From 86fcbae1d8d8267daf990a2472f99082f36ea892 Mon Sep 17 00:00:00 2001 From: Michael Date: Sun, 11 Nov 2018 12:37:46 -0800 Subject: [PATCH] Add WIP Smash No Pixel Mess Removes the pixel mess but causes several effects to go missing. partially fixes #255 --- .../1ed6dd85057f3924_0000000000000000_vs.txt | 187 ++++++++++++++++++ .../SuperSmashBros_NoPixelMess/rules.txt | 8 + 2 files changed, 195 insertions(+) create mode 100644 Workarounds/SuperSmashBros_NoPixelMess/1ed6dd85057f3924_0000000000000000_vs.txt create mode 100644 Workarounds/SuperSmashBros_NoPixelMess/rules.txt diff --git a/Workarounds/SuperSmashBros_NoPixelMess/1ed6dd85057f3924_0000000000000000_vs.txt b/Workarounds/SuperSmashBros_NoPixelMess/1ed6dd85057f3924_0000000000000000_vs.txt new file mode 100644 index 00000000..e79c23b8 --- /dev/null +++ b/Workarounds/SuperSmashBros_NoPixelMess/1ed6dd85057f3924_0000000000000000_vs.txt @@ -0,0 +1,187 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader 1ed6dd85057f3924 +uniform ivec4 uf_remappedVS[12]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem2; +layout(location = 2) in uvec4 attrDataSem8; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 1) out vec4 passParameterSem131; +layout(location = 0) out vec4 passParameterSem130; +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 R122f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R125f = 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 = attrDataSem0; +attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); +attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem8.xyzw)/255.0); +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); +attrDecoder.xy = attrDataSem2.xy; +attrDecoder.xy = ((attrDecoder.xy>>8)&0xFF)|((attrDecoder.xy<<8)&0xFF00); +attrDecoder.z = 0; +attrDecoder.w = 0; +attrDecoder.xy = floatBitsToUint(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16))); +attrDecoder.zw = uvec2(0); +R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +backupReg0f = R1f.x; +backupReg1f = R1f.y; +backupReg2f = R1f.w; +R1f.x = backupReg0f; +R1f.y = R1f.z; +PV0f.z = intBitsToFloat(uf_remappedVS[0].z) + -(intBitsToFloat(uf_remappedVS[1].y)); +R1f.w = backupReg1f; +R0f.y = backupReg2f; +PS0f = R0f.y; +// 1 +backupReg0f = R3f.x; +backupReg1f = R3f.y; +R3f.x = backupReg0f; +R3f.y = backupReg1f; +R127f.z = mul_nonIEEE(intBitsToFloat(uf_remappedVS[1].x), PV0f.z); +R125f.w = mul_nonIEEE(intBitsToFloat(uf_remappedVS[2].z), intBitsToFloat(uf_remappedVS[1].x)); +// 2 +R127f.xyw = vec3(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].w)); +PV0f.y = R127f.y; +PV0f.w = R127f.w; +// 3 +R126f.x = intBitsToFloat(uf_remappedVS[2].x); +R126f.y = intBitsToFloat(uf_remappedVS[2].y); +PV1f.y = R126f.y; +PV1f.z = mul_nonIEEE(R2f.w, PV0f.w); +R126f.w = intBitsToFloat(uf_remappedVS[2].w); +PV1f.w = R126f.w; +PS1f = mul_nonIEEE(R2f.w, PV0f.y); +// 4 +backupReg0f = R127f.x; +R127f.x = (mul_nonIEEE(R2f.z,PV1f.w) + PV1f.z); +PV0f.y = intBitsToFloat(uf_remappedVS[1].y) + R127f.z; +R127f.z = mul_nonIEEE(intBitsToFloat(uf_remappedVS[3].z), intBitsToFloat(uf_remappedVS[1].x)); +R127f.w = (mul_nonIEEE(R2f.z,PV1f.y) + PS1f); +PS0f = mul_nonIEEE(R2f.w, backupReg0f); +// 5 +PV1f.x = intBitsToFloat(uf_remappedVS[3].x); +PV1f.y = intBitsToFloat(uf_remappedVS[3].y); +PV1f.z = mul_nonIEEE(R2f.w, PV0f.y); +PV1f.w = intBitsToFloat(uf_remappedVS[3].w); +R122f.x = (mul_nonIEEE(R2f.z,R126f.x) + PS0f); +PS1f = R122f.x; +// 6 +backupReg0f = R127f.x; +backupReg1f = R127f.w; +R127f.x = mul_nonIEEE(intBitsToFloat(uf_remappedVS[4].z), intBitsToFloat(uf_remappedVS[1].x)); +R126f.y = (mul_nonIEEE(R2f.y,PV1f.w) + backupReg0f); +R123f.z = (mul_nonIEEE(R2f.z,R125f.w) + PV1f.z); +PV0f.z = R123f.z; +R127f.w = (mul_nonIEEE(R2f.y,PV1f.y) + backupReg1f); +R126f.x = (mul_nonIEEE(R2f.y,PV1f.x) + PS1f); +PS0f = R126f.x; +// 7 +PV1f.x = intBitsToFloat(uf_remappedVS[4].x); +PV1f.y = intBitsToFloat(uf_remappedVS[4].y); +R123f.z = (mul_nonIEEE(R2f.y,R127f.z) + PV0f.z); +PV1f.z = R123f.z; +PV1f.w = intBitsToFloat(uf_remappedVS[4].w); +// 8 +backupReg0f = R2f.x; +R2f.x = (mul_nonIEEE(backupReg0f,PV1f.x) + R126f.x); +R2f.y = (mul_nonIEEE(backupReg0f,PV1f.w) + R126f.y); +R2f.z = (mul_nonIEEE(backupReg0f,R127f.x) + PV1f.z); +R2f.w = (mul_nonIEEE(backupReg0f,PV1f.y) + R127f.w); +// export +passParameterSem131 = vec4(R3f.x, R3f.y, R3f.z, R3f.z); +// 0 +PV0f.x = mul_nonIEEE(R2f.y, intBitsToFloat(uf_remappedVS[5].x)); +PV0f.y = mul_nonIEEE(R2f.y, intBitsToFloat(uf_remappedVS[5].w)); +PV0f.z = mul_nonIEEE(R2f.y, intBitsToFloat(uf_remappedVS[5].z)); +PV0f.w = mul_nonIEEE(R2f.y, intBitsToFloat(uf_remappedVS[5].y)); +// 1 +R123f.x = (mul_nonIEEE(R2f.z,intBitsToFloat(uf_remappedVS[6].x)) + PV0f.x); +PV1f.x = R123f.x; +R123f.y = (mul_nonIEEE(R2f.z,intBitsToFloat(uf_remappedVS[6].w)) + PV0f.y); +PV1f.y = R123f.y; +R123f.z = (mul_nonIEEE(R2f.z,intBitsToFloat(uf_remappedVS[6].z)) + PV0f.z); +PV1f.z = R123f.z; +R123f.w = (mul_nonIEEE(R2f.z,intBitsToFloat(uf_remappedVS[6].y)) + PV0f.w); +PV1f.w = R123f.w; +// 2 +R123f.x = (mul_nonIEEE(R2f.w,intBitsToFloat(uf_remappedVS[7].x)) + PV1f.x); +PV0f.x = R123f.x; +R123f.y = (mul_nonIEEE(R2f.w,intBitsToFloat(uf_remappedVS[7].w)) + PV1f.y); +PV0f.y = R123f.y; +R123f.z = (mul_nonIEEE(R2f.w,intBitsToFloat(uf_remappedVS[7].z)) + PV1f.z); +PV0f.z = R123f.z; +R123f.w = (mul_nonIEEE(R2f.w,intBitsToFloat(uf_remappedVS[7].y)) + PV1f.w); +PV0f.w = R123f.w; +// 3 +backupReg0f = R2f.x; +R2f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[8].x)) + PV0f.x); +R2f.y = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[8].y)) + PV0f.w); +R2f.z = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[8].z)) + PV0f.z); +R2f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[8].w)) + PV0f.y); +// export + +// this removes the "pixel mess" but causes several effects to go missing +// gl_Position = vec4(R2f.x, R2f.y, R2f.z, R2f.w); + +// 0 +PV0f.x = mul_nonIEEE(intBitsToFloat(uf_remappedVS[9].x), intBitsToFloat(uf_remappedVS[10].x)); +PV0f.x *= 2.0; +PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedVS[9].y), intBitsToFloat(uf_remappedVS[10].y)); +PV0f.w *= 2.0; +// 1 +backupReg0f = R1f.x; +backupReg1f = R1f.w; +R1f.x = mul_nonIEEE(PV0f.x, backupReg0f); +PV1f.y = mul_nonIEEE(intBitsToFloat(uf_remappedVS[9].w), intBitsToFloat(uf_remappedVS[10].w)); +PV1f.y *= 2.0; +PV1f.z = mul_nonIEEE(intBitsToFloat(uf_remappedVS[9].z), intBitsToFloat(uf_remappedVS[10].z)); +PV1f.z *= 2.0; +R1f.w = mul_nonIEEE(PV0f.w, backupReg1f); +// 2 +R2f.z = mul_nonIEEE(PV1f.z, R1f.y); +R0f.w = mul_nonIEEE(PV1f.y, R0f.y); +// 0 +R0f.x = mul_nonIEEE(R1f.x, intBitsToFloat(uf_remappedVS[11].x)); +R0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[11].x)); +R0f.z = mul_nonIEEE(R2f.z, intBitsToFloat(uf_remappedVS[11].x)); +// export +passParameterSem130 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// 0 +} diff --git a/Workarounds/SuperSmashBros_NoPixelMess/rules.txt b/Workarounds/SuperSmashBros_NoPixelMess/rules.txt new file mode 100644 index 00000000..42522af4 --- /dev/null +++ b/Workarounds/SuperSmashBros_NoPixelMess/rules.txt @@ -0,0 +1,8 @@ +[Definition] +titleIds = 0005000010110E00,0005000010145000,0005000010144F00 +name = No "Pixel Mess" +path = Super Smash Bros. for Wii U/Workarounds/No "Pixel Mess" +description = Removes the "Pixel Mess" that appears on the results screen. Currently causes several effects to not appear. +version = 3 + +# A screenshot of the issue can be seen here: https://cdn.discordapp.com/attachments/286429969104764928/335077383847673857/unknown.png