|
||||
R0f.w = R4f.w;
|
||||
// 3
|
||||
R1f.xyz = vec3(R3f.z,R3f.y,R3f.y);
|
||||
R1f.w = R3f.y;
|
||||
// export
|
||||
//passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z*1.1, R0f.w)*0.93;
|
||||
passPixelColor0 = vec4(R0f.x*skyboxRed, R0f.y*skyboxGreen, R0f.z*skyboxBlue*1.1, R0f.w)*skyboxMix*0.93;
|
||||
passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
}
|
@ -0,0 +1,84 @@
|
||||
#version 450
|
||||
#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 f1a49f43d95bec30 //skybox
|
||||
const float skyboxRed = float($skyboxRed);
|
||||
const float skyboxGreen = float($skyboxGreen);
|
||||
const float skyboxBlue = float($skyboxBlue);
|
||||
const float skyboxMix = float($skyboxMix);
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 0) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[2];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[2];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
layout(location = 1) out vec4 passPixelColor1;
|
||||
// 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);
|
||||
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;
|
||||
// 0
|
||||
R1f.x = (intBitsToFloat(uf_remappedPS[0].z) * 0.5 + 0.5);
|
||||
R0f.y = intBitsToFloat(uf_remappedPS[1].y);
|
||||
R1f.z = 0.0;
|
||||
R0f.w = 0.0;
|
||||
R0f.x = intBitsToFloat(uf_remappedPS[1].x);
|
||||
PS0f = R0f.x;
|
||||
// 1
|
||||
R0f.z = intBitsToFloat(uf_remappedPS[1].z);
|
||||
PV1f.z = R0f.z;
|
||||
// 2
|
||||
R2f.xyz = vec3(R0f.x,R0f.y,PV1f.z);
|
||||
R2f.w = R0f.w;
|
||||
// 3
|
||||
R3f.xyz = vec3(R1f.x,R1f.y,R1f.y);
|
||||
R3f.w = R1f.z;
|
||||
// export
|
||||
//passPixelColor0 = vec4(R2f.x*0.92, R2f.y*0.9, R2f.z*1.1, R2f.w)*0.75;
|
||||
passPixelColor0 = vec4(R2f.x*skyboxRed*0.92, R2f.y*skyboxGreen*0.9, R2f.z*skyboxBlue*1.1, R2f.w)*skyboxMix*0.75;
|
||||
passPixelColor1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
|
||||
}
|
@ -0,0 +1,314 @@
|
||||
#version 450
|
||||
#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 ff71dcd2ad4defdc
|
||||
//AA ps
|
||||
|
||||
#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
|
||||
|
||||
const float hazeFactor = 0.1;
|
||||
|
||||
const float gamma = $gamma; // 1.0 is neutral Botw is already colour graded at this stage
|
||||
const float exposure = $exposure; // 1.0 is neutral
|
||||
const float vibrance = $vibrance; // 0.0 is neutral
|
||||
const float crushContrast = $crushContrast; // 0.0 is neutral. Use small increments, loss of shadow detail
|
||||
const float contrastCurve = $contrastCurve;
|
||||
|
||||
|
||||
vec3 RGB_Lift = vec3($redShadows, $greenShadows , $blueSadows); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
|
||||
vec3 RGB_Gamma = vec3($redMid ,$greenMid, $blueMid); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
|
||||
vec3 RGB_Gain = vec3($redHilight, $greenHilight, $blueHilight); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
|
||||
//lumasharpen
|
||||
const float sharp_mix = $sharp_mix;
|
||||
const float sharp_strength = 2.0;
|
||||
const float sharp_clamp = 0.75;
|
||||
const float offset_bias = 1.0;
|
||||
float Sigmoid (float x) {
|
||||
|
||||
return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5)));
|
||||
}
|
||||
|
||||
|
||||
#define px (1.0/1920.0*uf_fragCoordScale.x)
|
||||
#define py (1.0/1080.0*uf_fragCoordScale.y)
|
||||
#define CoefLuma vec3(0.2126, 0.7152, 0.0722)
|
||||
|
||||
float lumasharping(sampler2D tex, vec2 pos) {
|
||||
vec4 colorInput = texture(tex, pos);
|
||||
|
||||
vec3 ori = colorInput.rgb;
|
||||
|
||||
// -- Combining the strength and luma multipliers --
|
||||
vec3 sharp_strength_luma = (CoefLuma * sharp_strength);
|
||||
|
||||
// -- Gaussian filter --
|
||||
// [ .25, .50, .25] [ 1 , 2 , 1 ]
|
||||
// [ .50, 1, .50] = [ 2 , 4 , 2 ]
|
||||
// [ .25, .50, .25] [ 1 , 2 , 1 ]
|
||||
|
||||
vec3 blur_ori = texture(tex, pos + vec2(px, -py) * 0.5 * offset_bias).rgb; // South East
|
||||
blur_ori += texture(tex, pos + vec2(-px, -py) * 0.5 * offset_bias).rgb; // South West
|
||||
blur_ori += texture(tex, pos + vec2(px, py) * 0.5 * offset_bias).rgb; // North East
|
||||
blur_ori += texture(tex, pos + vec2(-px, py) * 0.5 * offset_bias).rgb; // North West
|
||||
|
||||
blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches
|
||||
|
||||
// -- Calculate the sharpening --
|
||||
vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image
|
||||
|
||||
// -- Adjust strength of the sharpening and clamp it--
|
||||
vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); //Roll part of the clamp into the dot
|
||||
|
||||
float sharp_luma = clamp((dot(vec4(sharp, 1.0), sharp_strength_luma_clamp)), 0.0, 1.0); //Calculate the luma, adjust the strength, scale up and clamp
|
||||
sharp_luma = (sharp_clamp * 2.0) * sharp_luma - sharp_clamp; //scale down
|
||||
|
||||
return sharp_luma;
|
||||
}
|
||||
|
||||
vec3 LiftGammaGainPass(vec3 colorInput)
|
||||
{ //reshade BSD https://reshade.me , Alexkiri port
|
||||
vec3 color = colorInput;
|
||||
color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
|
||||
color = clamp(color, 0.0, 1.0);
|
||||
color *= RGB_Gain;
|
||||
color = pow(color, 1.0 / RGB_Gamma);
|
||||
return clamp(color, 0.0, 1.0);
|
||||
}
|
||||
|
||||
vec3 contrasty(vec3 colour){
|
||||
vec3 fColour = (colour.xyz);
|
||||
//fColour = LiftGammaGainPass(fColour);
|
||||
|
||||
fColour = clamp(exposure * fColour, 0.0, 1.0);
|
||||
fColour = pow(fColour, vec3(1.0 / gamma));
|
||||
float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
|
||||
float mn = min(min(fColour.r, fColour.g), fColour.b);
|
||||
float mx = max(max(fColour.r, fColour.g), fColour.b);
|
||||
float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0;
|
||||
vec3 lightness = vec3((mn + mx) / 2.0);
|
||||
fColour = LiftGammaGainPass(fColour);
|
||||
// vibrance
|
||||
fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
|
||||
fColour = max(vec3(0.0), fColour - vec3(crushContrast));
|
||||
return fColour;
|
||||
}
|
||||
|
||||
|
||||
const float resScale = 2.0;
|
||||
// uf_remappedPS[4] was moved to the ufBlock
|
||||
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;
|
||||
//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 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 ) {
|
||||
R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy);
|
||||
R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
||||
}
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
activeMaskStack[1] = activeMaskStack[0];
|
||||
activeMaskStackC[2] = activeMaskStackC[1];
|
||||
// 0
|
||||
PV0f.x = R1f.y + R1f.x;
|
||||
R127f.y = intBitsToFloat(uf_remappedPS[0].z) * 0.25;
|
||||
PV0f.z = R1f.w + -(R1f.x);
|
||||
PV0f.w = R1f.z + -(R1f.y);
|
||||
R127f.z = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[1].x));
|
||||
PS0f = R127f.z;
|
||||
// 1
|
||||
R127f.x = PV0f.w + -(PV0f.z);
|
||||
PV1f.x = R127f.x;
|
||||
R126f.y = PV0f.w + PV0f.z;
|
||||
PV1f.y = R126f.y;
|
||||
PV1f.z = R1f.z + PV0f.x;
|
||||
R127f.w = min(R1f.z, R1f.x);
|
||||
R126f.w = min(R1f.w, R1f.y);
|
||||
PS1f = R126f.w;
|
||||
// 2
|
||||
PV0f.x = R1f.w + PV1f.z;
|
||||
PV0f.y = max(PV1f.x, -(PV1f.x));
|
||||
PV0f.z = max(PV1f.y, -(PV1f.y));
|
||||
PV0f.w = max(R1f.z, R1f.x);
|
||||
PS0f = max(R1f.w, R1f.y);
|
||||
// 3
|
||||
PV1f.x = min(PV0f.z, PV0f.y);
|
||||
R123f.y = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[1].y)) + R127f.z);
|
||||
PV1f.y = R123f.y;
|
||||
R127f.z = min(R127f.w, R126f.w);
|
||||
PV1f.z = R127f.z;
|
||||
R123f.w = (mul_nonIEEE(R127f.y,PV0f.x) + intBitsToFloat(uf_remappedPS[0].w));
|
||||
PV1f.w = R123f.w;
|
||||
R127f.w = max(PV0f.w, PS0f);
|
||||
PS1f = R127f.w;
|
||||
// 4
|
||||
PV0f.x = mul_nonIEEE(PS1f, intBitsToFloat(uf_remappedPS[2].x));
|
||||
PV0f.y = max(PV1f.y, PS1f);
|
||||
PV0f.z = min(PV1f.y, PV1f.z);
|
||||
PV0f.w = max(PV1f.w, PV1f.x);
|
||||
R4f.z = -(PV1f.z) + PS1f;
|
||||
PS0f = R4f.z;
|
||||
// 5
|
||||
R3f.x = max(PV0f.x, intBitsToFloat(uf_remappedPS[2].y));
|
||||
R3f.y = -(PV0f.z) + PV0f.y;
|
||||
R4f.w = R127f.z + R127f.w;
|
||||
PS1f = 1.0 / PV0f.w;
|
||||
// 6
|
||||
PV0f.x = mul_nonIEEE(R127f.x, PS1f); //p
|
||||
PV0f.y = mul_nonIEEE(R126f.y, PS1f);
|
||||
// 7
|
||||
PV1f.z = max(PV0f.x, -(intBitsToFloat(uf_remappedPS[0].y))); //p
|
||||
PV1f.w = max(PV0f.y, -(intBitsToFloat(uf_remappedPS[0].y)));
|
||||
// 8
|
||||
R1f.x = min(PV1f.w, intBitsToFloat(uf_remappedPS[0].y));
|
