From 876cc190d478d7754299cc5be3fa588d8b28cae4 Mon Sep 17 00:00:00 2001 From: Alex Chirila Date: Wed, 18 Oct 2017 00:38:23 +0300 Subject: [PATCH] [BotW] Added build script --- .../0b9b8f5dfa16ad58_0000000000000000_vs.txt | 117 ++++ .../0bcd653c18367d59_0000000000000000_vs.txt | 221 ++++++ .../0d6127fbed646d2b_0000000000000000_vs.txt | 185 +++++ .../0f2b9ee517917425_00000000000003c9_ps.txt | 660 ++++++++++++++++++ .../1a14de8e58d5b30a_0000000000000000_vs.txt | 230 ++++++ .../22c410044398c7af_0000000000000000_vs.txt | 85 +++ .../2a2f55a2b2d64474_0000000000000000_vs.txt | 89 +++ .../381d034349896360_0000000000000000_vs.txt | 114 +++ .../4721609a424e9a1f_0000000000000000_vs.txt | 196 ++++++ .../5c1761d13feccdff_0000000000000000_vs.txt | 85 +++ .../5c975b0e3dac0562_0000000000000000_vs.txt | 93 +++ .../75a85b0cbcab764b_0000000000000000_vs.txt | 93 +++ .../771e24915acbb074_0000000000000000_vs.txt | 99 +++ .../81eb264a750163d9_0000000000000000_vs.txt | 113 +++ .../8cab2ed476b991ea_0000000000000000_vs.txt | 91 +++ .../a5b3a5e5ab2938bc_0000000000001e49_ps.txt | 108 +++ .../bb50d2ee4fa87bc2_0000000000000000_vs.txt | 178 +++++ .../c92c1c4c0a2fb839_0000000000001e49_ps.txt | 163 +++++ .../c9f2fd37115b0ee1_0000000000000000_vs.txt | 205 ++++++ .../ea9a49a6185cf1e5_0000000000000000_vs.txt | 113 +++ .../f14bb57cd5c9cb77_00000000000003c9_ps.txt | 159 +++++ .../f69e84515ae56e70_0000000000000000_vs.txt | 99 +++ .../fc3e63a2007625f8_0000000000000000_vs.txt | 114 +++ Source/BreathOfTheWild/patches.txt | 106 +++ Source/BreathOfTheWild/rules.txt | 259 +++++++ build.sh | 14 +- 26 files changed, 3988 insertions(+), 1 deletion(-) create mode 100644 Source/BreathOfTheWild/0b9b8f5dfa16ad58_0000000000000000_vs.txt create mode 100644 Source/BreathOfTheWild/0bcd653c18367d59_0000000000000000_vs.txt create mode 100644 Source/BreathOfTheWild/0d6127fbed646d2b_0000000000000000_vs.txt create mode 100644 Source/BreathOfTheWild/0f2b9ee517917425_00000000000003c9_ps.txt create mode 100644 Source/BreathOfTheWild/1a14de8e58d5b30a_0000000000000000_vs.txt create mode 100644 Source/BreathOfTheWild/22c410044398c7af_0000000000000000_vs.txt create mode 100644 Source/BreathOfTheWild/2a2f55a2b2d64474_0000000000000000_vs.txt create mode 100644 Source/BreathOfTheWild/381d034349896360_0000000000000000_vs.txt create mode 100644 Source/BreathOfTheWild/4721609a424e9a1f_0000000000000000_vs.txt create mode 100644 Source/BreathOfTheWild/5c1761d13feccdff_0000000000000000_vs.txt create mode 100644 Source/BreathOfTheWild/5c975b0e3dac0562_0000000000000000_vs.txt create mode 100644 Source/BreathOfTheWild/75a85b0cbcab764b_0000000000000000_vs.txt create mode 100644 Source/BreathOfTheWild/771e24915acbb074_0000000000000000_vs.txt create mode 100644 Source/BreathOfTheWild/81eb264a750163d9_0000000000000000_vs.txt create mode 100644 Source/BreathOfTheWild/8cab2ed476b991ea_0000000000000000_vs.txt create mode 100644 