[SMM] - Scale, blur fix, AA fix

This commit is contained in:
getdls 2018-01-26 21:09:15 +01:00
parent ee949c31c9
commit 631116e4ee
5 changed files with 782 additions and 4 deletions

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<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
?>
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 0b9b8f5dfa16ad58
//vertical blur
const float resScale = <?=$scaleFactorX?>;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = 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)));
// 0
R127f.x = (R1f.x > 0.0)?1.0:0.0;
R127f.x /= 2.0;
R127f.y = -(R1f.y);
PV0f.y = R127f.y;
R127f.z = (0.0 > R1f.x)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.x = intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3fae8a72)/ resScale;
PS0f = R126f.x;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R126f.w = (PV0f.y > 0.0)?1.0:0.0;
R126f.w /= 2.0;
PS1f = R126f.w;
// 2
backupReg0f = R127f.y;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
R127f.y = (0.0 > backupReg0f)?1.0:0.0;
R127f.y /= 2.0;
PS0f = R127f.y;
// 3
backupReg0f = R127f.x;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.x = backupReg0f + -(R127f.z);
PS1f = R127f.x;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R126f.w + -(R127f.y);
// 5
PV1f.y = PS0f + 0.5;
PV1f.z = R127f.x + 0.5;
// 6
R1f.x = PV1f.y;
R1f.y = PV1f.z + -(R126f.x);
R1f.z = PV1f.z + R126f.x;
R1f.w = PV1f.z;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

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<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
?>
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 141f484aff9b9f5a
// AA fix
const float resScale = <?=$scaleFactorX?>;
uniform ivec4 uf_remappedVS[3];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R123f = vec4(0.0);
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(uf_remappedVS[0].x);
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[1].x) + 0.5;
// 1
R123f.x = (mul_nonIEEE(-(PS0f),intBitsToFloat(uf_remappedVS[2].y)/ resScale) + R2f.y);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(-(PS0f),intBitsToFloat(uf_remappedVS[2].x)/ resScale) + R2f.x);
PV1f.y = R123f.y;
// 2
R2f.z = PV1f.y;
R2f.w = PV1f.x;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem2 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
?>
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 37a4ec1a7dbc7391
// AA fix
const float resScale = <?=$scaleFactorX?>;
uniform ivec4 uf_remappedPS[4];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x1d7ae000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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 ) {
R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
R4f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy);
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
PV0f.x = max(R4f.z, R4f.x);
PV0f.y = min(R4f.w, R4f.y);
PV0f.z = R2f.x * intBitsToFloat(uf_remappedPS[0].x);
PV0f.w = min(R4f.z, R4f.x);
PS0f = max(R4f.w, R4f.y);
// 1
R123f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[0].y)) + PV0f.z);
PV1f.x = R123f.x;
PV1f.y = max(PV0f.x, PS0f);
R127f.z = R4f.z + -(R4f.y);
PV1f.z = R127f.z;
PV1f.w = min(PV0f.w, PV0f.y);
R126f.z = R4f.w + -(R4f.x);
PS1f = R126f.z;
// 2
PV0f.x = max(PV1f.x, PV1f.y);
PV0f.y = PV1f.y * intBitsToFloat(uf_remappedPS[1].x);
PV0f.z = min(PV1f.x, PV1f.w);
R3f.x = PV1f.z + PS1f;
PS0f = R3f.x;
// 3
R1f.x = max(PV0f.y, intBitsToFloat(uf_remappedPS[1].y));
R3f.y = R127f.z + -(R126f.z);
R0f.w = -(PV0f.z) + PV0f.x;
// 4
predResult = (R0f.w > R1f.x);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
R1f.x = R4f.y + R4f.x;
PV0f.x = R1f.x;