||||
R1f.y = min(PV1f.z, intBitsToFloat(uf_remappedPS[0].y));
|
||||
// 9
|
||||
predResult = (R3f.y > R3f.x);
|
||||
activeMaskStack[1] = predResult;
|
||||
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
|
||||
}
|
||||
else {
|
||||
activeMaskStack[1] = false;
|
||||
activeMaskStackC[2] = false;
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
// 0
|
||||
R3f.x = (mul_nonIEEE(R1f.x,-(intBitsToFloat(uf_remappedPS[3].z) / resScale)) + R0f.x);
|
||||
R3f.y = (mul_nonIEEE(R1f.y,-(intBitsToFloat(uf_remappedPS[3].w) / resScale)) + R0f.y);
|
||||
R0f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[3].z)) + R0f.x); //leave out, looks better on avg
|
||||
R0f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[3].w)) + R0f.y);//leave out, looks better on avg
|
||||
R4f.x = (mul_nonIEEE(R1f.x,-(intBitsToFloat(uf_remappedPS[3].x) / resScale)) + R0f.x);
|
||||
PS0f = R4f.x;
|
||||
// 1
|
||||
R4f.y = (mul_nonIEEE(R1f.y,-(intBitsToFloat(uf_remappedPS[3].y)/resScale)) + R0f.y);
|
||||
R3f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[3].x) / resScale) + R0f.x);
|
||||
R3f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[3].y) / resScale) + R0f.y);
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
R1f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
|
||||
R0f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
|
||||
R2f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw);
|
||||
R3f.xyzw = (texture(textureUnitPS0, R3f.zw).xyzw);
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
// 0
|
||||
R127f.xyz = vec3(R0f.x,R0f.w,R0f.z) + vec3(R1f.x,R1f.w,R1f.z);
|
||||
PV0f.x = R127f.x;
|
||||
PV0f.y = R127f.y;
|
||||
PV0f.z = R127f.z;
|
||||
R127f.w = R0f.y + R1f.y;
|
||||
PV0f.w = R127f.w;
|
||||
// 1
|
||||
PV1f.x = R2f.x + PV0f.x;
|
||||
PV1f.y = R2f.w + PV0f.y;
|
||||
PV1f.z = R2f.z + PV0f.z;
|
||||
PV1f.w = R2f.y + PV0f.w;
|
||||
// 2
|
||||
R126f.x = R3f.x + PV1f.x;
|
||||
R126f.x /= 2.0;
|
||||
PV0f.x = R126f.x;
|
||||
R126f.y = R3f.w + PV1f.y;
|
||||
R126f.y /= 2.0;
|
||||
PV0f.y = R126f.y;
|
||||
R126f.z = R3f.z + PV1f.z;
|
||||
R126f.z /= 2.0;
|
||||
PV0f.z = R126f.z;
|
||||
R126f.w = R3f.y + PV1f.w;
|
||||
R126f.w /= 2.0;
|
||||
PV0f.w = R126f.w;
|
||||
// 3
|
||||
backupReg0f = R127f.y;
|
||||
R123f.x = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[1].x)) + -(R4f.w));
|
||||
PV1f.x = R123f.x;
|
||||
R127f.yzw = vec3(R127f.z,R127f.w,R127f.x) + vec3(-(PV0f.z),-(PV0f.w),-(PV0f.x));
|
||||
R127f.x = backupReg0f + -(PV0f.y);
|
||||
PS1f = R127f.x;
|
||||
// 4
|
||||
R123f.w = (mul_nonIEEE(R126f.w,intBitsToFloat(uf_remappedPS[1].y)) + PV1f.x);
|
||||
PV0f.w = R123f.w;
|
||||
// 5
|
||||
PV1f.z = max(PV0f.w, -(PV0f.w));
|
||||
// 6
|
||||
PV0f.y = -(R4f.z) + PV1f.z;
|
||||
// 7
|
||||
R123f.x = intBitsToFloat(((PV0f.y >= 0.0)?(floatBitsToInt(1.0)):(0)));
|
||||
PV1f.x = R123f.x;
|
||||
// 8
|
||||
R2f.x = (mul_nonIEEE(R127f.w,PV1f.x) + R126f.x)/2.0;
|
||||
R2f.y = (mul_nonIEEE(R127f.z,PV1f.x) + R126f.w)/2.0;
|
||||
R2f.z = (mul_nonIEEE(R127f.y,PV1f.x) + R126f.z)/2.0;
|
||||
R2f.w = (mul_nonIEEE(R127f.x,PV1f.x) + R126f.y)/2.0;
|
||||
}
|
||||
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
|
||||
// export
|
||||
|
||||
R2f.xyz = contrasty(R2f.xyz);
|
||||
R2f.xyz = mix(R2f.xyz, smoothstep(0.0, 1.0, R2f.xyz), contrastCurve);
|
||||
float smask = lumasharping(textureUnitPS1, passParameterSem2.xy);
|
||||
vec3 temp3 = R2f.xyz;
|
||||
R2f.xyz = mix(R2f.xyz, (temp3.xyz += (smask)), sharp_mix);
|
||||
|
||||
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
||||
}
|
183
src/WindWakerHD/Enhancements/Contrasty/rules.txt
Normal file
183
src/WindWakerHD/Enhancements/Contrasty/rules.txt
Normal file
@ -0,0 +1,183 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010143400,0005000010143500,0005000010143600,000500010185400
|
||||
name = Contrasty v1.1
|
||||
path = "The Legend of Zelda: The Wind Waker HD/Enhancements/Contrasty"
|
||||
description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs.|Made by getdls.
|
||||
#Credits: getdls
|
||||
version = 6
|
||||
|
||||
[Default]
|
||||
$redShadows = 1.0
|
||||
$greenShadows = 1.0
|
||||
$blueSadows = 1.0
|
||||
$redMid = 1.0
|
||||
$greenMid = 1.0
|
||||
$blueMid = 1.0
|
||||
$redHilight = 1.0
|
||||
$greenHilight =1.0
|
||||
$blueHilight = 1.0
|
||||
|
||||
$contrastCurve = 0.0
|
||||
$hazeFactor = 1.0
|
||||
$bloom = 1.0
|
||||
$gamma = 1.0
|
||||
$exposure = 1.0
|
||||
$vibrance = 0.0
|
||||
$crushContrast = 0.0
|
||||
$bleach = 1.0
|
||||
$sharp_mix = 0.0
|
||||
|
||||
$skyboxRed = 1.0
|
||||
$skyboxGreen = 1.05
|
||||
$skyboxBlue = 0.9
|
||||
$skyboxMix = 1.05
|
||||
$AO = 1.0
|
||||
$beach = 1.0
|
||||
|
||||
[Preset]
|
||||
name = Default
|
||||
|
||||
[Preset]
|
||||
name = Less sky bloom
|
||||
$redShadows = 1.0
|
||||
$greenShadows = 1.0
|
||||
$blueSadows = 1.0
|
||||
$redMid = 1.0
|
||||
$greenMid = 1.0
|
||||
$blueMid = 1.0
|
||||
$redHilight = 1.0
|
||||
$greenHilight =1.0
|
||||
$blueHilight = 1.0
|
||||
|
||||
$contrastCurve = 0.2
|
||||
$hazeFactor = 1.0
|
||||
$bloom = 1.0
|
||||
$gamma = 1.05
|
||||
$exposure = 1.0
|
||||
$vibrance = 0.0
|
||||
$crushContrast = 0.0
|
||||
$bleach = 1.0
|
||||
$sharp_mix = 0.0
|
||||
|
||||
$skyboxRed = 1.0
|
||||
$skyboxGreen = 1.05
|
||||
$skyboxBlue = 0.9
|
||||
$skyboxMix = 0.775
|
||||
$AO = 1.0
|
||||
$beach = 1.0
|
||||
|
||||
[Preset]
|
||||
name = High Contrasty
|
||||
$redShadows = 1.0
|
||||
$greenShadows = 1.0
|
||||
$blueSadows = 1.0
|
||||
$redMid = 0.99
|
||||
$greenMid = 0.99
|
||||
$blueMid = 0.99
|
||||
$redHilight = 1.1
|
||||
$greenHilight =1.0
|
||||
$blueHilight = 1.0
|
||||
|
||||
$contrastCurve = 0.4
|
||||
$hazeFactor = 0.25
|
||||
$bloom = 0.85
|
||||
$gamma = 0.98
|
||||
$exposure = 1.01
|
||||
$vibrance = 0.25
|
||||
$crushContrast = 0.00
|
||||
$bleach = 0.85
|
||||
$sharp_mix = 0.1
|
||||
|
||||
$skyboxRed = 1.0
|
||||
$skyboxGreen = 1.0
|
||||
$skyboxBlue = 1.0
|
||||
$skyboxMix = 1.15
|
||||
$AO = 1.0
|
||||
$beach = 1.0
|
||||
|
||||
[Preset]
|
||||
name = Colourful
|
||||
$redShadows = 1.0
|
||||
$greenShadows = 1.0
|
||||
$blueSadows = 1.0
|
||||
$redMid = 1.0
|
||||
$greenMid = 0.99
|
||||
$blueMid = 1.0
|
||||
$redHilight = 1.0
|
||||
$greenHilight =0.99
|
||||
$blueHilight = 1.0
|
||||
|
||||
$contrastCurve = 0.275
|
||||
$hazeFactor = 0.25
|
||||
$bloom = 0.85
|
||||
$gamma = 0.975
|
||||
$exposure = 1.01
|
||||
$vibrance = 0.45
|
||||
$crushContrast = 0.00
|
||||
$bleach = 0.85
|
||||
$sharp_mix = 0.0
|
||||
|
||||
$skyboxRed = 1.0
|
||||
$skyboxGreen = 1.0
|
||||
$skyboxBlue = 1.0
|
||||
$skyboxMix = 0.9
|
||||
$AO = 1.0
|
||||
$beach = 1.0
|
||||
|
||||
[Preset]
|
||||
name = Gamecube style
|
||||
$redShadows = 1.01
|
||||
$greenShadows = 1.01
|
||||
$blueSadows = 1.01
|
||||
$redMid = 1.0
|
||||
$greenMid = 1.0
|
||||
$blueMid = 1.0
|
||||
$redHilight = 0.99
|
||||
$greenHilight =0.99
|
||||
$blueHilight = 0.99
|
||||
|
||||
$contrastCurve = 0.25
|
||||
$hazeFactor = 1.0
|
||||
$bloom = 0.95
|
||||
$gamma = 0.95
|
||||
$exposure = 1.0
|
||||
$vibrance = 0.175
|
||||
$crushContrast = 0.00
|
||||
$bleach = 0.85
|
||||
$sharp_mix = 0.0
|
||||
|
||||
$skyboxRed = 1.1
|
||||
$skyboxGreen = 0.95
|
||||
$skyboxBlue = 1.1
|
||||
$skyboxMix = 0.75
|
||||
$AO = 0.5
|
||||
$beach = 0.85
|
||||
|
||||
[Preset]
|
||||
name = Gangnam style
|
||||
$redShadows = 0.9
|
||||
$greenShadows = 0.91
|
||||
$blueSadows = 0.94
|
||||
$redMid = 1.4
|
||||
$greenMid = 1.0
|
||||
$blueMid = 1.3
|
||||
$redHilight = 0.99
|
||||
$greenHilight =0.99
|
||||
$blueHilight = 0.99
|
||||
|
||||
$contrastCurve = 1.0
|
||||
$hazeFactor = 1.0
|
||||
$bloom = 0.95
|
||||
$gamma = 0.95
|
||||
$exposure = 1.05
|
||||
$vibrance = 1.1
|
||||
$crushContrast = 0.00
|
||||
$bleach = 0.85
|
||||
$sharp_mix = 0.9
|
||||
|
||||
$skyboxRed = 1.5
|
||||
$skyboxGreen = 0.95
|
||||
$skyboxBlue = 1.1
|
||||
$skyboxMix = 1.5
|
||||
$AO = 1.5
|
||||
$beach = 1.1
|
98
src/WindWakerHD/Enhancements/LODBias/rules.txt
Normal file
98
src/WindWakerHD/Enhancements/LODBias/rules.txt
Normal file
@ -0,0 +1,98 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010143400,0005000010143500,0005000010143600,000500010185400
|
||||
name = Negative texture LOD bias
|
||||
path = "The Legend of Zelda: The Wind Waker HD/Enhancements/Negative Texture LOD"
|
||||
description = Texture LOD override, possible shimmer but sharper textures.
