diff --git a/Workaround/LostWorld_Brightness/e1d2a971c93cd82a_0000000000001e71_ps.txt b/Workaround/LostWorld_Brightness/e1d2a971c93cd82a_0000000000001e71_ps.txt new file mode 100644 index 00000000..51506d51 --- /dev/null +++ b/Workaround/LostWorld_Brightness/e1d2a971c93cd82a_0000000000001e71_ps.txt @@ -0,0 +1,102 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 2.00; +// shader e1d2a971c93cd82a +uniform ivec4 uf_remappedPS[8]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem136; +layout(location = 1) in vec4 passParameterSem137; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R123f = vec4(0.0); +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 = passParameterSem136; +R1f = passParameterSem137; +R0f.z = (texture(textureUnitPS1, R1f.xy).x); +R2f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor); +// 0 +R1f.x = intBitsToFloat(0x3f000000); +PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * 1.0; +PV0f.w = intBitsToFloat(uf_remappedPS[0].w) * 1.0; +// 1 +R123f.x = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.y); +PV1f.x = R123f.x; +R123f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.w); +PV1f.z = R123f.z; +// 2 +R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.x); +R0f.w = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.z); +R1f.x = (texture(textureUnitPS4, R1f.xx).x); +// 0 +R127f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + R1f.y); +R127f.y = R1f.x + intBitsToFloat(0x3a83126f); +R123f.z = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + R0f.w); +PV0f.z = R123f.z; +// 1 +R126f.x = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w); +PV1f.x = R126f.x; +PS1f = 1.0 / PV0f.z; +// 2 +PV0f.z = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].z); +PV0f.w = R127f.x * PS1f; +PS0f = 1.0 / R127f.y; +// 3 +PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[5].x); +PV1f.w = -(PV0f.w) + -(R126f.x); +PS1f = 1.0 / PV0f.z; +// 4 +R126f.x = mul_nonIEEE(PS1f, PV1f.w); +R126f.x = clamp(R126f.x, 0.0, 1.0); +PV0f.x = R126f.x; +PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000)); +// 5 +R127f.x = min(PV0f.y, intBitsToFloat(0x41800000)); +PV1f.x = R127f.x; +R123f.z = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(uf_remappedPS[7].y)); +R123f.z = clamp(R123f.z, 0.0, 1.0); +PV1f.z = R123f.z; +// 6 +R0f.x = mul_nonIEEE(R2f.x, PV1f.x); +R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(uf_remappedPS[7].z)); +R123f.y = clamp(R123f.y, 0.0, 1.0); +PV0f.y = R123f.y; +PV0f.z = -(PV1f.z) + 1.0; +R127f.w = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].w)) + intBitsToFloat(uf_remappedPS[7].w)); +R127f.w = clamp(R127f.w, 0.0, 1.0); +R0f.y = mul_nonIEEE(R2f.y, PV1f.x); +PS0f = R0f.y; +// 7 +R0f.z = mul_nonIEEE(R2f.z, R127f.x); +PV1f.w = min(PV0f.y, PV0f.z); +// 8 +R0f.w = R127f.w + PV1f.w; +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +}