diff --git a/.gitignore b/.gitignore index d6eb4aa8..cee8414b 100644 --- a/.gitignore +++ b/.gitignore @@ -8,3 +8,4 @@ docs/\.idea/ docs/package-lock\.json docs/Gemfile\.lock +Enhancements/TokyoMirage_AdjustBlur/4d96f8f88575bcab_00000000000003c9_ps.txt diff --git a/Enhancements/TokyoMirage_AdjustBlur/4d96f8f88575bcab_00000000000003c9_ps.txt b/Enhancements/TokyoMirage_AdjustBlur/4d96f8f88575bcab_00000000000003c9_ps.txt index 20bfcb1d..f520969e 100644 --- a/Enhancements/TokyoMirage_AdjustBlur/4d96f8f88575bcab_00000000000003c9_ps.txt +++ b/Enhancements/TokyoMirage_AdjustBlur/4d96f8f88575bcab_00000000000003c9_ps.txt @@ -1,99 +1,99 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -// shader 4d96f8f88575bcab -- Used to blur out the main frame in various cutscenes - -float blur = $Blur; - -uniform ivec4 uf_remappedPS[1]; -layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4fa8000 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 -layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4c24000 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0 -layout(location = 0) in vec4 passParameterSem136; -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() -{ -ivec4 R0i = ivec4(0); -ivec4 R1i = 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; -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; -R0i = floatBitsToInt(passParameterSem136); -if( activeMaskStackC[1] == true ) { -R0i.w = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R0i.xy),0.0).x); -} -if( activeMaskStackC[1] == true ) { -activeMaskStack[1] = activeMaskStack[0]; -activeMaskStackC[2] = activeMaskStackC[1]; -// 0 -R1i.w = int(-1); -// 1 -predResult = (intBitsToFloat(0x3f7ff972) >= intBitsToFloat(R0i.w)); -activeMaskStack[1] = predResult; -activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; -} -else { -activeMaskStack[1] = false; -activeMaskStackC[2] = false; -} -if( activeMaskStackC[2] == true ) { -// 0 -PV0i.y = ((intBitsToFloat(uf_remappedPS[0].y) >= intBitsToFloat(R0i.w))?int(0xFFFFFFFF):int(0x0)); -PV0i.z = ((intBitsToFloat(R0i.w) >= intBitsToFloat(uf_remappedPS[0].x))?int(0xFFFFFFFF):int(0x0)); -// 1 -R123i.x = ((PV0i.z == 0)?(0):(PV0i.y)); -PV1i.x = R123i.x; -// 2 -R1i.w = ((PV1i.x == 0)?(0):(int(-1))); -} -activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; -if( activeMaskStackC[1] == true ) { -// 0 -if( (R1i.w != 0)) discard; -} -if( activeMaskStackC[1] == true ) { -R0i.xyz = floatBitsToInt(textureLod(textureUnitPS2, intBitsToFloat(R0i.xy),0.0).xyz); -} -if( activeMaskStackC[1] == true ) { -// 0 -R127i.x = ((intBitsToFloat(uf_remappedPS[0].x) > intBitsToFloat(R0i.w))?int(0xFFFFFFFF):int(0x0)); -PV0i.y = floatBitsToInt(-(intBitsToFloat(R0i.w)) + intBitsToFloat(uf_remappedPS[0].x)); -PV0i.z = floatBitsToInt(intBitsToFloat(R0i.w) + -(intBitsToFloat(uf_remappedPS[0].y))); -// 1 -PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z), intBitsToFloat(PV0i.y))); -PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w), intBitsToFloat(PV0i.z))); -// 2 -PV0i.x = floatBitsToInt(min(intBitsToFloat(PV1i.y), 1.0)); -PV0i.w = floatBitsToInt(min(intBitsToFloat(PV1i.x), 1.0)); -// 3 -R0i.w = ((R127i.x == 0)?(PV0i.x):(PV0i.w)); -} -// export -passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w) * blur ); -} +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 4d96f8f88575bcab -- Used to blur out the main frame in various cutscenes + +float blur = $Blur; + +uniform ivec4 uf_remappedPS[1]; +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4fa8000 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4c24000 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem136; +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() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = 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; +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; +R0i = floatBitsToInt(passParameterSem136); +if( activeMaskStackC[1] == true ) { +R0i.w = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R0i.xy),0.0).x); +} +if( activeMaskStackC[1] == true ) { +activeMaskStack[1] = activeMaskStack[0]; +activeMaskStackC[2] = activeMaskStackC[1]; +// 0 +R1i.w = int(-1); +// 1 +predResult = (intBitsToFloat(0x3f7ff972) >= intBitsToFloat(R0i.w)); +activeMaskStack[1] = predResult; +activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; +} +else { +activeMaskStack[1] = false; +activeMaskStackC[2] = false; +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.y = ((intBitsToFloat(uf_remappedPS[0].y) >= intBitsToFloat(R0i.w))?int(0xFFFFFFFF):int(0x0)); +PV0i.z = ((intBitsToFloat(R0i.w) >= intBitsToFloat(uf_remappedPS[0].x))?int(0xFFFFFFFF):int(0x0)); +// 1 +R123i.x = ((PV0i.z == 0)?(0):(PV0i.y)); +PV1i.x = R123i.x; +// 2 +R1i.w = ((PV1i.x == 0)?(0):(int(-1))); +} +activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; +if( activeMaskStackC[1] == true ) { +// 0 +if( (R1i.w != 0)) discard; +} +if( activeMaskStackC[1] == true ) { +R0i.xyz = floatBitsToInt(textureLod(textureUnitPS2, intBitsToFloat(R0i.xy),0.0).xyz); +} +if( activeMaskStackC[1] == true ) { +// 0 +R127i.x = ((intBitsToFloat(uf_remappedPS[0].x) > intBitsToFloat(R0i.w))?int(0xFFFFFFFF):int(0x0)); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R0i.w)) + intBitsToFloat(uf_remappedPS[0].x)); +PV0i.z = floatBitsToInt(intBitsToFloat(R0i.w) + -(intBitsToFloat(uf_remappedPS[0].y))); +// 1 +PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z), intBitsToFloat(PV0i.y))); +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w), intBitsToFloat(PV0i.z))); +// 2 +PV0i.x = floatBitsToInt(min(intBitsToFloat(PV1i.y), 1.0)); +PV0i.w = floatBitsToInt(min(intBitsToFloat(PV1i.x), 1.0)); +// 3 +R0i.w = ((R127i.x == 0)?(PV0i.x):(PV0i.w)); +} +// export +passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w) * blur ); +} diff --git a/Enhancements/XenobladeX_Enhancement_FancyFX/5eb82314ffb8484e_00000000000007f9_ps.txt b/Enhancements/XenobladeX_Enhancement_FancyFX/5eb82314ffb8484e_00000000000007f9_ps.txt new file mode 100644 index 00000000..afae3573 --- /dev/null +++ b/Enhancements/XenobladeX_Enhancement_FancyFX/5eb82314ffb8484e_00000000000007f9_ps.txt @@ -0,0 +1,567 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 5eb82314ffb8484e +//cross fade blur prel +uniform ivec4 uf_remappedPS[7]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 320x180x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; +layout(location = 1) out vec4 passPixelColor1; +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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +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 R14f = vec4(0.0); +vec4 R15f = vec4(0.0); +vec4 R16f = vec4(0.0); +vec4 R17f = 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 = passParameterSem0; +R14f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +// 0 +R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x); +R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y); +R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[0].z); +R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[0].w); +R17f.w = R14f.w; +PS0f = R17f.w; +// 1 +R2f.x = R0f.x + intBitsToFloat(uf_remappedPS[1].x); +R2f.y = R0f.y + intBitsToFloat(uf_remappedPS[1].y); +R1f.z = R0f.x + intBitsToFloat(uf_remappedPS[1].z); +R1f.w = R0f.y + intBitsToFloat(uf_remappedPS[1].w); +R16f.w = R14f.w; +PS1f = R16f.w; +// 2 +R3f.x = R0f.x + intBitsToFloat(uf_remappedPS[2].x); +R3f.y = R0f.y + intBitsToFloat(uf_remappedPS[2].y); +R2f.z = R0f.x + intBitsToFloat(uf_remappedPS[2].z); +R2f.w = R0f.y + intBitsToFloat(uf_remappedPS[2].w); +// 3 +R4f.x = R0f.x + intBitsToFloat(uf_remappedPS[3].x); +R4f.y = R0f.y + intBitsToFloat(uf_remappedPS[3].y); +R3f.z = R0f.x + intBitsToFloat(uf_remappedPS[3].z); +R3f.w = R0f.y + intBitsToFloat(uf_remappedPS[3].w); +R5f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +R6f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw); +R7f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw); +R9f.xyzw = (texture(textureUnitPS0, R1f.zw).xyzw); +R8f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw); +R10f.xyzw = (texture(textureUnitPS0, R2f.zw).xyzw); +R11f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw); +R12f.xyzw = (texture(textureUnitPS0, R3f.zw).xyzw); +// 0 +R4f.x = R0f.x + intBitsToFloat(uf_remappedPS[4].x); +R4f.y = R0f.y + intBitsToFloat(uf_remappedPS[4].y); +R3f.z = R0f.x + intBitsToFloat(uf_remappedPS[4].z); +R3f.w = R0f.y + intBitsToFloat(uf_remappedPS[4].w); +R127f.x = R5f.w + -(0.5); +R127f.x *= 2.0; +R127f.x = clamp(R127f.x, 0.0, 1.0); +PS0f = R127f.x; +// 1 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +backupReg0f = R0f.x; +backupReg1f = R0f.y; +R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[5].z); +R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[5].w); +R2f.z = backupReg0f + intBitsToFloat(uf_remappedPS[5].x); +R2f.w = backupReg1f + intBitsToFloat(uf_remappedPS[5].y); +PS1f = R5f.x + -(0.0); +// 2 +R126f.x = R127f.x + 1.0; +PV0f.y = R5f.z + -(0.0); +PV0f.z = R5f.y + -(0.0); +R127f.w = R6f.w + -(0.5); +R127f.w *= 2.0; +R127f.w = clamp(R127f.w, 0.0, 1.0); +R125f.x = (R127f.x * PS1f + R14f.x); +PS0f = R125f.x; +// 3 +PV1f.x = R6f.x + -(0.0); +PV1f.y = R6f.y + -(0.0); +R123f.z = (R127f.x * PV0f.y + R14f.z); +PV1f.z = R123f.z; +R123f.w = (R127f.x * PV0f.z + R14f.y); +PV1f.w = R123f.w; +PS1f = R6f.z + -(0.0); +// 4 +R3f.x = R7f.w + -(0.5); +R3f.x *= 2.0; +R3f.x = clamp(R3f.x, 0.0, 1.0); +R3f.y = R126f.x + R127f.w; +R1f.z = (R127f.w * PV1f.y + PV1f.w); +R1f.w = (R127f.w * PV1f.x + R125f.x); +R2f.y = (R127f.w * PS1f + PV1f.z); +PS0f = R2f.y; +R4f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw); +R13f.xyzw = (texture(textureUnitPS0, R3f.zw).xyzw); +R15f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +R0f.xyzw = (texture(textureUnitPS0, R2f.zw).xyzw); +// 0 +R126f.x = R3f.y + R3f.x; +PV0f.y = R7f.z + -(0.0); +PV0f.z = R7f.y + -(0.0); +PV0f.w = R7f.x + -(0.0); +R127f.z = R9f.w + -(0.5); +R127f.z *= 2.0; +R127f.z = clamp(R127f.z, 0.0, 1.0); +PS0f = R127f.z; +// 1 +R123f.x = (R3f.x * PV0f.w + R1f.w); +PV1f.x = R123f.x; +R127f.y = R5f.w + -(intBitsToFloat(0x3f666666)); +R126f.z = (R3f.x * PV0f.y + R2f.y); +R127f.w = (R3f.x * PV0f.z + R1f.z); +PS1f = R9f.x + -(0.0); +// 2 +PV0f.x = R9f.y + -(0.0); +R126f.y = R126f.x + R127f.z; +R124f.z = R8f.w + -(0.5); +R124f.z *= 2.0; +R124f.z = clamp(R124f.z, 0.0, 1.0); +PV0f.w = R9f.z + -(0.0); +R125f.z = (R127f.z * PS1f + PV1f.x); +PS0f = R125f.z; +// 3 +R126f.x = (R127f.z * PV0f.w + R126f.z); +R125f.y = (R127f.z * PV0f.x + R127f.w); +R126f.z = R127f.y * intBitsToFloat(0x41200000); +R126f.z = clamp(R126f.z, 0.0, 1.0); +R127f.w = -(R14f.x) + R5f.x; +R127f.z = -(R14f.y) + R5f.y; +PS1f = R127f.z; +// 4 +R125f.x = R6f.w + -(intBitsToFloat(0x3f666666)); +R124f.y = -(R14f.z) + R5f.z; +R5f.z = R7f.w + -(intBitsToFloat(0x3f666666)); +PV0f.w = R8f.x + -(0.0); +R127f.y = R8f.y + -(0.0); +PS0f = R127f.y; +// 5 +backupReg0f = R126f.y; +backupReg1f = R125f.z; +PV1f.x = R8f.z + -(0.0); +R126f.y = R8f.w + -(intBitsToFloat(0x3f666666)); +R125f.z = backupReg0f + R124f.z; +R125f.w = R10f.w + -(0.5); +R125f.w *= 2.0; +R125f.w = clamp(R125f.w, 0.0, 1.0); +R126f.w = (R124f.z * PV0f.w + backupReg1f); +PS1f = R126f.w; +// 6 +backupReg0f = R126f.x; +backupReg1f = R127f.y; +backupReg2f = R127f.z; +R126f.x = (R127f.w * R126f.z + R14f.x); +R127f.y = (R124f.z * PV1f.x + backupReg0f); +R127f.z = (R124f.z * backupReg1f + R125f.y); +R124f.w = (backupReg2f * R126f.z + R14f.y); +R5f.w = R125f.x * intBitsToFloat(0x41200000); +R5f.w = clamp(R5f.w, 0.0, 1.0); +PS0f = R5f.w; +// 7 +backupReg0f = R124f.y; +backupReg1f = R126f.z; +R125f.x = -(R14f.x) + R6f.x; +R124f.y = -(R14f.y) + R6f.y; +R126f.z = (backupReg0f * backupReg1f + R14f.z); +R6f.w = -(R14f.z) + R6f.z; +R1f.w = -(R14f.x) + R7f.x; +PS1f = R1f.w; +// 8 +backupReg0f = R126f.y; +R127f.x = R5f.z * intBitsToFloat(0x41200000); +R127f.x = clamp(R127f.x, 0.0, 1.0); +R126f.y = -(R14f.z) + R7f.z; +R124f.z = -(R14f.y) + R7f.y; +R7f.w = R9f.w + -(intBitsToFloat(0x3f666666)); +R2f.w = backupReg0f * intBitsToFloat(0x41200000); +R2f.w = clamp(R2f.w, 0.0, 1.0); +PS0f = R2f.w; +// 9 +R124f.x = -(R14f.z) + R8f.z; +R125f.y = -(R14f.y) + R8f.y; +R8f.z = -(R14f.x) + R8f.x; +R127f.w = R10f.x + -(0.0); +PS1f = R10f.y + -(0.0); +// 10 +R8f.x = R10f.w + -(intBitsToFloat(0x3f666666)); +R6f.y = R125f.z + R125f.w; +PV0f.z = R10f.z + -(0.0); +R8f.w = R11f.w + -(0.5); +R8f.w *= 2.0; +R8f.w = clamp(R8f.w, 0.0, 1.0); +R5f.x = (R125f.w * PS1f + R127f.z); +PS0f = R5f.x; +// 11 +backupReg0f = R126f.x; +backupReg1f = R124f.z; +R126f.x = max(R14f.x, backupReg0f); +R5f.y = (R125f.w * R127f.w + R126f.w); +R124f.z = max(R14f.z, R126f.z); +R3f.w = (R125f.w * PV0f.z + R127f.y); +R126f.w = (backupReg1f * R127f.x + R14f.y); +PS1f = R126f.w; +// 12 +backupReg0f = R125f.x; +backupReg1f = R126f.y; +R125f.x = max(R14f.y, R124f.w); +R126f.y = (R6f.w * R5f.w + R14f.z); +R126f.z = (R124f.y * R5f.w + R14f.y); +R124f.w = (backupReg0f * R5f.w + R14f.x); +R125f.z = (backupReg1f * R127f.x + R14f.z); +PS0f = R125f.z; +// 13 +backupReg0f = R127f.x; +backupReg1f = R9f.z; +R127f.x = (R1f.w * backupReg0f + R14f.x); +R124f.y = -(R14f.x) + R9f.x; +R9f.z = R7f.w * intBitsToFloat(0x41200000); +R9f.z = clamp(R9f.z, 0.0, 1.0); +R125f.w = -(R14f.y) + R9f.y; +R1f.w = -(R14f.z) + backupReg1f; +PS1f = R1f.w; +// 14 +backupReg0f = R124f.x; +backupReg1f = R125f.y; +R124f.x = (backupReg0f * R2f.w + R14f.z); +R125f.y = R8f.x * intBitsToFloat(0x41200000); +R125f.y = clamp(R125f.y, 0.0, 1.0); +R127f.z = (backupReg1f * R2f.w + R14f.y); +R127f.w = (R8f.z * R2f.w + R14f.x); +R2f.w = -(R14f.y) + R10f.y; +PS0f = R2f.w; +// 15 +backupReg0f = R10f.x; +backupReg1f = R10f.z; +R10f.x = -(R14f.x) + backupReg0f; +R127f.y = R11f.y + -(0.0); +R10f.zwy = vec3(-(R14f.z),R11f.x,R11f.z) + vec3(backupReg1f,-(0.0),-(0.0)); +PS1f = R10f.y; +// 16 +backupReg0f = R126f.x; +backupReg1f = R124f.z; +backupReg2f = R126f.y; +R126f.x = max(backupReg0f, R124f.w); +R126f.y = max(R125f.x, R126f.z); +R126f.z = R6f.y + R8f.w; +R7f.w = R12f.w + -(0.5); +R7f.w *= 2.0; +R7f.w = clamp(R7f.w, 0.0, 1.0); +R124f.z = max(backupReg1f, backupReg2f); +PS0f = R124f.z; +// 17 +R8f.x = max(R124f.x, R125f.z); +R9f.y = max(R127f.z, R126f.w); +R127f.z = max(R127f.w, R127f.x); +R127f.w = (R124f.y * R9f.z + R14f.x); +R124f.y = (R125f.w * R9f.z + R14f.y); +PS1f = R124f.y; +// 18 +backupReg0f = R127f.y; +R127f.x = (R1f.w * R9f.z + R14f.z); +R127f.y = (R10f.x * R125f.y + R14f.x); +R125f.z = (R2f.w * R125f.y + R14f.y); +R1f.w = (R10f.z * R125f.y + R14f.z); +R2f.w = (R8f.w * backupReg0f + R5f.x); +PS0f = R2f.w; +// 19 +backupReg0f = R10f.y; +R10f.x = (R8f.w * R10f.w + R5f.y); +R10f.y = R12f.x + -(0.0); +R9f.z = (R8f.w * backupReg0f + R3f.w); +R8f.w = R12f.y + -(0.0); +R9f.x = R12f.z + -(0.0); +PS1f = R9f.x; +// 20 +R7f.x = R12f.w + -(intBitsToFloat(0x3f666666)); +R8f.y = R11f.w + -(intBitsToFloat(0x3f666666)); +R10f.z = R126f.z + R7f.w; +R10f.w = max(R126f.y, R124f.y); +R7f.y = max(R124f.z, R127f.x); +PS0f = R7f.y; +// 21 +backupReg0f = R9f.y; +R6f.x = R13f.w + -(intBitsToFloat(0x3f666666)); +R9f.y = max(R126f.x, R127f.w); +R8f.z = max(R127f.y, R127f.z); +R9f.w = R4f.w + -(0.5); +R9f.w *= 2.0; +R9f.w = clamp(R9f.w, 0.0, 1.0); +R5f.z = max(R125f.z, backupReg0f); +PS1f = R5f.z; +// 0 +R127f.x = (R7f.w * R9f.x + R9f.z); +R127f.y = max(R1f.w, R8f.x); +R125f.z = R8f.y * intBitsToFloat(0x41200000); +R125f.z = clamp(R125f.z, 0.0, 1.0); +R127f.w = (R7f.w * R10f.y + R10f.x); +R124f.y = -(R14f.z) + R11f.z; +PS0f = R124f.y; +// 1 +R125f.x = -(R14f.y) + R11f.y; +R11f.y = R7f.x * intBitsToFloat(0x41200000); +R11f.y = clamp(R11f.y, 0.0, 1.0); +R127f.z = (R7f.w * R8f.w + R2f.w); +R125f.w = -(R14f.x) + R11f.x; +R125f.y = -(R14f.y) + R12f.y; +PS1f = R125f.y; +// 2 +backupReg0f = R12f.x; +R12f.x = -(R14f.z) + R12f.z; +R126f.yzw = vec3(R4f.x,-(R14f.x),R4f.y) + vec3(-(0.0),backupReg0f,-(0.0)); +R126f.x = R4f.z + -(0.0); +PS0f = R126f.x; +// 3 +backupReg0f = R10f.z; +R124f.x = R4f.w + -(intBitsToFloat(0x3f666666)); +R8f.y = R6f.x * intBitsToFloat(0x41200000); +R8f.y = clamp(R8f.y, 0.0, 1.0); +R10f.z = R13f.w + -(0.5); +R10f.z *= 2.0; +R10f.z = clamp(R10f.z, 0.0, 1.0); +R124f.w = backupReg0f + R9f.w; +R12f.y = -(R14f.x) + R13f.x; +PS1f = R12f.y; +// 4 +backupReg0f = R127f.x; +R127f.x = -(R14f.y) + R13f.y; +R10f.y = max(R9f.y, R8f.z); +R124f.z = R15f.w + -(intBitsToFloat(0x3f666666)); +R12f.w = -(R14f.z) + R13f.z; +R9f.y = (R9f.w * R126f.x + backupReg0f); +PS0f = R9f.y; +// 5 +backupReg0f = R124f.x; +backupReg1f = R7f.y; +backupReg2f = R10f.w; +R124f.x = (R9f.w * R126f.y + R127f.w); +R7f.y = backupReg0f * intBitsToFloat(0x41200000); +R7f.y = clamp(R7f.y, 0.0, 1.0); +R12f.z = max(backupReg1f, R127f.y); +R10f.w = max(backupReg2f, R5f.z); +R5f.z = -(R14f.x) + R4f.x; +PS1f = R5f.z; +// 6 +backupReg0f = R127f.z; +R126f.x = (R125f.w * R125f.z + R14f.x); +R126f.y = (R124f.y * R125f.z + R14f.z); +R127f.z = (R9f.w * R126f.w + backupReg0f); +R125f.w = (R125f.x * R125f.z + R14f.y); +R127f.y = (R12f.x * R11f.y + R14f.z); +PS0f = R127f.y; +// 7 +backupReg0f = R125f.y; +backupReg1f = R126f.z; +R12f.x = -(R14f.z) + R4f.z; +R125f.y = R13f.x + -(0.0); +R126f.z = (backupReg0f * R11f.y + R14f.y); +R126f.w = (backupReg1f * R11f.y + R14f.x); +R8f.z = R0f.w + -(0.5); +R8f.z *= 2.0; +R8f.z = clamp(R8f.z, 0.0, 1.0); +PS1f = R8f.z; +// 8 +backupReg0f = R4f.y; +R125f.x = R13f.y + -(0.0); +R4f.y = -(R14f.y) + backupReg0f; +R125f.z = R124f.w + R10f.z; +R124f.w = R13f.z + -(0.0); +R127f.w = R0f.w + -(intBitsToFloat(0x3f666666)); +PS0f = R127f.w; +// 9 +backupReg0f = R127f.x; +R127f.x = (R12f.w * R8f.y + R14f.z); +R124f.y = (backupReg0f * R8f.y + R14f.y); +R123f.z = (R12f.y * R8f.y + R14f.x); +PV1f.z = R123f.z; +R12f.w = R124f.z * intBitsToFloat(0x41200000); +R12f.w = clamp(R12f.w, 0.0, 1.0); +R4f.x = -(R14f.x) + R15f.x; +PS1f = R4f.x; +// 10 +R13f.x = (R10f.z * R125f.y + R124f.x); +R125f.y = max(PV1f.z, R126f.w); +R124f.z = -(R14f.z) + R15f.z; +R126f.w = -(R14f.y) + R15f.y; +R124f.x = max(R10f.w, R125f.w); +PS0f = R124f.x; +// 11 +backupReg0f = R125f.x; +backupReg1f = R124f.y; +R125f.x = (R10f.z * R124f.w + R9f.y); +R124f.y = (R10f.z * backupReg0f + R127f.z); +R10f.z = max(backupReg1f, R126f.z); +R125f.w = max(R127f.x, R127f.y); +R127f.y = R0f.x + -(0.0); +PS1f = R127f.y; +// 12 +backupReg0f = R126f.x; +backupReg1f = R126f.y; +backupReg2f = R127f.w; +R126f.x = (R5f.z * R7f.y + R14f.x); +R126f.y = max(R10f.y, backupReg0f); +R126f.z = (R12f.x * R7f.y + R14f.z); +R127f.w = max(R12f.z, backupReg1f); +R5f.z = backupReg2f * intBitsToFloat(0x41200000); +R5f.z = clamp(R5f.z, 0.0, 1.0); +PS0f = R5f.z; +// 13 +backupReg0f = R4f.y; +R12f.x = -(R14f.z) + R0f.z; +R4f.y = -(R14f.x) + R0f.x; +R127f.z = (backupReg0f * R7f.y + R14f.y); +R124f.w = R0f.z + -(0.0); +R7f.y = R15f.w + -(0.5); +R7f.y *= 2.0; +R7f.y = clamp(R7f.y, 0.0, 1.0); +PS1f = R7f.y; +// 14 +backupReg0f = R0f.y; +backupReg1f = R125f.z; +R127f.x = R0f.y + -(0.0); +R0f.y = -(R14f.y) + backupReg0f; +R125f.z = backupReg1f + R8f.z; +R123f.w = (R4f.x * R12f.w + R14f.x); +PV0f.w = R123f.w; +R0f.x = (R126f.w * R12f.w + R14f.y); +PS0f = R0f.x; +// 15 +backupReg0f = R126f.x; +R126f.x = max(R126f.y, backupReg0f); +R126f.y = max(R124f.x, R127f.z); +R127f.z = max(PV0f.w, R125f.y); +R123f.w = (R124f.z * R12f.w + R14f.z); +PV1f.w = R123f.w; +R124f.x = R15f.x + -(0.0); +PS1f = R124f.x; +// 16 +backupReg0f = R127f.x; +backupReg1f = R126f.z; +R127f.x = (R8f.z * R127f.y + R13f.x); +R127f.y = (R8f.z * backupReg0f + R124f.y); +R126f.z = max(R127f.w, backupReg1f); +R127f.w = (R8f.z * R124f.w + R125f.x); +R124f.y = max(PV1f.w, R125f.w); +PS0f = R124f.y; +// 17 +R123f.x = (R4f.y * R5f.z + R14f.x); +PV1f.x = R123f.x; +R123f.y = (R0f.y * R5f.z + R14f.y); +PV1f.y = R123f.y; +R124f.z = max(R0f.x, R10f.z); +// 18 +backupReg0f = R126f.y; +R123f.x = (R12f.x * R5f.z + R14f.z); +PV0f.x = R123f.x; +R126f.y = max(R126f.x, PV1f.x); +PV0f.z = R15f.z + -(0.0); +PV0f.w = R15f.y + -(0.0); +R5f.z = max(backupReg0f, PV1f.y); +PS0f = R5f.z; +// 19 +backupReg0f = R127f.x; +backupReg1f = R126f.z; +backupReg2f = R127f.w; +R127f.x = (R7f.y * PV0f.w + R127f.y); +R127f.y = (R7f.y * R124f.x + backupReg0f); +R126f.z = R125f.z + R7f.y; +R127f.w = max(backupReg1f, PV0f.x); +R125f.w = (R7f.y * PV0f.z + backupReg2f); +PS1f = R125f.w; +// 20 +PV0f.x = max(R10f.y, R127f.z); +PV0f.z = max(R12f.z, R124f.y); +PV0f.w = max(R10f.w, R124f.z); +R127f.z = 1.0 / R6f.y; +PS0f = R127f.z; +// 21 +backupReg0f = R126f.y; +R124f.x = max(PV0f.w, R5f.z); +R126f.y = max(PV0f.x, backupReg0f); +R5f.z = R5f.y * PS0f; +R14f.w = max(PV0f.z, R127f.w); +PS1f = 1.0 / R126f.z; +// 22 +backupReg0f = R3f.w; +R12f.x = R5f.x * R127f.z; +PV0f.x = R12f.x; +R5f.y = R127f.y * PS1f; +PV0f.y = R5f.y; +R14f.z = R127f.x * PS1f; +PV0f.z = R14f.z; +R3f.w = backupReg0f * R127f.z; +PV0f.w = R3f.w; +R15f.z = R125f.w * PS1f; +PS0f = R15f.z; +// 23 +backupReg0f = R10f.y; +backupReg1f = R12f.z; +R5f.x = R10f.w + -(PV0f.x); +R10f.y = backupReg0f + -(R5f.z); +R12f.z = -(PV0f.y) + R126f.y; +R10f.w = backupReg1f + -(PV0f.w); +R6f.y = -(PV0f.z) + R124f.x; +PS1f = R6f.y; +// 0 +PV0f.x = -(R15f.z) + R14f.w; +R17f.y = (R5f.x * intBitsToFloat(uf_remappedPS[6].x) + R12f.x); +R17f.z = (R10f.w * intBitsToFloat(uf_remappedPS[6].x) + R3f.w); +R17f.x = (R10f.y * intBitsToFloat(uf_remappedPS[6].x) + R5f.z); +PS0f = R17f.x; +// 1 +R16f.x = (R12f.z * intBitsToFloat(uf_remappedPS[6].x) + R5f.y); +PV1f.x = R16f.x; +R16f.y = (R6f.y * intBitsToFloat(uf_remappedPS[6].x) + R14f.z); +PV1f.y = R16f.y; +R16f.z = (PV0f.x * intBitsToFloat(uf_remappedPS[6].x) + R15f.z); +PV1f.z = R16f.z; +// 2 +R1f.xyz = vec3(PV1f.x,PV1f.y,PV1f.z); +R1f.w = R16f.w; +// 3 +R0f.xyz = vec3(R17f.x,R17f.y,R17f.z); +R0f.w = R17f.w; +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Enhancements/XenobladeX_Enhancement_FancyFX/810cde937ebbdf9f_000000000000000f_ps.txt b/Enhancements/XenobladeX_Enhancement_FancyFX/810cde937ebbdf9f_000000000000000f_ps.txt new file mode 100644 index 00000000..71d73b39 --- /dev/null +++ b/Enhancements/XenobladeX_Enhancement_FancyFX/810cde937ebbdf9f_000000000000000f_ps.txt @@ -0,0 +1,131 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 810cde937ebbdf9f +//de-band sky +const float dither = $dither ; +uniform ivec4 uf_remappedPS[5]; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +highp float lineRand(vec2 co) +{ + highp float a = 12.9898; + highp float b = 78.233; + highp float c = 43758.5453; + highp float dt = dot(co.xy, vec2(a, b)); + highp float sn = mod(dt, 3.14); + return fract(sin(sn) * c); +} + + +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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = 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 = passParameterSem0; +R0f.xy = R0f.xy - (lineRand(gl_FragCoord.xy)*0.042 *dither); +R0f.xy = R0f.xy + (lineRand(gl_FragCoord.xy*vec2(0.1, 0.09))*0.041 *dither); +// 0 +backupReg0f = R0f.x; +backupReg0f = R0f.x; +backupReg1f = R0f.y; +backupReg1f = R0f.y; +backupReg2f = R0f.z; +backupReg2f = R0f.z; +tempf.x = dot(vec4(backupReg0f,backupReg1f,backupReg2f,-0.0),vec4(backupReg0f,backupReg1f,backupReg2f,0.0)); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R1f.w = 1.0; +PS0f = R1f.w; +// 1 +tempResultf = 1.0 / sqrt(PV0f.x); +PS1f = tempResultf; +// 2 +R127f.x = R0f.x * PS1f; +PV0f.x = R127f.x; +R127f.y = R0f.y * PS1f; +PV0f.y = R127f.y; +R127f.z = R0f.z * PS1f; +PV0f.z = R127f.z; +// 3 +tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),-0.0),vec4(PV0f.x,PV0f.y,PV0f.z,0.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +// 4 +PV0f.x = intBitsToFloat(uf_remappedPS[1].z) * R127f.z; +PV0f.w = max(PV1f.x, -(PV1f.x)); +// 5 +R123f.x = (intBitsToFloat(uf_remappedPS[1].y) * R127f.y + PV0f.x); +PV1f.x = R123f.x; +R127f.z = -(PV0f.w) + 1.0; +R127f.z = clamp(R127f.z, 0.0, 1.0); +PV1f.z = R127f.z; +// 6 +R123f.w = (intBitsToFloat(uf_remappedPS[1].x) * R127f.x + PV1f.x); +R123f.w = clamp(R123f.w, 0.0, 1.0); +PV0f.w = R123f.w; +tempResultf = log2(PV1f.z); +if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; +PS0f = tempResultf; +// 7 +PV1f.x = PS0f * intBitsToFloat(uf_remappedPS[2].w); +tempResultf = log2(PV0f.w); +if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; +PS1f = tempResultf; +// 8 +PV0f.y = PS1f * intBitsToFloat(uf_remappedPS[3].w); +R127f.w = exp2(PV1f.x); +PS0f = R127f.w; +// 9 +R127f.x = (R127f.z * intBitsToFloat(0x3f733333) + -(PS0f)); +PV1f.z = PS0f + -(intBitsToFloat(0x3f4ccccd)); +R126f.x = exp2(PV0f.y); +PS1f = R126f.x; +// 10 +PV0f.y = PV1f.z * intBitsToFloat(0x40a00000); +PV0f.y = clamp(PV0f.y, 0.0, 1.0); +// 11 +backupReg0f = R127f.w; +R127f.w = (R127f.x * PV0f.y + backupReg0f); +PV1f.w = R127f.w; +// 12 +R127f.y = (PV1f.w * intBitsToFloat(uf_remappedPS[2].y) + intBitsToFloat(uf_remappedPS[4].y)); +R127f.z = (PV1f.w * intBitsToFloat(uf_remappedPS[2].x) + intBitsToFloat(uf_remappedPS[4].x)); +// 13 +R123f.x = (R127f.w * intBitsToFloat(uf_remappedPS[2].z) + intBitsToFloat(uf_remappedPS[4].z)); +PV1f.x = R123f.x; +// 14 +R1f.x = (R126f.x * intBitsToFloat(uf_remappedPS[3].x) + R127f.z); +R1f.y = (R126f.x * intBitsToFloat(uf_remappedPS[3].y) + R127f.y); +R1f.z = (R126f.x * intBitsToFloat(uf_remappedPS[3].z) + PV1f.x); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Enhancements/XenobladeX_Enhancement_FancyFX/840947e29015aa9a_00000000000003c9_ps.txt b/Enhancements/XenobladeX_Enhancement_FancyFX/840947e29015aa9a_00000000000003c9_ps.txt new file mode 100644 index 00000000..0368d464 --- /dev/null +++ b/Enhancements/XenobladeX_Enhancement_FancyFX/840947e29015aa9a_00000000000003c9_ps.txt @@ -0,0 +1,191 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 840947e29015aa9a +//BB cliff + +const float dither = $dither ; +const float scaleShader = $scaleShader; +const float scaleBlur = $scaleBlur; + +const int sampleScale = 4; + +highp float lineRand(vec2 co) +{ + highp float a = 12.9898; + highp float b = 78.233; + highp float c = 43758.5453; + highp float dt = dot(co.xy, vec2(a, b)); + highp float sn = mod(dt, 3.14); + return fract(sin(sn) * c); +} + + +uniform ivec4 uf_remappedPS[3]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 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 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG +const int samples = 8 * sampleScale, //8 or 4 balances xy position +LOD = 2, // gaussian done on MIPmap at scale LOD +sLOD = 1 << LOD; // tile size = 2^LOD +const float sigma = float(samples) * .25; + +float gaussian(vec2 i) { + return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma); +} + +vec4 blur(sampler2D sp, vec2 U, vec2 scale) { + vec4 O = vec4(0); + int s = samples / sLOD; + + for (int i = 0; i < s*s; i++) { + vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.; + O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD)); + } + + return O / O.a; +} + +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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +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 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; +R0f.xy = R0f.xy - (lineRand(gl_FragCoord.xy)*0.0012 *dither); +R0f.xy = R0f.xy + (lineRand(gl_FragCoord.xy*vec2(0.1, 0.09))*0.0011 *dither); +// 0 +R2f.x = R1f.x + intBitsToFloat(uf_remappedPS[0].x); +R2f.y = R1f.y + intBitsToFloat(uf_remappedPS[0].y); +R0f.z = R1f.x + intBitsToFloat(uf_remappedPS[0].z); +R0f.w = R1f.y + intBitsToFloat(uf_remappedPS[0].w); +// 1 +backupReg0f = R1f.x; +backupReg1f = R1f.y; +backupReg0f = R1f.x; +backupReg1f = R1f.y; +R1f.xyz = vec3(backupReg0f,backupReg1f,backupReg0f) + vec3(intBitsToFloat(uf_remappedPS[1].x),intBitsToFloat(uf_remappedPS[1].y),intBitsToFloat(uf_remappedPS[1].z)); +R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w); + +vec2 coord = passParameterSem0.xy*textureSize(textureUnitPS0, 0); +vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0); +vec2 uv = coord * ps; + + +R3f.xyz = (texture(textureUnitPS1, R2f.xy).xyz); +R4f.xyz = (texture(textureUnitPS1, R0f.zw).xyz); +R5f.xyz = (texture(textureUnitPS1, R1f.xy).xyz); +R6f.xyz = (texture(textureUnitPS1, R1f.zw).xyz); +R2f.xyz = blur(textureUnitPS0, R2f.xy, ps*scaleBlur).xyz; +R7f.xyz = R2f.xyz; +R8f.xyz = R2f.xyz; +R1f.xyz = R2f.xyz; +//R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz); +//R7f.xyz = (texture(textureUnitPS0, R0f.zw).xyz); +//R8f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); +//R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz); +// 0 +tempf.x = dot(vec4(R3f.x,R3f.y,R3f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0)); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R127f.w = tempf.x; +R127f.z = R2f.x + R7f.x; +PS0f = R127f.z; +// 1 +tempf.x = dot(vec4(R4f.x,R4f.y,R4f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R127f.y = R2f.y + R7f.y; +PS1f = R127f.y; +// 2 +tempf.x = dot(vec4(R5f.x,R5f.y,R5f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0)); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +PS0f = R127f.w + PV1f.x; +// 3 +tempf.x = dot(vec4(R6f.x,R6f.y,R6f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +PS1f = PS0f + PV0f.x; +// 4 +PV0f.y = PS1f + PV1f.x; +PV0f.z = R127f.y + R8f.y; +PV0f.w = R2f.z + R7f.z; +// 5 +R123f.x = (PV0f.y * 0.25 + -(R0f.x)); +PV1f.x = R123f.x; +PV1f.y = R127f.z + R8f.x; +PV1f.z = PV0f.z + R1f.y; +PV1f.w = PV0f.w + R8f.z; +// 6 +PV0f.x = PV1f.y + R1f.x; +PV0f.y = PV1f.w + R1f.z; +PV0f.z = PV1f.z * 0.25; +PV0f.w = max(PV1f.x, -(PV1f.x)); +// 7 +backupReg0f = R0f.y; +PV1f.x = PV0f.x * 0.25; +PV1f.y = PV0f.y * 0.25; +PV1f.z = backupReg0f * PV0f.w; +PV1f.z = clamp(PV1f.z, 0.0, 1.0); +PV1f.w = max(PV0f.z, 0.0); +// 8 +PV0f.x = max(PV1f.y, 0.0); +R0f.y = min(PV1f.w, 4.0); +PV0f.z = max(PV1f.x, 0.0); +tempResultf = log2(PV1f.z); +if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; +PS0f = tempResultf; +// 9 +PV1f.x = PS0f * intBitsToFloat(uf_remappedPS[2].w); +R0f.z = min(PV0f.x, 4.0); +R0f.x = min(PV0f.z, 4.0); +PS1f = R0f.x; +// 10 +PS0f = exp2(PV1f.x); +// 11 +R0f.w = PS0f * intBitsToFloat(uf_remappedPS[2].z); +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +} diff --git a/Enhancements/XenobladeX_Enhancement_FancyFX/_b253dca415790207_0000000000000079_ps.txt b/Enhancements/XenobladeX_Enhancement_FancyFX/_b253dca415790207_0000000000000079_ps.txt new file mode 100644 index 00000000..c83b950f --- /dev/null +++ b/Enhancements/XenobladeX_Enhancement_FancyFX/_b253dca415790207_0000000000000079_ps.txt @@ -0,0 +1,134 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +// shader b253dca415790207 +// motion blur alpha +const float resScale = float($height)/float($gameHeight); + +//const float resScale = 2.0; +//const float resScale = 3; +uniform ivec4 uf_remappedPS[5]; + +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +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 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 = passParameterSem0; +// 0 +R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x)/ resScale; +R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y)/ resScale; +R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[1].x)/ resScale; +R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[1].y)/ resScale; +R5f.w = 1.0; +PS0f = R5f.w; +// 1 +R2f.x = R0f.x + intBitsToFloat(uf_remappedPS[2].x)/ resScale; +R2f.y = R0f.y + intBitsToFloat(uf_remappedPS[2].y)/ resScale; +R1f.z = R0f.x + intBitsToFloat(uf_remappedPS[3].x)/ resScale; +R1f.w = R0f.y + intBitsToFloat(uf_remappedPS[3].y)/ resScale; +// 2 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[4].x)/ resScale; +R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[4].y)/resScale; +R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); +R4f.xyz = (texture(textureUnitPS0, R0f.zw).xyz); +R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz); +R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz); +R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); +// 0 +PV0f.x = R3f.y + -(0.5); +PV0f.x *= 2.0; +PV0f.y = R3f.x + -(0.5); +PV0f.y *= 2.0; +R127f.z = R4f.x + -(0.5); +R127f.z *= 2.0; +R127f.w = R4f.y + -(0.5); +R127f.w *= 2.0; +PS0f = R3f.z * intBitsToFloat(uf_remappedPS[0].z); +// 1 +R123f.x = (R4f.z * intBitsToFloat(uf_remappedPS[1].z) + PS0f); +PV1f.x = R123f.x; +R127f.y = R2f.x + -(0.5); +R127f.y *= 2.0; +PV1f.z = PV0f.y * intBitsToFloat(uf_remappedPS[0].z); +PV1f.w = PV0f.x * intBitsToFloat(uf_remappedPS[0].z); +R126f.z = R2f.y + -(0.5); +R126f.z *= 2.0; +PS1f = R126f.z; +// 2 +R123f.x = (R127f.z * intBitsToFloat(uf_remappedPS[1].z) + PV1f.z); +PV0f.x = R123f.x; +R126f.y = R1f.x + -(0.5); +R126f.y *= 2.0; +R123f.z = (R127f.w * intBitsToFloat(uf_remappedPS[1].z) + PV1f.w); +PV0f.z = R123f.z; +R123f.w = (R2f.z * intBitsToFloat(uf_remappedPS[2].z) + PV1f.x); +PV0f.w = R123f.w; +R127f.w = R1f.y + -(0.5); +R127f.w *= 2.0; +PS0f = R127f.w; +// 3 +R123f.x = (R126f.z * intBitsToFloat(uf_remappedPS[2].z) + PV0f.z); +PV1f.x = R123f.x; +R123f.y = (R127f.y * intBitsToFloat(uf_remappedPS[2].z) + PV0f.x); +PV1f.y = R123f.y; +R126f.z = R0f.x + -(0.5); +R126f.z *= 2.0; +R123f.w = (R1f.z * intBitsToFloat(uf_remappedPS[3].z) + PV0f.w); +PV1f.w = R123f.w; +R126f.w = R0f.y + -(0.5); +R126f.w *= 2.0; +PS1f = R126f.w; +// 4 +R123f.x = (R0f.z * intBitsToFloat(uf_remappedPS[4].z) + PV1f.w); +PV0f.x = R123f.x; +R123f.y = (R126f.y * intBitsToFloat(uf_remappedPS[3].z) + PV1f.y); +PV0f.y = R123f.y; +R123f.z = (R127f.w * intBitsToFloat(uf_remappedPS[3].z) + PV1f.x); +PV0f.z = R123f.z; +// 5 +R123f.y = (R126f.w * intBitsToFloat(uf_remappedPS[4].z) + PV0f.z); +PV1f.y = R123f.y; +R123f.z = (R126f.z * intBitsToFloat(uf_remappedPS[4].z) + PV0f.y); +PV1f.z = R123f.z; +R5f.z = PV0f.x; +PS1f = R5f.z; +// 6 +R5f.x = PV1f.z + 1.0; +R5f.x /= 2.0; +R5f.y = PV1f.y + 1.0; +R5f.y /= 2.0; +// export +passPixelColor0 = vec4(R5f.x, R5f.y, R5f.z, R5f.w); +} diff --git a/Enhancements/XenobladeX_Enhancement_FancyFX/_ed70de7fe7542f87_00000000000003c9_ps.txt b/Enhancements/XenobladeX_Enhancement_FancyFX/_ed70de7fe7542f87_00000000000003c9_ps.txt new file mode 100644 index 00000000..8c48f414 --- /dev/null +++ b/Enhancements/XenobladeX_Enhancement_FancyFX/_ed70de7fe7542f87_00000000000003c9_ps.txt @@ -0,0 +1,277 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader ed70de7fe7542f87 +//motion blur sample spread scaling +const float resScale = float($height)/float($gameHeight); +//const float resScale = 2.0; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 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 0xf4e12000 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +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() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R5i = ivec4(0); +ivec4 R6i = ivec4(0); +ivec4 R7i = ivec4(0); +ivec4 R8i = ivec4(0); +ivec4 R9i = ivec4(0); +ivec4 R10i = ivec4(0); +ivec4 R11i = ivec4(0); +ivec4 R12i = ivec4(0); +ivec4 R13i = ivec4(0); +ivec4 R14i = ivec4(0); +ivec4 R15i = 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; +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; +R0i = floatBitsToInt(passParameterSem0); +R1i = floatBitsToInt(passParameterSem1); +if( activeMaskStackC[1] == true ) { +R12i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).xyzw); +} +if( activeMaskStackC[1] == true ) { +activeMaskStack[1] = activeMaskStack[0]; +activeMaskStackC[2] = activeMaskStackC[1]; +// 0 +PV0i.x = floatBitsToInt(intBitsToFloat(R12i.y) + -(0.5)); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.y = floatBitsToInt(intBitsToFloat(R12i.x) + -(0.5)); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); +R0i.z = ((0.0 >= intBitsToFloat(R12i.z))?int(0xFFFFFFFF):int(0x0)); +// 1 +PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0xbd4ccccd)/resScale); +PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(0x3d4ccccd)/resScale); +// 2 +R12i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R12i.w), intBitsToFloat(PV1i.w))); +R12i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R12i.w), intBitsToFloat(PV1i.z))); +// 3 +predResult = (R0i.z == 0); +activeMaskStack[1] = predResult; +activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; +} +else { +activeMaskStack[1] = false; +activeMaskStackC[2] = false; +} +if( activeMaskStackC[2] == true ) { +// 0 +R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(R12i.x))); +PV0i.x = R1i.x; +R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R12i.y))); +PV0i.y = R1i.y; +// 1 +R2i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x)); +PV1i.x = R2i.x; +R2i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y)); +PV1i.y = R2i.y; +// 2 +R3i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV1i.x)); +PV0i.x = R3i.x; +R3i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV1i.y)); +PV0i.y = R3i.y; +// 3 +R4i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x)); +PV1i.x = R4i.x; +R4i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y)); +PV1i.y = R4i.y; +// 4 +R5i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV1i.x)); +PV0i.x = R5i.x; +R5i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV1i.y)); +PV0i.y = R5i.y; +// 5 +R6i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x)); +PV1i.x = R6i.x; +R6i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y)); +PV1i.y = R6i.y; +// 6 +R7i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV1i.x)); +PV0i.x = R7i.x; +R7i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV1i.y)); +PV0i.y = R7i.y; +// 7 +R15i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x)); +PV1i.x = R15i.x; +R15i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y)); +PV1i.y = R15i.y; +// 8 +R11i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV1i.x)); +PV0i.x = R11i.x; +R11i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV1i.y)); +PV0i.y = R11i.y; +// 9 +R10i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x)); +PV1i.x = R10i.x; +R10i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y)); +PV1i.y = R10i.y; +// 10 +R9i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV1i.x)); +PV0i.x = R9i.x; +R9i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV1i.y)); +PV0i.y = R9i.y; +// 11 +R8i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x)); +PV1i.x = R8i.x; +R8i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y)); +PV1i.y = R8i.y; +// 12 +R14i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV1i.x)); +PV0i.x = R14i.x; +R14i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV1i.y)); +PV0i.y = R14i.y; +// 13 +R13i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x)); +PV1i.x = R13i.x; +R13i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y)); +PV1i.y = R13i.y; +// 14 +backupReg0i = R12i.x; +backupReg1i = R12i.y; +R12i.x = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(PV1i.x)); +R12i.y = floatBitsToInt(-(intBitsToFloat(backupReg1i)) + intBitsToFloat(PV1i.y)); +} +if( activeMaskStackC[2] == true ) { +R1i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyz); +R0i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyz); +R2i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).xyz); +R3i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R3i.xy)).xyz); +R4i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R4i.xy)).xyz); +R5i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R5i.xy)).xyz); +R6i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R6i.xy)).xyz); +R7i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R7i.xy)).xyz); +} +if( activeMaskStackC[2] == true ) { +// 0 +backupReg0i = R0i.y; +backupReg1i = R0i.x; +PV0i.x = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(R1i.z)); +PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R1i.y)); +PV0i.z = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(R1i.x)); +// 1 +PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R2i.z)); +PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R2i.y)); +PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R2i.x)); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R3i.x)); +PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R3i.z)); +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R3i.y)); +// 3 +backupReg0i = R4i.x; +R4i.x = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R4i.y)); +R4i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(backupReg0i)); +R0i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R4i.z)); +} +if( activeMaskStackC[2] == true ) { +R3i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R15i.xy)).xyz); +R2i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R11i.xy)).xyz); +R0i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R10i.xy)).xyz); +R1i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R9i.xy)).xyz); +R8i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R8i.xy)).xyz); +R9i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R14i.xy)).xyz); +R10i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R13i.xy)).xyz); +R11i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R12i.xy)).xyz); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(intBitsToFloat(R0i.w) + intBitsToFloat(R5i.z)); +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R5i.y)); +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R5i.x)); +// 1 +PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R6i.z)); +PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R6i.y)); +PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R6i.x)); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R7i.x)); +PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R7i.z)); +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R7i.y)); +// 3 +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.y)); +PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R3i.x)); +PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R3i.z)); +// 4 +PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R2i.z)); +PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R2i.y)); +PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R2i.x)); +// 5 +backupReg0i = R0i.y; +PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R0i.z)); +PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(backupReg0i)); +PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R0i.x)); +// 6 +PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R1i.x)); +PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R1i.z)); +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R1i.y)); +// 7 +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R8i.y)); +PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R8i.x)); +PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R8i.z)); +// 8 +PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R9i.z)); +PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R9i.y)); +PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R9i.x)); +// 9 +PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R10i.z)); +PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R10i.y)); +PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R10i.x)); +// 10 +PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R11i.x)); +PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R11i.z)); +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R11i.y)); +// 11 +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x3d800000)); +PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3d800000)); +PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(0x3d800000)); +// 12 +PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.w), 0.0)); +PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), 0.0)); +PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.y), 0.0)); +// 13 +R0i.x = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(0x41000000))); +R0i.y = floatBitsToInt(min(intBitsToFloat(PV0i.y), intBitsToFloat(0x41000000))); +R0i.z = floatBitsToInt(min(intBitsToFloat(PV0i.x), intBitsToFloat(0x41000000))); +R0i.w = R12i.z; +} +activeMaskStack[1] = activeMaskStack[1] == false; +activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true; +if( activeMaskStackC[2] == true ) { +// 0 +R0i.xyz = ivec3(0,0,0); +R0i.w = 0; +} +activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; +// export +passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); +} diff --git a/Enhancements/XenobladeX_Enhancement_FancyFX/b3fb199c73caa796_00000000000003c9_ps.txt b/Enhancements/XenobladeX_Enhancement_FancyFX/b3fb199c73caa796_00000000000003c9_ps.txt new file mode 100644 index 00000000..62d0ea0b --- /dev/null +++ b/Enhancements/XenobladeX_Enhancement_FancyFX/b3fb199c73caa796_00000000000003c9_ps.txt @@ -0,0 +1,245 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader b3fb199c73caa796 +//BB title + +const float dither = $dither ; +const float scaleShader = $scaleShader; +const float scaleBlur = $scaleBlur; + + +const int sampleScale = 4; +const float lightBloom = 0.95; +highp float lineRand(vec2 co) +{ + highp float a = 12.9898; + highp float b = 78.233; + highp float c = 43758.5453; + highp float dt = dot(co.xy, vec2(a, b)); + highp float sn = mod(dt, 3.14); + return fract(sin(sn) * c); +} + +uniform ivec4 uf_remappedPS[4]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf551a000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG +const int samples = 8 * sampleScale, //8 or 4 balances xy position +LOD = 2, // gaussian done on MIPmap at scale LOD +sLOD = 1 << LOD; // tile size = 2^LOD +const float sigma = float(samples) * .25; + +float gaussian(vec2 i) { + return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma); +} + +vec4 blur(sampler2D sp, vec2 U, vec2 scale) { + vec4 O = vec4(0); + int s = samples / sLOD; + + for (int i = 0; i < s*s; i++) { + vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.; + O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD)); + } + + return O / O.a; +} + + +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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +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 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 = passParameterSem0; +R0f.xy = R0f.xy - (lineRand(gl_FragCoord.xy)*0.0012 *dither); +R0f.xy = R0f.xy + (lineRand(gl_FragCoord.xy*vec2(0.1, 0.09))*0.0011 *dither); +// 0 +R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x); +R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y); +R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[0].z); +R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[0].w); +// 1 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +backupReg0f = R0f.x; +backupReg1f = R0f.y; +R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[1].x); +R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[1].y); +R1f.z = backupReg0f + intBitsToFloat(uf_remappedPS[1].z); +R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w); + +vec2 coord = passParameterSem0.xy*textureSize(textureUnitPS0, 0); // +vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0); +vec2 uv = coord * ps; + + +R2f.xyzw = (texture(textureUnitPS1, R1f.xy).xyzw); +R3f.xyzw = (texture(textureUnitPS1, R0f.zw).xyzw); +R4f.xyzw = (texture(textureUnitPS1, R0f.xy).xyzw); +R5f.xyzw = (texture(textureUnitPS1, R1f.zw).xyzw); + +R6f.xyz = blur(textureUnitPS0, R1f.xy, ps*scaleBlur).xyz; //1.0 4k //.66 2k //0.075 1k +R7f.xyz = R6f.xyz; +R0f.xyz = R6f.xyz; +R1f.xyz = R6f.xyz; +/* +R6f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +R7f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw); +R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +R1f.xyzw = (texture(textureUnitPS0, R1f.zw).xyzw); +*/ +// 0 +PV0f.x = R2f.z + R3f.z; +PV0f.y = R2f.y + R3f.y; +PV0f.z = R2f.x + R3f.x; +PV0f.w = R2f.w + R3f.w; +// 1 +PV1f.x = PV0f.x + R4f.z; +PV1f.y = PV0f.y + R4f.y; +PV1f.z = PV0f.z + R4f.x; +PV1f.w = PV0f.w + R4f.w; +R127f.x = R6f.x + R7f.x; +PS1f = R127f.x; +// 2 +PV0f.x = PV1f.x + R5f.z; +PV0f.y = PV1f.y + R5f.y; +PV0f.z = PV1f.z + R5f.x; +PV0f.w = PV1f.w + R5f.w; +R127f.w = R6f.y + R7f.y; +PS0f = R127f.w; +// 3 +PV1f.x = PV0f.x * intBitsToFloat(uf_remappedPS[2].z); +PV1f.y = PV0f.y * intBitsToFloat(uf_remappedPS[2].z); +PV1f.z = PV0f.z * intBitsToFloat(uf_remappedPS[2].z); +PV1f.w = PV0f.w * intBitsToFloat(uf_remappedPS[2].z); +R127f.z = R6f.z + R7f.z; +PS1f = R127f.z; +// 4 +PV0f.x = max(PV1f.x, 0.0); +PV0f.y = max(PV1f.y, 0.0); +PV0f.z = max(PV1f.z, 0.0); +PV0f.w = max(PV1f.w, 0.0); +R126f.y = R6f.w + R7f.w; +PS0f = R126f.y; +// 5 +R6f.x = min(PV0f.x, 4.0); +PV1f.x = R6f.x; +R125f.y = min(PV0f.y, 4.0); +PV1f.y = R125f.y; +R126f.z = min(PV0f.z, 4.0); +PV1f.z = R126f.z; +R125f.w = min(PV0f.w, 4.0); +R124f.x = R127f.x + R0f.x; +PS1f = R124f.x; +// 6 +PV0f.x = PV1f.z + -(intBitsToFloat(uf_remappedPS[2].x)); +PV0f.y = PV1f.y + -(intBitsToFloat(uf_remappedPS[3].x)); +PV0f.z = PV1f.z + -(intBitsToFloat(uf_remappedPS[3].x)); +PV0f.w = PV1f.x + -(intBitsToFloat(uf_remappedPS[3].x)); +R127f.y = PV1f.y + -(intBitsToFloat(uf_remappedPS[2].x)); +PS0f = R127f.y; +// 7 +R127f.x = R6f.x + -(intBitsToFloat(uf_remappedPS[2].x)); +PV1f.y = max(PV0f.z, 0.0); +PV1f.z = max(PV0f.y, 0.0); +PV1f.w = max(PV0f.w, 0.0); +R126f.x = max(PV0f.x, 0.0); +PS1f = R126f.x; +// 8 +backupReg0f = R127f.y; +R125f.x = dot(vec4(intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].y),-0.0),vec4(PV1f.y,PV1f.z,PV1f.w,0.0)); +PV0f.x = R125f.x; +PV0f.y = R125f.x; +PV0f.z = R125f.x; +PV0f.w = R125f.x; +R127f.y = max(backupReg0f, 0.0); +PS0f = R127f.y; +// 9 +backupReg0f = R126f.y; +backupReg1f = R127f.x; +backupReg2f = R127f.w; +R127f.x = R127f.z + R0f.z; +R126f.y = backupReg0f + R0f.w; +PV1f.z = max(backupReg1f, 0.0); +R127f.w = backupReg2f + R0f.y; +R126f.w = R126f.z * PV0f.x; +PS1f = R126f.w; +// 10 +tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].y),-0.0),vec4(R126f.x,R127f.y,PV1f.z,0.0)); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R124f.w = tempf.x; +R127f.z = R125f.y * R125f.x; +PS0f = R127f.z; +// 11 +PV1f.x = R125f.w * R125f.x; +PV1f.y = R6f.x * R125f.x; +R125f.z = R127f.w + R1f.y; +R127f.w = R127f.x + R1f.z; +R0f.w = R126f.y + R1f.w; +PS1f = R0f.w; +// 12 +backupReg0f = R124f.x; +R124f.x = (R125f.y * R124f.w + R127f.z); +R125f.y = (R6f.x * R124f.w + PV1f.y); +PV0f.z = backupReg0f + R1f.x; +R123f.w = (R126f.z * R124f.w + R126f.w); +PV0f.w = R123f.w; +R127f.x = (R125f.w * R124f.w + PV1f.x); +PS0f = R127f.x; +// 13 +R125f.x = R127f.w * intBitsToFloat(uf_remappedPS[3].z); +R126f.y = R125f.z * intBitsToFloat(uf_remappedPS[3].z); +PV1f.z = PV0f.z * intBitsToFloat(uf_remappedPS[3].z); +R127f.w = R0f.w * intBitsToFloat(uf_remappedPS[3].z); +PS1f = min(PV0f.w, intBitsToFloat(uf_remappedPS[2].w)); +// 14 +PV0f.x = min(R127f.x, intBitsToFloat(uf_remappedPS[2].w)); +PV0f.y = min(R125f.y, intBitsToFloat(uf_remappedPS[2].w)); +PV0f.z = min(R124f.x, intBitsToFloat(uf_remappedPS[2].w)); +R0f.x = max(PV1f.z, PS1f); +PS0f = R0f.x; +// 15 +R0f.y = max(R126f.y, PV0f.z); +R0f.z = max(R125f.x, PV0f.y); +R0f.w = max(R127f.w, PV0f.x); +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)*0.33; //.25 4k +} diff --git a/Enhancements/XenobladeX_Enhancement_FancyFX/d8e69e8df8c227f5_00000000000003c9_ps.txt b/Enhancements/XenobladeX_Enhancement_FancyFX/d8e69e8df8c227f5_00000000000003c9_ps.txt new file mode 100644 index 00000000..f82dac7a --- /dev/null +++ b/Enhancements/XenobladeX_Enhancement_FancyFX/d8e69e8df8c227f5_00000000000003c9_ps.txt @@ -0,0 +1,196 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader d8e69e8df8c227f5 +//BB grid n char select +const float dither = $dither ; +const float scaleShader = $scaleShader; +const float scaleBlur = $scaleBlur; + + +const int sampleScale = 4; +const float lightBloom = 0.95; +highp float lineRand(vec2 co) +{ + highp float a = 12.9898; + highp float b = 78.233; + highp float c = 43758.5453; + highp float dt = dot(co.xy, vec2(a, b)); + highp float sn = mod(dt, 3.14); + return fract(sin(sn) * c); +} + + + +uniform ivec4 uf_remappedPS[3]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 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 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG +const int samples = 8 * sampleScale, //8 or 4 balances xy position +LOD = 2, // gaussian done on MIPmap at scale LOD +sLOD = 1 << LOD; // tile size = 2^LOD +const float sigma = float(samples) * .25; + +float gaussian(vec2 i) { + return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma); +} + +vec4 blur(sampler2D sp, vec2 U, vec2 scale) { + vec4 O = vec4(0); + int s = samples / sLOD; + + for (int i = 0; i < s*s; i++) { + vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.; + O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD)); + } + + return O / O.a; +} + + +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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +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 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; +R0f.xy = R0f.xy - (lineRand(gl_FragCoord.xy)*0.0012 *dither); +R0f.xy = R0f.xy + (lineRand(gl_FragCoord.xy*vec2(0.1, 0.09))*0.0011 *dither); +// 0 +R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x); +R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y); +R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[0].z); +R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[0].w); +// 1 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +backupReg0f = R0f.x; +backupReg1f = R0f.y; +R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[1].x); +R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[1].y); +R1f.z = backupReg0f + intBitsToFloat(uf_remappedPS[1].z); +R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w); + +vec2 coord = passParameterSem0.xy*textureSize(textureUnitPS0, 0); // +vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0); +vec2 uv = coord * ps; + + +R2f.xyz = (texture(textureUnitPS1, R1f.xy).xyz); +R3f.xyz = (texture(textureUnitPS1, R0f.zw).xyz); +R4f.xyz = (texture(textureUnitPS1, R0f.xy).xyz); +R5f.xyz = (texture(textureUnitPS1, R1f.zw).xyz); + +R6f.xyz = blur(textureUnitPS0, R1f.xy, ps*scaleBlur).xyz; //1.0 4k //.66 2k //0.075 1k //.51 4kx2 +R7f.xyz = R6f.xyz; +R0f.xyz = R6f.xyz; +R1f.xyz = R6f.xyz; +/* +R6f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); +R7f.xyz = (texture(textureUnitPS0, R0f.zw).xyz); +R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); +R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz); +*/ +// 0 +tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0)); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R127f.w = tempf.x; +R127f.z = R6f.x + R7f.x; +PS0f = R127f.z; +// 1 +tempf.x = dot(vec4(R3f.x,R3f.y,R3f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R127f.y = R6f.y + R7f.y; +PS1f = R127f.y; +// 2 +tempf.x = dot(vec4(R4f.x,R4f.y,R4f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0)); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +PS0f = R127f.w + PV1f.x; +// 3 +tempf.x = dot(vec4(R5f.x,R5f.y,R5f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +PS1f = PS0f + PV0f.x; +// 4 +backupReg0f = R0f.y; +PV0f.y = PS1f + PV1f.x; +PV0f.z = R127f.y + backupReg0f; +PV0f.w = R6f.z + R7f.z; +// 5 +backupReg0f = R0f.z; +R123f.x = (PV0f.y * 0.25 + -(intBitsToFloat(uf_remappedPS[2].x))); +PV1f.x = R123f.x; +PV1f.y = R127f.z + R0f.x; +PV1f.z = PV0f.z + R1f.y; +PV1f.w = PV0f.w + backupReg0f; +// 6 +PV0f.x = PV1f.y + R1f.x; +PV0f.y = PV1f.w + R1f.z; +PV0f.z = PV1f.z * 0.25; +PV0f.w = max(PV1f.x, -(PV1f.x)); +// 7 +PV1f.x = PV0f.x * 0.25; +PV1f.y = PV0f.y * 0.25; +PV1f.z = PV0f.w * intBitsToFloat(uf_remappedPS[2].y); +PV1f.z = clamp(PV1f.z, 0.0, 1.0); +PV1f.w = max(PV0f.z, 0.0); +// 8 +PV0f.x = max(PV1f.y, 0.0); +R1f.y = min(PV1f.w, 4.0); +PV0f.z = max(PV1f.x, 0.0); +tempResultf = log2(PV1f.z); +if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; +PS0f = tempResultf; +// 9 +PV1f.x = PS0f * intBitsToFloat(uf_remappedPS[2].w); +R1f.z = min(PV0f.x, 4.0); +R1f.x = min(PV0f.z, 4.0); +PS1f = R1f.x; +// 10 +PS0f = exp2(PV1f.x); +// 11 +R1f.w = PS0f * intBitsToFloat(uf_remappedPS[2].z); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w)*1.0; +} diff --git a/Enhancements/XenobladeX_Enhancement_FancyFX/e412d30f981be3b5_0000000000000000_vs.txt b/Enhancements/XenobladeX_Enhancement_FancyFX/e412d30f981be3b5_0000000000000000_vs.txt new file mode 100644 index 00000000..2eb67639 --- /dev/null +++ b/Enhancements/XenobladeX_Enhancement_FancyFX/e412d30f981be3b5_0000000000000000_vs.txt @@ -0,0 +1,61 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader e412d30f981be3b5 +//stasis cinematic align. A compromise for pretty blur being centered + +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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +void main() +{ +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; +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 = R2f.x; +backupReg1f = R2f.y; +R2f.x = (backupReg0f * intBitsToFloat(uf_remappedVS[0].x) + intBitsToFloat(uf_remappedVS[0].z)*0.5);//edit +R2f.y = (backupReg1f * intBitsToFloat(uf_remappedVS[0].y) + intBitsToFloat(uf_remappedVS[0].w)*0.5); +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.z); +// 0 +} diff --git a/Enhancements/XenobladeX_Enhancement_FancyFX/rules.txt b/Enhancements/XenobladeX_Enhancement_FancyFX/rules.txt new file mode 100644 index 00000000..7eb65e7d --- /dev/null +++ b/Enhancements/XenobladeX_Enhancement_FancyFX/rules.txt @@ -0,0 +1,40 @@ +[Definition] +titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00 +name = Fancy gfx # I would have called this RTX on, but Nvidia has trademarked it ;) +path = "Xenoblade Chronicles X/Enhancements/Fancy gfx" +description = Pretty blur, de-band sky, re-align cinematic etc.. NOT COMPATIBLE WITH OLDER GPUs ONLY TESTED ON NVIDIA, Probably breaks on res below 1080p +version = 3 + + +[Preset] +name = 1080 -> 1440 +$width = 2560 +$height = 1440 +$gameWidth = 1280 +$gameHeight = 720 +$internalRes = 0.75 +$dither = 0.15 +$scaleShader = (1440.0/1080.0) +$scaleBlur = 0.5 + +[Preset] +name = 1440 -> 2880 +$width = 3840 +$height = 2160 +$gameWidth = 1280 +$gameHeight = 720 +$internalRes = (1440.0/2160.0) +$dither = 0.25 +$scaleShader = 1.0 #round 1.5 shadow to 2.0 +$scaleBlur = 0.5 + +[Preset] +name = 2880+ (probably won't look good) +$width = 7680 +$height = 4320 +$gameWidth = 1280 +$gameHeight = 720 +$internalRes = 0.5 +$dither = 0.25 +$scaleShader = 1.0 +$scaleBlur = 1.0