R1f.y = intBitsToFloat(uf_remappedPS[2].z) * 0.25;
R0f.w = max(R3f.x, -(R3f.x));
PV0f.w = R0f.w;
R4f.x = max(R3f.y, -(R3f.y));
PS0f = R4f.x;
// 1
R1f.x = min(PV0f.w, PS0f);
R4f.y = -(intBitsToFloat(uf_remappedPS[3].y)/ resScale);
R0f.z = intBitsToFloat(uf_remappedPS[3].x);
R0f.w = R4f.z + PV0f.x;
PV1f.w = R0f.w;
R4f.x = -(intBitsToFloat(uf_remappedPS[3].x)/ resScale);
PS1f = R4f.x;
// 2
R1f.z = R4f.w + PV1f.w;
PV0f.z = R1f.z;
R0f.w = intBitsToFloat(uf_remappedPS[3].y);
// 3
backupReg0f = R1f.y;
R1f.y = (mul_nonIEEE(backupReg0f,PV0f.z) + intBitsToFloat(uf_remappedPS[2].w)/ resScale);
PV1f.y = R1f.y;
// 4
backupReg0f = R1f.x;
R1f.x = max(PV1f.y, backupReg0f);
PV0f.x = R1f.x;
// 5
R1f.w = 1.0 / PV0f.x;
PS1f = R1f.w;
// 6
R1f.x = R3f.x * PS1f;
PV0f.x = R1f.x;
R1f.y = R3f.y * PS1f;
PV0f.y = R1f.y;
// 7
R1f.x = max(PV0f.x, -(intBitsToFloat(uf_remappedPS[2].y)/resScale));
PV1f.x = R1f.x;
R1f.y = max(PV0f.y, -(intBitsToFloat(uf_remappedPS[2].y)/ resScale));
PV1f.y = R1f.y;
// 8
R1f.x = min(PV1f.x, intBitsToFloat(uf_remappedPS[2].y));
PV0f.x = R1f.x;
R1f.y = min(PV1f.y, intBitsToFloat(uf_remappedPS[2].y));
PV0f.y = R1f.y;
// 9
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
backupReg0f = R0f.x;
backupReg3f = R0f.w;
backupReg1f = R0f.y;
R0f.x = (mul_nonIEEE(PV0f.x,R4f.x) + backupReg0f);
R0f.y = (mul_nonIEEE(PV0f.y,R4f.y) + backupReg1f);
R0f.z = (mul_nonIEEE(PV0f.x,backupReg2f) + backupReg0f);
R0f.w = (mul_nonIEEE(PV0f.y,backupReg3f) + backupReg1f);
}
if( activeMaskStackC[2] == true ) {
R1f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0f = R0f.y;
backupReg1f = R0f.x;
PV0f.x = R0f.w + R1f.w;
PV0f.x /= 2.0;
PV0f.y = R0f.z + R1f.z;
PV0f.y /= 2.0;
PV0f.z = backupReg0f + R1f.y;
PV0f.z /= 2.0;
PV0f.w = backupReg1f + R1f.x;
PV0f.w /= 2.0;
// 1
PV1f.x = -(R2f.w) + PV0f.x;
PV1f.y = -(R2f.z) + PV0f.y;
PV1f.z = -(R2f.y) + PV0f.z;
PV1f.w = -(R2f.x) + PV0f.w;
// 2
backupReg0f = R2f.x;
backupReg1f = R2f.y;
backupReg2f = R2f.z;
backupReg3f = R2f.w;
R2f.x = (PV1f.w * intBitsToFloat(0x3f4ccccd) + backupReg0f);
R2f.y = (PV1f.z * intBitsToFloat(0x3f4ccccd) + backupReg1f);
R2f.z = (PV1f.y * intBitsToFloat(0x3f4ccccd) + backupReg2f);
R2f.w = (PV1f.x * intBitsToFloat(0x3f4ccccd) + backupReg3f);
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
?>
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader fc3e63a2007625f8
//horizontal blyr
const float resScale = <?=$scaleFactorX?>;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = 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)));
// 0
R127f.x = -(R1f.y);
PV0f.x = R127f.x;
R127f.y = (R1f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
R126f.z = (0.0 > R1f.x)?1.0:0.0;
R126f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.x = intBitsToFloat(uf_remappedVS[0].w) * intBitsToFloat(0x3fae8a72)/ resScale;
PS0f = R126f.x;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R127f.z = (PV0f.x > 0.0)?1.0:0.0;
R127f.z /= 2.0;
PS1f = R127f.z;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
PS0f = (0.0 > R127f.x)?1.0:0.0;
PS0f /= 2.0;
// 3
backupReg0f = R127f.z;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.z = backupReg0f + -(PS0f);
PS1f = R127f.z;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R127f.y + -(R126f.z);
// 5
R1f.x = PS0f + 0.5;
PV1f.y = R127f.z + 0.5;
// 6
R1f.y = PV1f.y + -(R126f.x);
R1f.z = PV1f.y + R126f.x;
R1f.w = PV1f.y;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

View File

@ -6,19 +6,288 @@ $scaleFactorX = $fullWidth / 1280.0;
$scaleFactorY = $fullHeight / 720.0; $scaleFactorY = $fullHeight / 720.0;
$title = get_title($fullWidth, $fullHeight); $title = get_title($fullWidth, $fullHeight);
?> ?>
[Definition] [Definition]