|
||||
#Credits: getdls
|
||||
version = 6
|
||||
|
||||
[Default]
|
||||
$0x031 = 0
|
||||
$0x033 = 0
|
||||
$0x034 = 0
|
||||
$0x035 = 0
|
||||
$0x431 = 0
|
||||
$0x432 = 0
|
||||
$0x433 = 0
|
||||
$0x434 = 0
|
||||
|
||||
[Preset] #16x Anisotropic filter makes (ocean) textures to sharp, they should fade to blur.
|
||||
name = +2 LOD 34 smooth ocean mipmap transition.
|
||||
$0x031 = 0
|
||||
$0x033 = 0
|
||||
$0x034 = +2
|
||||
$0x035 = 0
|
||||
$0x431 = 0
|
||||
$0x432 = 0
|
||||
$0x433 = 0
|
||||
$0x434 = 0
|
||||
|
||||
[Preset]
|
||||
name = LOD Default
|
||||
default = 1
|
||||
|
||||
[Preset]
|
||||
name = LOD -0.5 (Sharper)
|
||||
$0x031 = -.5
|
||||
$0x033 = -.5
|
||||
$0x034 = -.5
|
||||
$0x035 = -.5
|
||||
$0x431 = -.5
|
||||
$0x432 = -.5
|
||||
$0x433 = -.5
|
||||
$0x434 = -.5
|
||||
|
||||
[Preset]
|
||||
name = LOD -1 (Super Sharp)
|
||||
$0x031 = -1
|
||||
$0x033 = -1
|
||||
$0x034 = -1
|
||||
$0x035 = -1
|
||||
$0x431 = -1
|
||||
$0x432 = -1
|
||||
$0x433 = -1
|
||||
$0x434 = -1
|
||||
|
||||
[Preset]
|
||||
name = LOD -4 (Overkill - For screenshots)
|
||||
$0x031 = -4
|
||||
$0x033 = -4
|
||||
$0x034 = -4
|
||||
$0x035 = -4
|
||||
$0x431 = -4
|
||||
$0x432 = -4
|
||||
$0x433 = -4
|
||||
$0x434 = -4
|
||||
|
||||
|
||||
[TextureRedefine]
|
||||
formats = 0x031 #
|
||||
overwriteRelativeLodBias = $0x031
|
||||
|
||||
[TextureRedefine]#Per format, possible to have separate scaling if needed
|
||||
formats = 0x033
|
||||
overwriteRelativeLodBias = $0x033
|
||||
|
||||
[TextureRedefine]
|
||||
formats = 0x034
|
||||
overwriteRelativeLodBias = $0x034
|
||||
|
||||
[TextureRedefine]
|
||||
formats = 0x035
|
||||
overwriteRelativeLodBias = $0x035
|
||||
|
||||
[TextureRedefine]
|
||||
formats = 0x431
|
||||
overwriteRelativeLodBias = $0x431
|
||||
|
||||
[TextureRedefine]
|
||||
formats = 0x432
|
||||
overwriteRelativeLodBias = $0x432
|
||||
|
||||
[TextureRedefine]
|
||||
formats = 0x433
|
||||
overwriteRelativeLodBias = $0x433
|
||||
|
||||
[TextureRedefine]
|
||||
formats = 0x434
|
||||
overwriteRelativeLodBias = $0x434
|
@ -0,0 +1,323 @@
|
||||
#version 450
|
||||
#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 c2cae30e906be2d5
|
||||
// Wind Waker - NoSSAO
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 3) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[8];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[8];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
|
||||
TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;
|
||||
layout(location = 0) in vec4 passParameterSem1;
|
||||
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 R5f = vec4(0.0);
|
||||
vec4 R6f = vec4(0.0);
|
||||
vec4 R122f = 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 = passParameterSem1;
|
||||
R2f.x = (texture(textureUnitPS0, R0f.xy).x);
|
||||
R1f.xy = (texture(textureUnitPS2, R0f.zw).xy);
|
||||
// 0
|
||||
R4f.x = (R1f.y * 2.0 + -(1.0));
|
||||
PV0f.x = R4f.x;
|
||||
R4f.y = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[0].z));
|
||||
R5f.z = (R1f.x * 2.0 + -(1.0));
|
||||
PV0f.z = R5f.z;
|
||||
R123f.w = (mul_nonIEEE(-(R2f.x),intBitsToFloat(uf_remappedPS[1].y)) + 1.0);
|
||||
R123f.w = clamp(R123f.w, 0.0, 1.0);
|
||||
PV0f.w = R123f.w;
|
||||
// 1
|
||||
R5f.x = mul_nonIEEE(-(PV0f.x), intBitsToFloat(uf_remappedPS[2].z));
|
||||
R3f.y = mul_nonIEEE(PV0f.z, intBitsToFloat(uf_remappedPS[2].z));
|
||||
R4f.z = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[1].x));
|
||||
PV1f.z = R4f.z;
|
||||
// 2
|
||||
R127f.x = mul_nonIEEE(PV1f.z, intBitsToFloat(uf_remappedPS[3].x));
|
||||
PV0f.x = R127f.x;
|
||||
R127f.y = mul_nonIEEE(PV1f.z, intBitsToFloat(uf_remappedPS[3].y));
|
||||
PV0f.z = mul_nonIEEE(PV1f.z, intBitsToFloat(uf_remappedPS[4].x));
|
||||
R127f.w = mul_nonIEEE(PV1f.z, intBitsToFloat(uf_remappedPS[4].y));
|
||||
PS0f = 1.0 / PV1f.z;
|
||||
// 3
|
||||
R6f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].z), PS0f);
|
||||
PV1f.y = mul_nonIEEE(R3f.y, PV0f.z);
|
||||
PV1f.z = mul_nonIEEE(R4f.x, PV0f.z);
|
||||
R4f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].z), PS0f);
|
||||
PS1f = mul_nonIEEE(R3f.y, PV0f.x);
|
||||
// 4
|
||||
PV0f.x = mul_nonIEEE(R4f.x, R127f.x);
|
||||
R126f.y = (mul_nonIEEE(R5f.x,R127f.y) + PS1f);
|
||||
R123f.z = (mul_nonIEEE(R5f.z,R127f.w) + PV1f.z);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(R5f.x,R127f.w) + PV1f.y);
|
||||
PV0f.w = R123f.w;
|
||||
R3f.x = mul_nonIEEE(R4f.z, intBitsToFloat(uf_remappedPS[6].x));
|
||||
PS0f = R3f.x;
|
||||
// 5
|
||||
R1f.xyz = vec3(R0f.x,R0f.y,R0f.x) + vec3(PV0f.w,PV0f.z,-(PV0f.w));
|
||||
R1f.w = R0f.y + -(PV0f.z);
|
||||
R122f.x = (mul_nonIEEE(R5f.z,R127f.y) + PV0f.x);
|
||||
PS1f = R122f.x;
|
||||
// 6
|
||||
R2f.xyz = vec3(R0f.x,R0f.y,R0f.x) + vec3(R126f.y,PS1f,-(R126f.y));
|
||||
R2f.w = R0f.y + -(PS1f);
|
||||
R3f.z = mul_nonIEEE(R4f.z, intBitsToFloat(uf_remappedPS[6].y));
|
||||
PS0f = R3f.z;
|
||||
R1f.x = (texture(textureUnitPS1, R1f.xy).x);
|
||||
R1f.y = (texture(textureUnitPS1, R1f.zw).x);
|
||||
R2f.x = (texture(textureUnitPS1, R2f.xy).x);
|
||||
R2f.y = (texture(textureUnitPS1, R2f.zw).x);
|
||||
// 0
|
||||
R127f.x = R4f.y + -(R2f.x);
|
||||
PV0f.x = R127f.x;
|
||||
R126f.y = R4f.y + -(R2f.y);
|
||||
PV0f.z = -(R1f.y) + R4f.y;
|
||||
PV0f.w = -(R1f.x) + R4f.y;
|
||||
// 1
|
||||
PV1f.x = mul_nonIEEE(PV0f.z, R4f.w);
|
||||
PV1f.x /= 2.0;
|
||||
PV1f.y = mul_nonIEEE(PV0f.w, R6f.x);
|
||||
PV1f.y /= 2.0;
|
||||
R126f.z = (mul_nonIEEE(-(PV0f.w),intBitsToFloat(uf_remappedPS[1].z)) + 1.0);
|
||||
R126f.z = clamp(R126f.z, 0.0, 1.0);
|
||||
R125f.w = (mul_nonIEEE(-(PV0f.z),intBitsToFloat(uf_remappedPS[1].z)) + 1.0);
|
||||
R125f.w = clamp(R125f.w, 0.0, 1.0);
|
||||
PS1f = mul_nonIEEE(PV0f.x, R6f.x);
|
||||
PS1f /= 2.0;
|
||||
// 2
|
||||
R126f.x = (mul_nonIEEE(PS1f,intBitsToFloat(uf_remappedPS[3].z)) + 0.5);
|
||||
R126f.x = clamp(R126f.x, 0.0, 1.0);
|
||||
PV0f.y = mul_nonIEEE(R126f.y, R4f.w);
|
||||
PV0f.y /= 2.0;
|
||||
R127f.z = (mul_nonIEEE(PV1f.x,intBitsToFloat(uf_remappedPS[4].z)) + 0.5);
|
||||
R127f.z = clamp(R127f.z, 0.0, 1.0);
|
||||
PV0f.z = R127f.z;
|
||||
R127f.w = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[4].z)) + 0.5);
|
||||
R127f.w = clamp(R127f.w, 0.0, 1.0);
|
||||
PV0f.w = R127f.w;
|
||||
R126f.w = mul_nonIEEE(R3f.y, R3f.x);
|
||||
PS0f = R126f.w;
|
||||
// 3
|
||||
R125f.x = (mul_nonIEEE(PV0f.y,intBitsToFloat(uf_remappedPS[3].z)) + 0.5);
|
||||
R125f.x = clamp(R125f.x, 0.0, 1.0);
|
||||
PV1f.x = R125f.x;
|
||||
R127f.y = (mul_nonIEEE(-(R127f.x),intBitsToFloat(uf_remappedPS[1].z)) + 1.0);
|
||||
R127f.y = clamp(R127f.y, 0.0, 1.0);
|
||||
PV1f.z = 0.5 + -(PV0f.w);
|
||||
PV1f.w = 0.5 + -(PV0f.z);
|
||||
R125f.y = (mul_nonIEEE(-(R126f.y),intBitsToFloat(uf_remappedPS[1].z)) + 1.0);
|
||||
R125f.y = clamp(R125f.y, 0.0, 1.0);
|
||||
PS1f = R125f.y;
|
||||
// 4
|
||||
R127f.x = (mul_nonIEEE(PV1f.z,R126f.z) + 0.5);
|
||||
PV0f.x = R127f.x;
|
||||
R126f.y = (mul_nonIEEE(PV1f.w,R125f.w) + 0.5);
|
||||
PV0f.y = R126f.y;
|
||||
PV0f.z = 0.5 + -(PV1f.x);
|
||||
PV0f.w = 0.5 + -(R126f.x);
|
||||
R125f.z = mul_nonIEEE(R4f.x, R3f.x);
|
||||
PS0f = R125f.z;
|
||||
// 5
|
||||
R124f.x = (mul_nonIEEE(PV0f.z,R125f.y) + 0.5);
|
||||
PV1f.x = R124f.x;
|
||||
R124f.y = (mul_nonIEEE(PV0f.w,R127f.y) + 0.5);
|
||||
PV1f.y = R124f.y;
|
||||
PV1f.z = R127f.z + -(PV0f.x);
|
||||
PV1f.w = R127f.w + -(PV0f.y);
|
||||
R127f.w = (mul_nonIEEE(R5f.x,R3f.z) + R126f.w);
|
||||
PS1f = R127f.w;
|
||||
// 6
|
||||
backupReg0f = R127f.x;
|
||||
backupReg1f = R126f.y;
|
||||
R127f.x = (mul_nonIEEE(PV1f.z,R125f.w) + backupReg0f);
|
||||
R126f.y = (mul_nonIEEE(PV1f.w,R126f.z) + backupReg1f);
|
||||
PV0f.z = R126f.x + -(PV1f.x);
|
||||
PV0f.w = R125f.x + -(PV1f.y);
|
||||
// 7
|
||||
R1f.x = R0f.x + R127f.w;
|
||||
R123f.y = (mul_nonIEEE(PV0f.w,R125f.y) + R124f.y);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(R5f.z,R3f.z) + R125f.z);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(PV0f.z,R127f.y) + R124f.x);
