From 6db65fccc1eff1fb992b1b6ce85c9dda71e7fd8c Mon Sep 17 00:00:00 2001 From: Michael Date: Sat, 1 Jun 2019 20:23:01 -0700 Subject: [PATCH] BotW no AO pack For stuff like the RT shader so you're not adding AO onto AO. Can cause graphic bugs. --- .../15afdae4307b9a3d_0000000000000000_vs.txt | 78 ++++++++++++++++++ .../e06e20b2efe87a84_0000000000000000_vs.txt | 81 +++++++++++++++++++ Enhancements/BreathOfTheWild_!NoAO/rules.txt | 6 ++ 3 files changed, 165 insertions(+) create mode 100644 Enhancements/BreathOfTheWild_!NoAO/15afdae4307b9a3d_0000000000000000_vs.txt create mode 100644 Enhancements/BreathOfTheWild_!NoAO/e06e20b2efe87a84_0000000000000000_vs.txt create mode 100644 Enhancements/BreathOfTheWild_!NoAO/rules.txt diff --git a/Enhancements/BreathOfTheWild_!NoAO/15afdae4307b9a3d_0000000000000000_vs.txt b/Enhancements/BreathOfTheWild_!NoAO/15afdae4307b9a3d_0000000000000000_vs.txt new file mode 100644 index 00000000..be3cdf1a --- /dev/null +++ b/Enhancements/BreathOfTheWild_!NoAO/15afdae4307b9a3d_0000000000000000_vs.txt @@ -0,0 +1,78 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 15afdae4307b9a3d +// Used for: Vertical Ambient-Occlusion Blur +const float resXScale = 0; +const float resYScale = 0; + +uniform ivec4 uf_remappedVS[1]; +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 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 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 = -(1.0); +R1f.w = 1.0; +R0f.x = R2f.x; +PS0f = R0f.x; +// 1 +backupReg0f = R2f.y; +R0f.y = R2f.y; +R2f.z = R2f.y + intBitsToFloat(uf_remappedVS[0].y)/resYScale; +R2f.w = R2f.y; +R2f.y = backupReg0f + -(intBitsToFloat(uf_remappedVS[0].y))/resYScale; +PS1f = R2f.y; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// export +// skipped export to semanticId 255 +} diff --git a/Enhancements/BreathOfTheWild_!NoAO/e06e20b2efe87a84_0000000000000000_vs.txt b/Enhancements/BreathOfTheWild_!NoAO/e06e20b2efe87a84_0000000000000000_vs.txt new file mode 100644 index 00000000..e6309414 --- /dev/null +++ b/Enhancements/BreathOfTheWild_!NoAO/e06e20b2efe87a84_0000000000000000_vs.txt @@ -0,0 +1,81 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader e06e20b2efe87a84 +// Used for: Horizontal Ambient-Occlusion Blur +const float resXScale = 0; +const float resYScale = 0; + +uniform ivec4 uf_remappedVS[1]; +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 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 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 = -(1.0); +R1f.w = 1.0; +R0f.x = R2f.x; +PS0f = R0f.x; +// 1 +backupReg0f = R2f.x; +backupReg0f = R2f.x; +backupReg0f = R2f.x; +R2f.x = R2f.y; +R0f.y = R2f.y; +R2f.z = backupReg0f + intBitsToFloat(uf_remappedVS[0].x)/resXScale; +R2f.w = backupReg0f; +R2f.y = backupReg0f + -(intBitsToFloat(uf_remappedVS[0].x))/resXScale; +PS1f = R2f.y; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// export +// skipped export to semanticId 255 +} diff --git a/Enhancements/BreathOfTheWild_!NoAO/rules.txt b/Enhancements/BreathOfTheWild_!NoAO/rules.txt new file mode 100644 index 00000000..83d5a062 --- /dev/null +++ b/Enhancements/BreathOfTheWild_!NoAO/rules.txt @@ -0,0 +1,6 @@ +[Definition] +titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 +name = "No Ambient Occlusion" +path = "The Legend of Zelda: Breath of the Wild/Enhancements/No Ambient Occlusion" +description = Disables ambient occlusion. Useful for stuff like the ReShade RTGI shader. Known issues: Shadowed areas can sometimes look incorrect. +version = 3