titleIds = 000500001018DB00,000500001018DC00,000500001018DD00 titleIds = 000500001018DB00,000500001018DC00,000500001018DD00
name = "Super Mario Maker - <?=$title?>" name = "Super Mario Maker - <?=$title?>"
version = 2 version = 2
[TextureRedefine] # tv [TextureRedefine]
width = 1280 width = 1280
height = 720 height = 720
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*1280)?> overwriteWidth = <?=round($scaleFactorX*1280)?>
overwriteHeight = <?=round($scaleFactorY*720)?> overwriteHeight = <?=round($scaleFactorY*720)?>
[TextureRedefine] # gamepad [TextureRedefine]
width = 1152
height = 648
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*1152)?>
overwriteHeight = <?=round($scaleFactorY*648)?>
#[TextureRedefine] #May unintentionally scale textures, check formatsExcluded
#width = 1024
#height = 1024
#formatsExcluded =
#overwriteWidth = <?=round($scaleFactorX*1024)?>
#overwriteHeight = <?=round($scaleFactorY*1024)?>
[TextureRedefine]
width = 912
height = 516
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*912)?>
overwriteHeight = <?=round($scaleFactorY*516)?>
[TextureRedefine]
width = 900
height = 508
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*900)?>
overwriteHeight = <?=round($scaleFactorY*508)?>
[TextureRedefine]
width = 892
height = 504
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*892)?>
overwriteHeight = <?=round($scaleFactorY*504)?>
[TextureRedefine]
width = 880
height = 496
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*880)?>
overwriteHeight = <?=round($scaleFactorY*496)?>
[TextureRedefine]
width = 868
height = 488
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*868)?>
overwriteHeight = <?=round($scaleFactorY*488)?>
[TextureRedefine]
width = 856
height = 483
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*856)?>
overwriteHeight = <?=round($scaleFactorY*483)?>
[TextureRedefine]
width = 854 width = 854
height = 480 height = 480
#overwriteWidth = <?=round($scaleFactorX*1280)?> #formatsExcluded =
#overwriteHeight = <?=round($scaleFactorY*720)?> overwriteWidth = <?=round($scaleFactorX*854)?>
overwriteHeight = <?=round($scaleFactorY*480)?>
[TextureRedefine]
width = 844
height = 476
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*844)?>
overwriteHeight = <?=round($scaleFactorY*476)?>
[TextureRedefine]
width = 832
height = 467
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*832)?>
overwriteHeight = <?=round($scaleFactorY*467)?>
[TextureRedefine]
width = 820
height = 460
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*820)?>
overwriteHeight = <?=round($scaleFactorY*460)?>
[TextureRedefine]
width = 808
height = 456
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*808)?>
overwriteHeight = <?=round($scaleFactorY*456)?>
[TextureRedefine]
width = 800
height = 448
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*800)?>
overwriteHeight = <?=round($scaleFactorY*448)?>
[TextureRedefine]
width = 788
height = 444
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*788)?>
overwriteHeight = <?=round($scaleFactorY*444)?>
[TextureRedefine]
width = 780
height = 440
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*780)?>
overwriteHeight = <?=round($scaleFactorY*440)?>
[TextureRedefine]
width = 776
height = 436
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*776)?>
overwriteHeight = <?=round($scaleFactorY*436)?>
[TextureRedefine]
width = 772
height = 432
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*772)?>
overwriteHeight = <?=round($scaleFactorY*432)?>
[TextureRedefine]
width = 768
height = 384
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*768)?>
overwriteHeight = <?=round($scaleFactorY*384)?>
[TextureRedefine]