|
||||
PV1f.w = R123f.w;
|
||||
R3f.x = R0f.x + -(R127f.w);
|
||||
PS1f = R3f.x;
|
||||
// 8
|
||||
PV0f.x = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[3].w));
|
||||
R1f.y = R0f.y + PV1f.z;
|
||||
PV0f.z = mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[3].w));
|
||||
R3f.w = R0f.y + -(PV1f.z);
|
||||
PS0f = mul_nonIEEE(R4f.z, intBitsToFloat(uf_remappedPS[7].x));
|
||||
// 9
|
||||
PV1f.x = mul_nonIEEE(R3f.y, PS0f);
|
||||
R3f.y = (mul_nonIEEE(R127f.x,intBitsToFloat(uf_remappedPS[4].w)) + PV0f.z);
|
||||
PV1f.z = mul_nonIEEE(R4f.z, intBitsToFloat(uf_remappedPS[7].y));
|
||||
R2f.w = (mul_nonIEEE(R126f.y,intBitsToFloat(uf_remappedPS[4].w)) + PV0f.x);
|
||||
PS1f = mul_nonIEEE(R4f.x, PS0f);
|
||||
// 10
|
||||
R5f.y = 0.0;
|
||||
R123f.z = (mul_nonIEEE(R5f.x,PV1f.z) + PV1f.x);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(R5f.z,PV1f.z) + PS1f);
|
||||
PV0f.w = R123f.w;
|
||||
R5f.w = 1.0;
|
||||
PS0f = R5f.w;
|
||||
// 11
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
R0f.xyz = vec3(backupReg0f,backupReg1f,backupReg0f) + vec3(PV0f.z,PV0f.w,-(PV0f.z));
|
||||
R0f.w = backupReg1f + -(PV0f.w);
|
||||
R1f.x = (texture(textureUnitPS1, R1f.xy).x);
|
||||
R1f.y = (texture(textureUnitPS1, R3f.xw).x);
|
||||
R0f.x = (texture(textureUnitPS1, R0f.xy).x);
|
||||
R0f.y = (texture(textureUnitPS1, R0f.zw).x);
|
||||
// 0
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
PV0f.x = R4f.y + -(R1f.y);
|
||||
PV0f.y = R4f.y + -(R1f.x);
|
||||
R125f.z = R4f.y + -(backupReg0f);
|
||||
PV0f.z = R125f.z;
|
||||
R127f.w = R4f.y + -(backupReg1f);
|
||||
// 1
|
||||
R124f.x = (mul_nonIEEE(-(PV0f.y),intBitsToFloat(uf_remappedPS[1].z)) + 1.0);
|
||||
R124f.x = clamp(R124f.x, 0.0, 1.0);
|
||||
R127f.y = (mul_nonIEEE(-(PV0f.x),intBitsToFloat(uf_remappedPS[1].z)) + 1.0);
|
||||
R127f.y = clamp(R127f.y, 0.0, 1.0);
|
||||
PV1f.z = mul_nonIEEE(PV0f.x, R4f.w);
|
||||
PV1f.z /= 2.0;
|
||||
PV1f.w = mul_nonIEEE(PV0f.y, R6f.x);
|
||||
PV1f.w /= 2.0;
|
||||
PS1f = mul_nonIEEE(PV0f.z, R6f.x);
|
||||
PS1f /= 2.0;
|
||||
// 2
|
||||
R127f.x = (mul_nonIEEE(PV1f.z,intBitsToFloat(uf_remappedPS[6].z)) + 0.5);
|
||||
R127f.x = clamp(R127f.x, 0.0, 1.0);
|
||||
PV0f.x = R127f.x;
|
||||
R126f.y = (mul_nonIEEE(PV1f.w,intBitsToFloat(uf_remappedPS[6].z)) + 0.5);
|
||||
R126f.y = clamp(R126f.y, 0.0, 1.0);
|
||||
PV0f.y = R126f.y;
|
||||
PV0f.z = mul_nonIEEE(R127f.w, R4f.w);
|
||||
PV0f.z /= 2.0;
|
||||
R125f.w = (mul_nonIEEE(PS1f,intBitsToFloat(uf_remappedPS[7].z)) + 0.5);
|
||||
R125f.w = clamp(R125f.w, 0.0, 1.0);
|
||||
// 3
|
||||
PV1f.x = 0.5 + -(PV0f.y);
|
||||
PV1f.y = 0.5 + -(PV0f.x);
|
||||
R126f.z = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[7].z)) + 0.5);
|
||||
R126f.z = clamp(R126f.z, 0.0, 1.0);
|
||||
PV1f.z = R126f.z;
|
||||
R126f.w = (mul_nonIEEE(-(R125f.z),intBitsToFloat(uf_remappedPS[1].z)) + 1.0);
|
||||
R126f.w = clamp(R126f.w, 0.0, 1.0);
|
||||
R125f.y = (mul_nonIEEE(-(R127f.w),intBitsToFloat(uf_remappedPS[1].z)) + 1.0);
|
||||
R125f.y = clamp(R125f.y, 0.0, 1.0);
|
||||
PS1f = R125f.y;
|
||||
// 4
|
||||
PV0f.x = 0.5 + -(PV1f.z);
|
||||
PV0f.y = 0.5 + -(R125f.w);
|
||||
R125f.z = (mul_nonIEEE(PV1f.x,R124f.x) + 0.5);
|
||||
PV0f.z = R125f.z;
|
||||
R127f.w = (mul_nonIEEE(PV1f.y,R127f.y) + 0.5);
|
||||
PV0f.w = R127f.w;
|
||||
// 5
|
||||
PV1f.x = R127f.x + -(PV0f.z);
|
||||
PV1f.y = R126f.y + -(PV0f.w);
|
||||
R127f.z = (mul_nonIEEE(PV0f.y,R126f.w) + 0.5);
|
||||
PV1f.z = R127f.z;
|
||||
R124f.w = (mul_nonIEEE(PV0f.x,R125f.y) + 0.5);
|
||||
PV1f.w = R124f.w;
|
||||
// 6
|
||||
PV0f.x = R125f.w + -(PV1f.w);
|
||||
PV0f.y = R126f.z + -(PV1f.z);
|
||||
R123f.z = (mul_nonIEEE(PV1f.x,R127f.y) + R125f.z);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(PV1f.y,R124f.x) + R127f.w);
|
||||
PV0f.w = R123f.w;
|
||||
// 7
|
||||
R123f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[6].w)) + R2f.w);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(PV0f.y,R125f.y) + R127f.z);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[6].w)) + R3f.y);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(PV0f.x,R126f.w) + R124f.w);
|
||||
PV1f.w = R123f.w;
|
||||
// 8
|
||||
R123f.x = (mul_nonIEEE(PV1f.w,intBitsToFloat(uf_remappedPS[7].w)) + PV1f.x);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.z = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[7].w)) + PV1f.z);
|
||||
PV0f.z = R123f.z;
|
||||
// 9
|
||||
PV1f.w = PV0f.x + PV0f.z;
|
||||
// 10
|
||||
PV0f.y = PV1f.w + intBitsToFloat(uf_remappedPS[1].w);
|
||||
// 11
|
||||
PV1f.x = PV0f.y + -(0.5);
|
||||
// 12
|
||||
PV0f.z = mul_nonIEEE(PV1f.x, intBitsToFloat(uf_remappedPS[0].y));
|
||||
PV0f.z = clamp(PV0f.z, 0.0, 1.0);
|
||||
// 13
|
||||
R5f.x = -(PV0f.z) + 1.0;
|
||||
// export
|
||||
passPixelColor0 = vec4(R5f.x, R5f.y, R5f.y, R5f.w);
|
||||
passPixelColor0.r = 1.0;
|
||||
}
|
7
src/WindWakerHD/Enhancements/NoSSAO/rules.txt
Normal file
7
src/WindWakerHD/Enhancements/NoSSAO/rules.txt
Normal file
@ -0,0 +1,7 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010143400,0005000010143500,0005000010143600,000500010185400
|
||||
name = No SSAO
|
||||
path = "The Legend of Zelda: The Wind Waker HD/Enhancements/No SSAO"
|
||||
description = Removes the SSAO of the game, which are these little blurred shadows around Link when you're standing under a tree, for example.
|
||||
#Credits: MelonSpeedruns
|
||||
version = 6
|
@ -0,0 +1,84 @@
|
||||
#version 450
|
||||
#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
|
||||
|
||||
#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
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//// shader ff71dcd2ad4defdc
|
||||
//uniform ivec4 uf_remappedPS[4];
|
||||
//layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5807800 res 1920x1080x1 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
|
||||
//layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4000800 res 1920x1080x1 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
|
||||
//layout(location = 0) in vec4 passParameterSem2;
|
||||
//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 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;
|
||||
////R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy);
|
||||
//R2f.xyzw= (texture(textureUnitPS0, R0f.xy).xyzw);
|
||||
//passPixelColor0 = R2f.xyzw;
|
||||
//}
|
7
src/WindWakerHD/Enhancements/RemoveAA/rules.txt
Normal file
7
src/WindWakerHD/Enhancements/RemoveAA/rules.txt
Normal file
@ -0,0 +1,7 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010143400,0005000010143500,0005000010143600,000500010185400
|
||||
name = Remove Anti-Aliasing
|
||||
path = "The Legend of Zelda: The Wind Waker HD/Enhancements/Remove AA"
|
||||
description = Dissable the game's native AA.
|
||||
#Credits: getdls
|
||||
version = 6
|
@ -0,0 +1,106 @@
|
||||
#version 450
|
||||
#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 1f83c0d47b1c4c34 //box downscale
|
||||
|
||||
const float resXScale = (float($height)/float($gameHeight));
|
||||
const float resYScale = (float($width)/float($gameWidth));
|
||||
|
||||
#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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
|
||||
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)/resYScale); //vert
|
||||
// 1
|
||||
backupReg0f = R2f.y;
|
||||
backupReg1f = R2f.x;
|
||||
PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)/resXScale); //horiz
|
||||
R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resXScale; //horiz
|
||||
R2f.z = PS0f;
|
||||
R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x)/resYScale; //vert
|
||||
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);
|
||||
// 0
|
||||
}
|
||||
|
@ -0,0 +1,115 @@
|
||||
#version 450
|
||||
#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 4ffa96d07cd53c34
|
||||
|
||||
const float resXScale = (float($height)/float($gameHeight));
|
||||
const float resYScale = (float($height)/float($gameHeight));
|
||||
|
||||
|
||||
//box low res (bloom?)
|
||||
#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;
|
||||
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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = 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.x = R2f.y + intBitsToFloat(uf_remappedVS[0].w)/resYScale; //vert
|
||||
PS0f = R127f.x;
|
||||
// 1
|
||||
backupReg0f = R2f.x;
|
||||
backupReg1f = R2f.y;
|
||||
backupReg0f = R2f.x;
|
||||
R2f.x = backupReg0f + intBitsToFloat(uf_remappedVS[0].z)/resXScale;//hz right
|
||||
R2f.y = PS0f;
|
||||
PV1f.z = backupReg1f + -(intBitsToFloat(uf_remappedVS[0].w)/resYScale); ///vert
|
||||
R0f.x = backupReg0f + -(intBitsToFloat(uf_remappedVS[0].z)/resXScale); //hz left
|
||||
PS1f = R0f.x;
|
||||
// 2
|
||||
R0f.y = R127f.x;
|
||||
R0f.z = PV1f.z;
|
||||
R2f.w = PV1f.z;
|
||||
// export
|
||||
SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
|
||||
// export
|
||||
passParameterSem0 = vec4(R2f.x, R2f.y, R2f.x, R2f.w);
|
||||
// export
|
||||
passParameterSem1 = vec4(R0f.x, R0f.y, R0f.x, R0f.z);
|
||||
// 0
|
||||
}
|
@ -0,0 +1,128 @@
|
||||
#version 450
|
||||
#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 842a19b509f8b91a //vertical pass bloom
|
||||
|
||||
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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
|
||||
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; // center
|
||||
// 1
|
||||
PV1f.x = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x404ec4f0)/resYScale; //wide
|
||||
R127f.y = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x40a275f7)/resYScale; //Low res pass, not first
|
||||
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);
|
||||
// 0
|
||||
}
|
@ -0,0 +1,126 @@
|
||||
#version 450
|
||||
#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 8d68a0e3561ff525 //horiztontal bloom pass
|
||||
const float resXScale = (float($width)/float($gameWidth));
|
||||
|
||||
#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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
|
||||
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;//center pass
|
||||
PS0f = R127f.y;
|
||||
// 1
|
||||
PV1f.x = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x404ec4f0)/resXScale; //wide pass
|
||||
R126f.y = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x40a275f7) /resXScale; //nothing on first pass
|
||||
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);
|
||||
// 0
|
||||
}
|
43
src/WindWakerHD/Graphics/WWHD_Readme.md
Normal file
43
src/WindWakerHD/Graphics/WWHD_Readme.md
Normal file
@ -0,0 +1,43 @@
|
||||
------
|
||||
### TLoZ Wind Waker HD
|
||||
------
|
||||
### Graphic options
|
||||
3840x4320 vert x2 SSAA - light res x2
|
||||
|
||||
3840x4320 vert x2 SSAA - Runs the game at double vertical res balancing look and performance when super sampling. Aspect is still 16:9 so run full screen scaling in stretched and bilinear when activating this option.
|
||||
|
||||
Light res x2 - Doubles resolution of light sources and mitigate light haloing around object edges.
|
||||
|
||||
### Nice to know when creating a custom resolution
|
||||
|
||||
There are some issues with AO and light sources, to mitigate this some “sub” viewports need to scale evenly. XCX uses a similar approach to get smooth shadow transitions.
|
||||
|
||||
Example:
|
||||
```
|
||||
[Preset]
|
||||
name = 3440x1440 (21:9)
|
||||
$width = 3440
|
||||
$height = 1440
|
||||
$gameWidth= 1920
|
||||
$gameHeight= 1080
|
||||
$lightSource = 1.5
|
||||
$scaleShader = (2560.0/3440.0)
|
||||
$aspectRatio = (43.0/18.0)
|
||||
```
|
||||
|
||||
Base resolution is 2560x1440 -> Uw patch res 3440
|
||||
|
||||
AO needs to be 2160 = 1440 * $lightSource = 1.5
|
||||
|
||||
We then need to scale back ultrawide to original aspect for all viewports using AO / light sources
|
||||
|
||||
2560 = 3440 *$scaleShader (2560.0/3440.0)
|
||||
|
||||
```
|
||||
[TextureRedefine]
|
||||
width = 1024
|
||||
height = 544
|
||||
formats = 0x001
|
||||
overwriteWidth = ($width/$gameWidth) * (1024*$lightSource*$scaleShader)
|
||||
overwriteHeight = ($height/$gameHeight) * (544*$lightSource)
|
||||
```
|
17
src/WindWakerHD/Graphics/patch_resolution.asm
Normal file
17
src/WindWakerHD/Graphics/patch_resolution.asm
Normal file
@ -0,0 +1,17 @@
|
||||
[WindWakerHD_Aspect_EU]
|
||||
moduleMatches = 0xB7E748DE ; (EU)
|
||||
0x1004AAF0 = .float ($aspectRatio)
|
||||
0x101417E0 = .float ($aspectRatio)
|
||||
0x101658A8 = .float ($aspectRatio)
|
||||
|
||||
[WindWakerHD_Aspect_NA]
|
||||
moduleMatches = 0x475BD29F ; (NA)
|
||||
0x1004AAF0 = .float ($aspectRatio)
|
||||
0x101417D0 = .float ($aspectRatio)
|
||||
0x10165898 = .float ($aspectRatio)
|
||||
|
||||
[WindWakerHD_Aspect_JP]
|
||||
moduleMatches = 0x74BD3F6A ; (JP)
|
||||
0x1004AAF0 = .float ($aspectRatio)
|
||||
0x101417F8 = .float ($aspectRatio)
|
||||
0x101658C0 = .float ($aspectRatio)
|
564
src/WindWakerHD/Graphics/rules.txt
Normal file
564
src/WindWakerHD/Graphics/rules.txt
Normal file
@ -0,0 +1,564 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010143400,0005000010143500,0005000010143600,000500010185400
|
||||
name = Graphics Settings
|
||||
path = "The Legend of Zelda: The Wind Waker HD/Graphics"
|
||||
description = Changes the resolution of the game and shadow quality.|Made by getdls and Morph.
|
||||
#Credits: getdls, Morph, NineKain
|
||||
version = 6
|
||||
|
||||
[Default]
|
||||
$width = 1920
|
||||
$height = 1080
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 1.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
$shadowRes = 1
|
||||
$anisoLevel = 1
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 320x180
|
||||
$width = 320
|
||||
$height = 180
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 1.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 640x360
|
||||
$width = 640
|
||||
$height = 360
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 1.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 960x540
|
||||
$width = 960
|
||||
$height = 540
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 1.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 1280x720
|
||||
$width = 1280
|
||||
$height = 720
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 1.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 1600x900
|
||||
$width = 1600
|
||||
$height = 900
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 1.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 1920x1080 (Default)
|
||||
default = 1
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 2560x1440
|
||||
$width = 2560
|
||||
$height = 1440
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 1.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 2732x1536
|
||||
$width = 2732
|
||||
$height = 1536
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 1.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 3200x1800
|
||||
$width = 3200
|
||||
$height = 1800
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 1.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 3840x2160
|
||||
$width = 3840
|
||||
$height = 2160
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 1.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 5120x2880
|
||||
$width = 5120
|
||||
$height = 2880
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 1.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 7680x4320
|
||||
$width = 7680
|
||||
$height = 4320
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 1.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
|
||||
#Resolutions |Aspect ratio
|
||||
#2560×1080, 5120×2160, 8192×3456 |64:27 (2.370)
|
||||
#3440×1440 |43:18 (2.38)
|
||||
#1920×800, 3840×1600, 7680×3200 |12:5 (2.4)
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = ---- Ultra wide 21:9 ----
|
||||
$width = 2560
|
||||
$height = 1080
|
||||
$gameWidth= 1920
|
||||
$gameHeight= 1080
|
||||
$lightSource = 2.0
|
||||
$scaleShader = (1920.0/2560.0)
|
||||
$aspectRatio = (64.0/27.0) #LG
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 2560x1080 (21:9 HD)
|
||||
$width = 2560
|
||||
$height = 1080
|
||||
$gameWidth= 1920
|
||||
$gameHeight= 1080
|
||||
$lightSource = 2.0
|
||||
$scaleShader = (1920.0/2560.0)
|
||||
$aspectRatio = (64.0/27.0) #LG
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 3440x1440 (21:9)
|
||||
$width = 3440
|
||||
$height = 1440
|
||||
$gameWidth= 1920
|
||||
$gameHeight= 1080
|
||||
$lightSource = 1.5
|
||||
$scaleShader = (2560.0/3440.0)
|
||||
$aspectRatio = (43.0/18.0)
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 3840x1600 (21:9)
|
||||
$width = 3840
|
||||
$height = 1600
|
||||
$gameWidth= 1920
|
||||
$gameHeight= 1080
|
||||
$lightSource = 1.35
|
||||
$scaleShader = (2844.445/3840.0)
|
||||
$aspectRatio = (12.0/5.0)
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 5160x2160 (4k 21:9)
|
||||
$width = 5160
|
||||
$height = 2160
|
||||
$gameWidth= 1920
|
||||
$gameHeight= 1080
|
||||
$lightSource = 1.0
|
||||
$scaleShader = (3840.0/5160.0)
|
||||
$aspectRatio = (64.0/27.0) #LG
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = ---- Superwide 32:9 ----
|
||||
$width = 5120
|
||||
$height = 1440
|
||||
$gameWidth= 1920
|
||||
$gameHeight= 1080
|
||||
$lightSource = 1.5
|
||||
$scaleShader = (2560.0/5120.0)
|
||||
$aspectRatio = (96.0/27.0)
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 5120x1440 (32:9)
|
||||
$width = 5120
|
||||
$height = 1440
|
||||
$gameWidth= 1920
|
||||
$gameHeight= 1080
|
||||
$lightSource = 1.5
|
||||
$scaleShader = (2560.0/5120.0)
|
||||
$aspectRatio = (96.0/27.0)
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 7680x2160 (4k 32:9)
|
||||
$width = 7680
|
||||
$height = 2160
|
||||
$gameWidth= 1920
|
||||
$gameHeight= 1080
|
||||
$lightSource = 1.0
|
||||
$scaleShader = (3840.0/7680.0)
|
||||
$aspectRatio = (96.0/27.0)
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = ---- Custom resolutions ----
|
||||
$width = 1920
|
||||
$height = 1080
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 2.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 1920x1080 AO fix - Light res x2
|
||||
$width = 1920
|
||||
$height = 1080
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 2.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 2560x1440 AO fix
|
||||
$width = 2560
|
||||
$height = 1440
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 1.5
|
||||
$scaleShader = 1.0 #(1088.0/1440.0)
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 3840x2160 AO fix - light res x2
|
||||
$width = 3840
|
||||
$height = 2160
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 2.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 1920x2160 vert x2 SSAA - light res x2
|
||||
$width = 1920
|
||||
$height = 2160
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 2.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 3840x4320 vert x2 SSAA - light res x2
|
||||
$width = 3840
|
||||
$height = 4320 # x2
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 2.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
|
||||
[Preset]
|
||||
category = Shadow Quality
|
||||
name = Low (50%)
|
||||
$shadowRes = 0.5
|
||||
|
||||
[Preset]
|
||||
category = Shadow Quality
|
||||
name = Medium (100%, Default)
|
||||
default = 1
|
||||
|
||||
[Preset]
|
||||
category = Shadow Quality
|
||||
name = High (200%)
|
||||
$shadowRes = 2
|
||||
|
||||
[Preset]
|
||||
category = Shadow Quality
|
||||
name = Ultra (300%)
|
||||
$shadowRes = 3
|
||||
|
||||
[Preset]
|
||||
category = Shadow Quality
|
||||
name = Extreme (400%, Unstable)
|
||||
$shadowRes = 4
|
||||
|
||||
[Preset]
|
||||
category = Anisotropic Filtering
|
||||
name = 1x (Default)
|
||||
Default = 1
|
||||
|
||||
[Preset]
|
||||
category = Anisotropic Filtering
|
||||
name = 2x
|
||||
$anisoLevel = 2
|
||||
|
||||
[Preset]
|
||||
category = Anisotropic Filtering
|
||||
name = 4x
|
||||
$anisoLevel = 4
|
||||
|
||||
[Preset]
|
||||
category = Anisotropic Filtering
|
||||
name = 8x
|
||||
$anisoLevel = 8
|
||||
|
||||
[Preset]
|
||||
category = Anisotropic Filtering
|
||||
name = 16x (Recommended)
|
||||
$anisoLevel = 16
|
||||
|
||||
[Preset]
|
||||
category = Anisotropic Filtering
|
||||
name = 32x (Overkill)