width = 640
height = 360
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*640)?>
overwriteHeight = <?=round($scaleFactorY*360)?>
[TextureRedefine]
width = 427
height = 240
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*427)?>
overwriteHeight = <?=round($scaleFactorY*240)?>
[TextureRedefine]
width = 384
height = 216
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*384)?>
overwriteHeight = <?=round($scaleFactorY*216)?>
[TextureRedefine]
width = 384
height = 192
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*384)?>
overwriteHeight = <?=round($scaleFactorY*192)?>
[TextureRedefine]
width = 320
height = 240
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*320)?>
overwriteHeight = <?=round($scaleFactorY*240)?>
#[TextureRedefine] #May unintentionally scale textures, check formatsExcluded
#width = 256
#height = 256
#formatsExcluded =
#overwriteWidth = <?=round($scaleFactorX*256)?>
#overwriteHeight = <?=round($scaleFactorY*256)?>
[TextureRedefine]
width = 252
height = 81
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*252)?>
overwriteHeight = <?=round($scaleFactorY*81)?>
[TextureRedefine]
width = 160
height = 90
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*160)?>
overwriteHeight = <?=round($scaleFactorY*90)?>
[TextureRedefine]
width = 128
height = 256
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*128)?>
overwriteHeight = <?=round($scaleFactorY*256)?>
#[TextureRedefine] #May unintentionally scale textures, check formatsExcluded
#width = 128
#height = 128
#formatsExcluded =
#overwriteWidth = <?=round($scaleFactorX*128)?>
#overwriteHeight = <?=round($scaleFactorY*128)?>
[TextureRedefine]
width = 106
height = 60
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*106)?>
overwriteHeight = <?=round($scaleFactorY*60)?>
#[TextureRedefine] #May unintentionally scale textures, check formatsExcluded
#width = 64
#height = 64
#formatsExcluded =
#overwriteWidth = <?=round($scaleFactorX*64)?>
#overwriteHeight = <?=round($scaleFactorY*64)?>
#[TextureRedefine] #May unintentionally scale textures, check formatsExcluded
#width = 48
#height = 48
#formatsExcluded =
#overwriteWidth = <?=round($scaleFactorX*48)?>
#overwriteHeight = <?=round($scaleFactorY*48)?>
[TextureRedefine]
width = 32
height = 64
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*32)?>
overwriteHeight = <?=round($scaleFactorY*64)?>
#[TextureRedefine] #May unintentionally scale textures, check formatsExcluded
#width = 32
#height = 32
#formatsExcluded =
#overwriteWidth = <?=round($scaleFactorX*32)?>
#overwriteHeight = <?=round($scaleFactorY*32)?>
#[TextureRedefine] #May unintentionally scale textures, check formatsExcluded
#width = 24
#height = 24
#formatsExcluded =
#overwriteWidth = <?=round($scaleFactorX*24)?>
#overwriteHeight = <?=round($scaleFactorY*24)?>
#[TextureRedefine] #May unintentionally scale textures, check formatsExcluded
#width = 16
#height = 16
#formatsExcluded =
#overwriteWidth = <?=round($scaleFactorX*16)?>
#overwriteHeight = <?=round($scaleFactorY*16)?>
#[TextureRedefine] #May unintentionally scale textures, check formatsExcluded
#width = 8
#height = 8
#formatsExcluded =
#overwriteWidth = <?=round($scaleFactorX*8)?>
#overwriteHeight = <?=round($scaleFactorY*8)?>
#[TextureRedefine] #May unintentionally scale textures, check formatsExcluded
#width = 4
#height = 4
#formatsExcluded =
#overwriteWidth = <?=round($scaleFactorX*4)?>
#overwriteHeight = <?=round($scaleFactorY*4)?>
#[TextureRedefine] #May unintentionally scale textures, check formatsExcluded
#width = 2
#height = 2
#formatsExcluded =
#overwriteWidth = <?=round($scaleFactorX*2)?>
#overwriteHeight = <?=round($scaleFactorY*2)?>