|
||||
$anisoLevel = 32
|
||||
|
||||
|
||||
## Colour depth increase - Didn't see any visual improvement.
|
||||
#
|
||||
#[TextureRedefine]
|
||||
#formats = 0x001
|
||||
#overwriteFormat = 0x005
|
||||
#
|
||||
#[TextureRedefine]
|
||||
#formats = 0x01a
|
||||
#overwriteFormat = 0x01f
|
||||
#
|
||||
#[TextureRedefine]
|
||||
#formats = 0x019
|
||||
#overwriteFormat = 0x01f
|
||||
#
|
||||
#[TextureRedefine]
|
||||
#formats = 0x806
|
||||
#overwriteFormat = 0x80e
|
||||
#
|
||||
#[TextureRedefine]
|
||||
#formats = 0x816
|
||||
#overwriteFormat = 0x820
|
||||
|
||||
[TextureRedefine]
|
||||
formats = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435
|
||||
overwriteAnisotropy = $anisoLevel
|
||||
|
||||
[TextureRedefine] # Shadows x3 Lods
|
||||
width = 1024
|
||||
height = 1024
|
||||
formats = 0x005
|
||||
overwriteWidth = $shadowRes * 1024
|
||||
overwriteHeight = $shadowRes * 1024
|
||||
|
||||
[TextureRedefine]
|
||||
width = 1920
|
||||
height = 1088
|
||||
formats = 0x80e,0x019,0x001
|
||||
overwriteWidth = ($width/$gameWidth) * 1920
|
||||
overwriteHeight = ($height/$gameHeight) * 1088
|
||||
|
||||
[TextureRedefine]
|
||||
width = 1920
|
||||
height = 1080
|
||||
formats = 0x80e,0x019,0x001
|
||||
overwriteWidth = ($width/$gameWidth) * 1920
|
||||
overwriteHeight = ($height/$gameHeight) * 1080
|
||||
|
||||
[TextureRedefine]
|
||||
width = 1024
|
||||
height = 544
|
||||
formats = 0x001
|
||||
overwriteWidth = ($width/$gameWidth) * (1024*$lightSource*$scaleShader)
|
||||
overwriteHeight = ($height/$gameHeight) * (544*$lightSource)
|
||||
|
||||
[TextureRedefine]
|
||||
width = 960
|
||||
height = 544
|
||||
formats = 0x816,0x806,0x019,0x01a,0x001,0x80e
|
||||
overwriteWidth = ($width/$gameWidth) * (960*$lightSource*$scaleShader)
|
||||
overwriteHeight = ($height/$gameHeight) * (544*$lightSource)
|
||||
|
||||
[TextureRedefine]
|
||||
width = 960
|
||||
height = 540
|
||||
formats = 0x816,0x806,0x019,0x01a,0x001,0x80e
|
||||
overwriteWidth = ($width/$gameWidth) * (960*$lightSource*$scaleShader)
|
||||
overwriteHeight = ($height/$gameHeight) * (540*$lightSource)
|
||||
|
||||
[TextureRedefine]
|
||||
width = 864
|
||||
height = 480
|
||||
formats = 0x019,0x80e
|
||||
overwriteWidth = ($width/$gameWidth) * 864
|
||||
overwriteHeight = ($height/$gameHeight) * 480
|
||||
|
||||
[TextureRedefine]
|
||||
width = 854
|
||||
height = 480
|
||||
formats = 0x019,0x80e
|
||||
overwriteWidth = ($width/$gameWidth) * 854
|
||||
overwriteHeight = ($height/$gameHeight) * 480
|
||||
|
||||
[TextureRedefine] #
|
||||
width = 512
|
||||
height = 512
|
||||
formats = 0x019,0x01a #,0x806
|
||||
overwriteWidth = ($width/$gameWidth) * (512*$lightSource*$scaleShader)
|
||||
overwriteHeight = ($height/$gameHeight) * (512*$lightSource)
|
||||
|
||||
[TextureRedefine]
|
||||
width = 480
|
||||
height = 270
|
||||
formats = 0x816
|
||||
overwriteWidth = ($width/$gameWidth) * (480)
|
||||
overwriteHeight = ($height/$gameHeight) * (270)
|
||||
|
||||
[TextureRedefine]
|
||||
width = 480
|
||||
height = 272
|
||||
formats = 0x816
|
||||
overwriteWidth = ($width/$gameWidth) * (480)
|
||||
overwriteHeight = ($height/$gameHeight) * (272)
|
||||
|
||||
[TextureRedefine] #
|
||||
width = 256
|
||||
height = 256
|
||||
formats = 0x816
|
||||
overwriteWidth = ($width/$gameWidth) * (256)
|
||||
overwriteHeight = ($height/$gameHeight) * (256)
|
||||
|
||||
[TextureRedefine]
|
||||
width = 256
|
||||
height = 144
|
||||
formats = 0x816,0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * (256)
|
||||
overwriteHeight = ($height/$gameHeight) * (144)
|
||||
|
||||
[TextureRedefine]
|
||||
width = 240
|
||||
height = 135
|
||||
formats = 0x816,0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * (240)
|
||||
overwriteHeight = ($height/$gameHeight) * (135)
|
||||
|
||||
[TextureRedefine] #
|
||||
width = 128
|
||||
height = 128
|
||||
formats = 0x816
|
||||
overwriteWidth = ($width/$gameWidth) * (128)
|
||||
overwriteHeight = ($height/$gameHeight) * (128)
|
||||
|
||||
[TextureRedefine]
|
||||
width = 128
|
||||
height = 80
|
||||
formats = 0x816
|
||||
overwriteWidth = ($width/$gameWidth) * (128)
|
||||
overwriteHeight = ($height/$gameHeight) * (80)
|
||||
|
||||
[TextureRedefine]
|
||||
width = 120
|
||||
height = 67
|
||||
#formats =
|
||||
overwriteWidth = ($width/$gameWidth) * (120)
|
||||
overwriteHeight = ($height/$gameHeight) * (67)
|
||||
|
||||
[TextureRedefine] #
|
||||
width = 64
|
||||
height = 64
|
||||
formats = 0x816
|
||||
overwriteWidth = ($width/$gameWidth) * (64)
|
||||
overwriteHeight = ($height/$gameHeight) * (64)
|
||||
|
||||
[TextureRedefine]
|
||||
width = 64
|
||||
height = 48
|
||||
formats = 0x816
|
||||
overwriteWidth = ($width/$gameWidth) * (64)
|
||||
overwriteHeight = ($height/$gameHeight) * (48)
|
||||
|
||||
[TextureRedefine]
|
||||
width = 60
|
||||
height = 33
|
||||
#formats =
|
||||
overwriteWidth = ($width/$gameWidth) * (60)
|
||||
overwriteHeight = ($height/$gameHeight) * (33)
|
||||
|
||||
[TextureRedefine] #Pictograph
|
||||
width = 1600
|
||||
height = 912
|
||||
formats = 0x019
|
||||
overwriteWidth = ($height/$gameHeight) * 1600
|
||||
overwriteHeight = ($height/$gameHeight) * 912
|
||||
|
||||
[TextureRedefine] #Pictograph
|
||||
width = 1600
|
||||
height = 900
|
||||
formats = 0x019
|
||||
overwriteWidth = ($height/$gameHeight) * 1600
|
||||
overwriteHeight = ($height/$gameHeight) * 900
|
||||
|
||||
### pictograph. If you try to fix this, verify that saved pictures can be loaded from album.
|
||||
#
|
||||
#[TextureRedefine] #pictograph
|
||||
#width = 832
|
||||
#height = 450
|
||||
#formats = 0x01a,080e,0x41a
|
||||
#overwriteWidth = ($width/$gameWidth) * 832
|
||||
#overwriteHeight = ($height/$gameHeight) * 450
|
||||
#
|
||||
#[TextureRedefine] #pictograph
|
||||
#width = 800
|
||||
#height = 464
|
||||
#formats = 0x01a,080e,0x41a #
|
||||
#overwriteWidth = ($width/$gameWidth) * 800
|
||||
#overwriteHeight = ($height/$gameHeight) * 464
|
||||
#
|
||||
#[TextureRedefine] #pictograph
|
||||
#width = 800
|
||||
#height = 450
|
||||
#formats = 0x01a,080e,0x41a
|
||||
#overwriteWidth = ($width/$gameWidth) * 800
|
||||
#overwriteHeight = ($height/$gameHeight) * 450
|
@ -0,0 +1,65 @@
|
||||
#version 460
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader 2802e519ac163806
|
||||
// Used for: Removing the red part of the hearts
|
||||
|
||||
|
||||
#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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 1) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[2];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[2];
|
||||
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;
|
||||
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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = 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.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
||||
// 0
|
||||
R1f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x));
|
||||
R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y));
|
||||
// 1
|
||||
R1f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z));
|
||||
R1f.w = (mul_nonIEEE(R0f.w,intBitsToFloat(uf_remappedPS[0].w)) + intBitsToFloat(uf_remappedPS[1].w));
|
||||
// export
|
||||
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, 0.0);
|
||||
}
|
@ -0,0 +1,100 @@
|
||||
#version 460
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader 62b20d3dab5b31f4
|
||||
// Used for: Removing the red glanse from the red hearts
|
||||
|
||||
|
||||
#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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 2) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[3];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[3];
|
||||
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 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 2) in vec4 passParameterSem2;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
|
||||
void main()
|
||||
{
|
||||
ivec4 R0i = ivec4(0);
|
||||
ivec4 R1i = ivec4(0);
|
||||
ivec4 R2i = ivec4(0);
|
||||
ivec4 R123i = ivec4(0);
|
||||
ivec4 R127i = ivec4(0);
|
||||
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
|
||||
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
|
||||
int PS0i = 0, PS1i = 0;
|
||||
ivec4 tempi = ivec4(0);
|
||||
float tempResultf;
|
||||
int tempResulti;
|
||||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0i = floatBitsToInt(passParameterSem0);
|
||||
R1i = floatBitsToInt(passParameterSem1);
|
||||
R2i = floatBitsToInt(passParameterSem2);
|
||||
R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyzw);
|
||||
R2i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.xy)).xyzw);
|
||||
// 0
|
||||
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R2i.w)));
|
||||
PV0i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + 1.0);
|
||||
R127i.z = uf_remappedPS[0].x & 0x00000080;
|
||||
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R2i.w)));
|
||||
PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)));
|
||||
// 1
|
||||
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(PV0i.y)) + intBitsToFloat(PV0i.x)));
|
||||
PV1i.x = R123i.x;
|
||||
PV1i.y = floatBitsToInt(min(intBitsToFloat(R1i.w), intBitsToFloat(R2i.w)));
|
||||
PV1i.z = floatBitsToInt(max(intBitsToFloat(R1i.w), intBitsToFloat(R2i.w)));
|
||||
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(PV0i.y)) + intBitsToFloat(PV0i.w)));
|
||||
PV1i.w = R123i.w;
|
||||
R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(PV0i.y)) + intBitsToFloat(PS0i)));
|
||||
PS1i = R127i.w;
|
||||
// 2
|
||||
R123i.x = ((R127i.z == 0)?(PV1i.z):(PV1i.y));
|
||||
PV0i.x = R123i.x;
|
||||
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(uf_remappedPS[1].y)) + intBitsToFloat(uf_remappedPS[2].y)));
|
||||
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(uf_remappedPS[2].x)));
|
||||
PV0i.w = R123i.w;
|
||||
// 3
|
||||
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[1].w)) + intBitsToFloat(uf_remappedPS[2].w)));
|
||||
PV1i.x = R123i.x;
|
||||
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.w),intBitsToFloat(uf_remappedPS[1].z)) + intBitsToFloat(uf_remappedPS[2].z)));
|
||||
PV1i.y = R123i.y;
|
||||
R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.x), intBitsToFloat(PV0i.w)));
|
||||
PS1i = R1i.x;
|
||||
// 4
|
||||
R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(R127i.z)));
|
||||
R1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(PV1i.y)));
|
||||
R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), intBitsToFloat(PV1i.x)));
|
||||
// export
|
||||
passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), 0.0);
|
||||
}
|
@ -0,0 +1,67 @@
|
||||
#version 460
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
|
||||
|
||||
// shader 7d7d874efcc7ba4b: textbox continue icon
|
||||
|
||||
|
||||
#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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.z, 1.0/gl_FragCoord.w)
|
||||
#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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 1) uniform ufBlock
|
||||
{
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
|
||||
float PV0fx = 0.0, PV0fy = 0.0, PV0fz = 0.0, PV0fw = 0.0, PV1fx = 0.0, PV1fy = 0.0, PV1fz = 0.0, PV1fw = 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;
|
||||
R0f = passParameterSem0;
|
||||
R1f = passParameterSem1;
|
||||
R1f.xyzw = (texture(textureUnitPS0, vec2(R1f.x,R1f.y)).xyzw);
|
||||
// 0
|
||||
R0f.x = mul_nonIEEE(R0f.x, R1f.x);
|
||||
R0f.x = clamp(R0f.x, 0.0, 1.0);
|
||||
R0f.y = mul_nonIEEE(R0f.y, R1f.y);
|
||||
R0f.y = clamp(R0f.y, 0.0, 1.0);
|
||||
R0f.z = mul_nonIEEE(R0f.z, R1f.z);
|
||||
R0f.z = clamp(R0f.z, 0.0, 1.0);
|
||||
R0f.w = mul_nonIEEE(R0f.w, R1f.w);
|
||||
R0f.w = clamp(R0f.w, 0.0, 1.0);
|
||||
// export
|
||||
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, 0.0);
|
||||
}
|
@ -0,0 +1,115 @@
|
||||
#version 460
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader b84517cef3bb49ad
|
||||
// Used for: Removes the text from the HUD, also breaks other text menus though.
|
||||
|
||||
|
||||
#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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 1) 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 sampler2DArray textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
|
||||
void main()
|
||||
{
|
||||
ivec4 R0i = ivec4(0);
|
||||
ivec4 R1i = ivec4(0);
|
||||
ivec4 R2i = ivec4(0);
|
||||
ivec4 R123i = ivec4(0);
|
||||
ivec4 R126i = ivec4(0);
|
||||
ivec4 R127i = ivec4(0);
|
||||
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
|
||||
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
|
||||
int PS0i = 0, PS1i = 0;
|
||||
ivec4 tempi = ivec4(0);
|
||||
float tempResultf;
|
||||
int tempResulti;
|
||||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0i = floatBitsToInt(passParameterSem0);
|
||||
R1i = floatBitsToInt(passParameterSem1);
|
||||
// 0
|
||||
backupReg0i = R1i.z;
|
||||
R2i.x = ((intBitsToFloat(R0i.w) > 0.0)?int(0xFFFFFFFF):int(0x0));
|
||||
R1i.z = floatBitsToInt(roundEven(intBitsToFloat(backupReg0i)));
|
||||
R1i.w = floatBitsToInt(texture(textureUnitPS0, vec3(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z))).w);
|
||||
// 0
|
||||
PV0i.x = R1i.w;
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
|
||||
PV0i.y = ((intBitsToFloat(0x3f0a3d71) > intBitsToFloat(R1i.w))?int(0xFFFFFFFF):int(0x0));
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
|
||||
// 1
|
||||
R127i.y = ((PV0i.y == 0)?(0x3f800000):(PV0i.x));
|
||||
R127i.z = ((PV0i.y == 0)?(PV0i.w):(0));
|
||||
PV1i.z = R127i.z;
|
||||
// 2
|
||||
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y)));
|
||||
PV0i.z = R123i.z;
|
||||
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
|
||||
PV0i.w = R123i.w;
|
||||
// 3
|
||||
backupReg0i = R0i.x;
|
||||
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(uf_remappedPS[0].w)));
|
||||
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z)));
|
||||
PV1i.y = R123i.y;
|
||||
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.w)));
|
||||
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(PV0i.z)));
|
||||
// 4
|
||||
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(PV1i.y)));
|
||||
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), intBitsToFloat(PV1i.x)));
|
||||
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[2].y)) + intBitsToFloat(uf_remappedPS[3].y)));
|
||||
PV0i.z = R123i.z;
|
||||
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(uf_remappedPS[3].x)));
|
||||
PV0i.w = R123i.w;
|
||||
// 5
|
||||
backupReg0i = R0i.x;
|
||||
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(uf_remappedPS[2].w)));
|
||||
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[2].z)) + intBitsToFloat(uf_remappedPS[3].z)));
|
||||
PV1i.y = R123i.y;
|
||||
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.w)));
|
||||
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(PV0i.z)));
|
||||
// 6
|
||||
backupReg0i = R0i.z;
|
||||
PV0i.x = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R0i.w)), intBitsToFloat(PV1i.x)));
|
||||
R0i.y = ((R2i.x == 0)?(PV1i.w):(R127i.w));
|
||||
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.y)));
|
||||
R0i.x = ((R2i.x == 0)?(PV1i.z):(R126i.z));
|
||||
PS0i = R0i.x;
|
||||
// 7
|
||||
R0i.z = ((R2i.x == 0)?(PV0i.z):(R127i.x));
|
||||
R0i.w = ((R2i.x == 0)?(PV0i.x):(R126i.y));
|
||||
// export
|
||||
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), 0.0);
|
||||
}
|
@ -0,0 +1,115 @@
|
||||
#version 460
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
|
||||
|
||||
// shader d80a321ea97e9415: text shadow
|
||||
|
||||
|
||||
#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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.z, 1.0/gl_FragCoord.w)
|
||||
#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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 1) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[2];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[2];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem2;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R123f = vec4(0.0);
|
||||
vec4 R125f = vec4(0.0);
|
||||
vec4 R126f = vec4(0.0);
|
||||
vec4 R127f = vec4(0.0);
|
||||
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
|
||||
float PV0fx = 0.0, PV0fy = 0.0, PV0fz = 0.0, PV0fw = 0.0, PV1fx = 0.0, PV1fy = 0.0, PV1fz = 0.0, PV1fw = 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;
|
||||
R0f = passParameterSem0;
|
||||
R1f = passParameterSem2;
|
||||
R1f.xyzw = (texture(textureUnitPS0, vec2(R1f.x,R1f.y)).xyzw);
|
||||
// 0
|
||||
PV0fx = intBitsToFloat(uf_remappedPS[0].w) * 0.99609375;
|
||||
PV0fy = intBitsToFloat(uf_remappedPS[0].z) * 0.99609375;
|
||||
PV0fz = intBitsToFloat(uf_remappedPS[0].y) * 0.99609375;
|
||||
PV0fw = intBitsToFloat(uf_remappedPS[0].x) * 0.99609375;
|
||||
// 1
|
||||
PV1fx = fract(PV0fw);
|
||||
R127f.y = fract(PV0fx);
|
||||
R127f.z = fract(PV0fy);
|
||||
PV1fw = fract(PV0fz);
|
||||
R127f.w = intBitsToFloat(uf_remappedPS[1].x) * 0.99609375;
|
||||
// 2
|
||||
R127f.x = intBitsToFloat(uf_remappedPS[1].w) * 0.99609375;
|
||||
PV0fy = intBitsToFloat(uf_remappedPS[1].z) * 0.99609375;
|
||||
PV0fz = intBitsToFloat(uf_remappedPS[1].y) * 0.99609375;
|
||||
R126f.w = PV1fx * intBitsToFloat(0x3f808081);
|
||||
R126f.x = PV1fw * intBitsToFloat(0x3f808081);
|
||||
// 3
|
||||
R125f.x = R127f.y * intBitsToFloat(0x3f808081);
|
||||
PV1fy = fract(R127f.w);
|
||||
PV1fz = fract(PV0fz);
|
||||
R127f.w = R127f.z * intBitsToFloat(0x3f808081);
|
||||
PS1f = fract(PV0fy);
|
||||
// 4
|
||||
PV0fx = fract(R127f.x);
|
||||
R123f.y = PS1f * intBitsToFloat(0x3f808081) + -(R127f.w);
|
||||
R123f.z = PV1fz * intBitsToFloat(0x3f808081) + -(R126f.x);
|
||||
R123f.w = PV1fy * intBitsToFloat(0x3f808081) + -(R126f.w);
|
||||
// 5
|
||||
backupReg0f = R123f.y;
|
||||
backupReg1f = R123f.z;
|
||||
R123f.x = mul_nonIEEE(R123f.w,R1f.x) + R126f.w;
|
||||
R123f.x = clamp(R123f.x, 0.0, 1.0);
|
||||
R123f.y = PV0fx * intBitsToFloat(0x3f808081) + -(R125f.x);
|
||||
R123f.z = mul_nonIEEE(backupReg0f,R1f.z) + R127f.w;
|
||||
R123f.z = clamp(R123f.z, 0.0, 1.0);
|
||||
R123f.w = mul_nonIEEE(backupReg1f,R1f.y) + R126f.x;
|
||||
R123f.w = clamp(R123f.w, 0.0, 1.0);
|
||||
// 6
|
||||
backupReg0f = R123f.x;
|
||||
R123f.x = mul_nonIEEE(R123f.y,R1f.w) + R125f.x;
|
||||
R123f.x = clamp(R123f.x, 0.0, 1.0);
|
||||
R1f.y = mul_nonIEEE(R0f.y, R123f.w);
|
||||
R1f.y = clamp(R1f.y, 0.0, 1.0);
|
||||
R1f.z = mul_nonIEEE(R0f.z, R123f.z);
|
||||
R1f.z = clamp(R1f.z, 0.0, 1.0);
|
||||
R1f.x = mul_nonIEEE(R0f.x, backupReg0f);
|
||||
R1f.x = clamp(R1f.x, 0.0, 1.0);
|
||||
// 7
|
||||
R1f.w = mul_nonIEEE(R0f.w, R123f.x);
|
||||
R1f.w = clamp(R1f.w, 0.0, 1.0);
|
||||
// export
|
||||
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, 0.0);
|
||||
}
|
@ -0,0 +1,103 @@
|
||||
#version 460
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader d9953dbd7354b119
|
||||
#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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 1) 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 sampler2DArray textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
|
||||
void main()
|
||||
{
|
||||
ivec4 R0i = ivec4(0);
|
||||
ivec4 R1i = ivec4(0);
|
||||
ivec4 R2i = ivec4(0);
|
||||
ivec4 R123i = ivec4(0);
|
||||
ivec4 R126i = ivec4(0);
|
||||
ivec4 R127i = ivec4(0);
|
||||
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
|
||||
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
|
||||
int PS0i = 0, PS1i = 0;
|
||||
ivec4 tempi = ivec4(0);
|
||||
float tempResultf;
|
||||
int tempResulti;
|
||||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0i = floatBitsToInt(passParameterSem0);
|
||||
R1i = floatBitsToInt(passParameterSem1);
|
||||
// 0
|
||||
backupReg0i = R1i.z;
|
||||
R2i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[0].y) + intBitsToFloat(uf_remappedPS[1].y));
|
||||
R2i.y = ((intBitsToFloat(R0i.w) > 0.0)?int(0xFFFFFFFF):int(0x0));
|
||||
R1i.z = floatBitsToInt(roundEven(intBitsToFloat(backupReg0i)));
|
||||
R2i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[0].x) + intBitsToFloat(uf_remappedPS[1].x));
|
||||
R1i.w = floatBitsToInt(texture(textureUnitPS0, vec3(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z))).w);
|
||||
// 0
|
||||
backupReg0i = R0i.y;
|
||||
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.x), intBitsToFloat(R2i.w)));
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[1].z));
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
|
||||
PV0i.w = ((intBitsToFloat(0x3f0a3d71) > intBitsToFloat(R1i.w))?int(0xFFFFFFFF):int(0x0));
|
||||
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R2i.x)));
|
||||
PS0i = R126i.w;
|
||||
// 1
|
||||
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(PV0i.y)));
|
||||
R123i.y = ((PV0i.w == 0)?(PV0i.z):(0));
|
||||
PV1i.y = R123i.y;
|
||||
PV1i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].y) + intBitsToFloat(uf_remappedPS[3].y));
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].x) + intBitsToFloat(uf_remappedPS[3].x));
|
||||
// 2
|
||||
backupReg0i = R0i.x;
|
||||
backupReg1i = R0i.y;
|
||||
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(uf_remappedPS[3].w)));
|
||||
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(uf_remappedPS[1].w)));
|
||||
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.w)));
|
||||
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(PV1i.z)));
|
||||
// 3
|
||||
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), intBitsToFloat(PV0i.y)));
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].z) + intBitsToFloat(uf_remappedPS[3].z));
|
||||
PV1i.z = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R0i.w)), intBitsToFloat(PV0i.x)));
|
||||
R1i.x = ((R2i.y == 0)?(PV0i.z):(R127i.x));
|
||||
PS1i = R1i.x;
|
||||
// 4
|
||||
backupReg0i = R0i.z;
|
||||
R1i.y = ((R2i.y == 0)?(R127i.w):(R126i.w));
|
||||
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.y)));
|
||||
R1i.w = ((R2i.y == 0)?(PV1i.z):(PV1i.x));
|
||||
// 5
|
||||
R1i.z = ((R2i.y == 0)?(PV0i.z):(R126i.x));
|
||||
// export
|
||||
passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), 0.0);
|
||||
}
|
@ -0,0 +1,78 @@
|
||||
#version 460
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader fcd26205b94e11ca
|
||||
// Used for: Removing the bigger red glanse/glow of the red hearts
|
||||
|
||||
|
||||
#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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 1) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[2];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[2];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = 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;
|
||||
R1f = passParameterSem1;
|
||||
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
|
||||
// 0
|
||||
R127f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y));
|
||||
R123f.w = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x));
|
||||
PV0f.w = R123f.w;
|
||||
// 1
|
||||
R123f.x = (mul_nonIEEE(R1f.w,intBitsToFloat(uf_remappedPS[0].w)) + intBitsToFloat(uf_remappedPS[1].w));
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z));
|
||||
PV1f.y = R123f.y;
|
||||
R1f.x = mul_nonIEEE(R0f.x, PV0f.w);
|
||||
PS1f = R1f.x;
|
||||
// 2
|
||||
R1f.y = mul_nonIEEE(R0f.y, R127f.z);
|
||||
R1f.z = mul_nonIEEE(R0f.z, PV1f.y);
|
||||
R1f.w = mul_nonIEEE(R0f.w, PV1f.x);
|
||||
// export
|
||||
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, 0.0);
|
||||
}
|
7
src/WindWakerHD/Mods/RemoveHUD/rules.txt
Normal file
7
src/WindWakerHD/Mods/RemoveHUD/rules.txt
Normal file
@ -0,0 +1,7 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010143400,0005000010143500,0005000010143600,000500010185400
|
||||
name = Remove HUD
|
||||
path = "The Legend of Zelda: The Wind Waker HD/Mods/Remove HUD (breaks menus)"
|
||||
description = Removes the HUD elements for taking screenshots.|This will break other menus making it very hard to navigate those.
|
||||
#Credits:
|
||||
version = 7
|
@ -0,0 +1,11 @@
|
||||
[WindWakerHD_SlowDownFix_EU] ;OliveOperationMgrThread found by BenjaminLSR
|
||||
moduleMatches = 0xB7E748DE ; (EU)
|
||||
0x025AC21C = nop; SUSPEND OliveOperationMgrThread
|
||||
|
||||
[WindWakerHD_SlowDownFix_NA] ;Ported to US by M&&M
|
||||
moduleMatches = 0x475BD29F ; (NA)
|
||||
0x025AC25C = nop; SUSPEND OliveOperationMgrThread
|
||||
|
||||
[WindWakerHD_SlowDownFix_JP] ;Ported to JP by Crementif
|
||||
moduleMatches = 0x74BD3F6A ; (JP)
|
||||
0x025AC24C = nop; SUSPEND OliveOperationMgrThread
|
8
src/WindWakerHD/Workarounds/FPSSlowdownFix/rules.txt
Normal file
8
src/WindWakerHD/Workarounds/FPSSlowdownFix/rules.txt
Normal file
@ -0,0 +1,8 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010143400,0005000010143500,0005000010143600,000500010185400
|
||||
name = FPS Slowdown
|
||||
path = "The Legend of Zelda: The Wind Waker HD/Workarounds/FPS Slowdown"
|
||||
description = Fixes slowdown that could occur on weaker hardware.
|
||||
#Credits: BenjaminLSR, M&&M, Crementif
|
||||
version = 6
|
||||
default = 1
|
20
src/WindWakerHD/Workarounds/IntelFixes/patch_IntelFixes.asm
Normal file
20
src/WindWakerHD/Workarounds/IntelFixes/patch_IntelFixes.asm
Normal file
@ -0,0 +1,20 @@
|
||||
[WindWakerHD_IntelFix_EU] ;made by BenjaminLSR
|
||||
moduleMatches = 0xB7E748DE ; (EU)
|
||||
_emptyString = 0x10166948
|
||||
;is_useSsaoDirectDraw
|
||||
0x0278EED8 = lis r0, _emptyString@ha
|
||||
0x0278EEE4 = addic r0, r0, _emptyString@l
|
||||
|
||||
[WindWakerHD_IntelFix_NA] ;ported to US by M&M
|
||||
moduleMatches = 0x475BD29F ; (NA)
|
||||
_emptyString = 0x1016693C
|
||||
;is_useSsaoDirectDraw
|
||||
0x0278E618 = lis r0, _emptyString@ha
|
||||
0x0278E624 = addic r0, r0, _emptyString@l
|
||||
|
||||
[WindWakerHD_IntelFix_JP] ;ported to JP by Crementif
|
||||
moduleMatches = 0x74BD3F6A ; (JP)
|
||||
_emptyString = 0x1016695C
|
||||
;is_useSsaoDirectDraw
|
||||
0x0278F0F8 = lis r0, _emptyString@ha
|
||||
0x0278F104 = addic r0, r0, _emptyString@l
|
7
src/WindWakerHD/Workarounds/IntelFixes/rules.txt
Normal file
7
src/WindWakerHD/Workarounds/IntelFixes/rules.txt
Normal file
@ -0,0 +1,7 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010143400,0005000010143500,0005000010143600,000500010185400
|
||||
name= Graphical fixes for Intel Integrated GPUs
|
||||
path = "The Legend of Zelda: The Wind Waker HD/Workarounds/Intel Integrated GPU Fixes"
|
||||
description = Fixes graphical bugs while using an Intel iGPU. Don't use this if you're using a Nvidia or AMD GPU.
|
||||
#Credits: BenjaminLSR, M&&M, Crementif
|
||||
version = 6
|
40
src/WindWakerHD/Workarounds/PictoBox/patch_PictoBox.asm
Normal file
40
src/WindWakerHD/Workarounds/PictoBox/patch_PictoBox.asm
Normal file
@ -0,0 +1,40 @@
|
||||
;For loadline versions, try looking up addresses in PPC debugger. Correct opcodes should be near these addresses. Changing it should be easy.
|
||||
|
||||
[WindWakerHD_PictoBox_EU]
|
||||
moduleMatches = 0xB7E748DE ; (EU)
|
||||
_sub_exit = 0x022D013C
|
||||
;First picture
|
||||
0x022D00EC = nop ; cmp r0, 1
|
||||
0x022D00F0 = b _sub_exit ; beq 0x022D013C
|
||||
;Second picture
|
||||
0x022D0118 = nop ; cmp r0, 2
|
||||
0x022D011C = nop ; bne 0x022D00F4
|
||||
;Third picture
|
||||
0x022D0134 = nop ; cmp r0, 3
|
||||
0x022D0138 = nop ; bne 0x022D00F4
|
||||
|
||||
[WindWakerHD_PictoBox_NA]
|
||||
moduleMatches = 0x475BD29F ; (NA)
|
||||
_sub_exit = 0x022D0138
|
||||
;First picture
|
||||
0x022D00E8 = nop ; cmp r0, 1
|
||||
0x022D00EC = b _sub_exit ; beq 0x022D0138
|
||||
;Second picture
|
||||
0x022D0114 = nop ; cmp r0, 2
|
||||
0x022D0118 = nop ; bne 0x022D00F0
|
||||
;Third picture
|
||||
0x022D0130 = nop ; cmp r0, 3
|
||||
0x022D0134 = nop ; bne 0x022D00F0
|
||||
|
||||
[WindWakerHD_PictoBox_JP]
|
||||
moduleMatches = 0x74BD3F6A ; (JP)
|
||||
_sub_exit = 0x022D0140
|
||||
;First picture
|
||||
0x022D00F0 = nop ; cmp r0, 1
|
||||
0x022D00F4 = b _sub_exit ; beq 0x022D0140
|
||||
;Second picture
|
||||
0x022D011C = nop ; cmp r0, 2
|
||||
0x022D0120 = nop ; bne 0x022D00F8
|
||||
;Third picture
|
||||
0x022D0138 = nop ; cmp r0, 3
|
||||
0x022D013C = nop ; bne 0x022D00F8
|
7
src/WindWakerHD/Workarounds/PictoBox/rules.txt
Normal file
7
src/WindWakerHD/Workarounds/PictoBox/rules.txt
Normal file
@ -0,0 +1,7 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010143400,0005000010143500,0005000010143600,000500010185400
|
||||
name = Picto-Box Fix
|
||||
path = "The Legend of Zelda: The Wind Waker HD/Workarounds/Picto-Box Fix"
|
||||
description = This is more of a cheat than workaround. Forces Lenzo to accept any pictures in the quest 'Lenzo's Research Assistant'.|Made by Vladimir-1799.
|
||||
#Credits: Vladimir-1799
|
||||
version = 6
|
Loading…
Reference in New Issue
Block a user