Source/BreathOfTheWild/a5b3a5e5ab2938bc_0000000000001e49_ps.txt create mode 100644 Source/BreathOfTheWild/bb50d2ee4fa87bc2_0000000000000000_vs.txt create mode 100644 Source/BreathOfTheWild/c92c1c4c0a2fb839_0000000000001e49_ps.txt create mode 100644 Source/BreathOfTheWild/c9f2fd37115b0ee1_0000000000000000_vs.txt create mode 100644 Source/BreathOfTheWild/ea9a49a6185cf1e5_0000000000000000_vs.txt create mode 100644 Source/BreathOfTheWild/f14bb57cd5c9cb77_00000000000003c9_ps.txt create mode 100644 Source/BreathOfTheWild/f69e84515ae56e70_0000000000000000_vs.txt create mode 100644 Source/BreathOfTheWild/fc3e63a2007625f8_0000000000000000_vs.txt create mode 100644 Source/BreathOfTheWild/patches.txt create mode 100644 Source/BreathOfTheWild/rules.txt diff --git a/Source/BreathOfTheWild/0b9b8f5dfa16ad58_0000000000000000_vs.txt b/Source/BreathOfTheWild/0b9b8f5dfa16ad58_0000000000000000_vs.txt new file mode 100644 index 00000000..1145cc72 --- /dev/null +++ b/Source/BreathOfTheWild/0b9b8f5dfa16ad58_0000000000000000_vs.txt @@ -0,0 +1,117 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 0b9b8f5dfa16ad58 +// Fixed radius blur +// main menu v +const float resXScale = ; +const float resYScale = ; + +uniform ivec4 uf_remappedVS[5]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem0; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +uvec4 attrDecoder; +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +R127f.x = (R1f.x > 0.0)?1.0:0.0; +R127f.x /= 2.0; +R127f.y = -(R1f.y); +PV0f.y = R127f.y; +R127f.z = (0.0 > R1f.x)?1.0:0.0; +R127f.z /= 2.0; +R127f.w = 1.0; +PV0f.w = R127f.w; +R126f.x = intBitsToFloat(uf_remappedVS[0].z) / resXScale * intBitsToFloat(0x3fae8a72); +PS0f = R126f.x; +// 1 +R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); +PV1f.x = R0f.x; +PV1f.y = R0f.x; +PV1f.z = R0f.x; +PV1f.w = R0f.x; +R126f.w = (PV0f.y > 0.0)?1.0:0.0; +R126f.w /= 2.0; +PS1f = R126f.w; +// 2 +backupReg0f = R127f.y; +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R0f.y = tempf.x; +R127f.y = (0.0 > backupReg0f)?1.0:0.0; +R127f.y /= 2.0; +PS0f = R127f.y; +// 3 +backupReg0f = R127f.x; +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R0f.z = tempf.x; +R127f.x = backupReg0f + -(R127f.z); +PS1f = R127f.x; +// 4 +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R0f.w = tempf.x; +PS0f = R126f.w + -(R127f.y); +// 5 +PV1f.y = PS0f + 0.5; +PV1f.z = R127f.x + 0.5; +// 6 +R1f.x = PV1f.y; +R1f.y = PV1f.z + -(R126f.x); +R1f.z = PV1f.z + R126f.x; +R1f.w = PV1f.z; +// export +gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Source/BreathOfTheWild/0bcd653c18367d59_0000000000000000_vs.txt b/Source/BreathOfTheWild/0bcd653c18367d59_0000000000000000_vs.txt new file mode 100644 index 00000000..568bd6cc --- /dev/null +++ b/Source/BreathOfTheWild/0bcd653c18367d59_0000000000000000_vs.txt @@ -0,0 +1,221 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 0bcd653c18367d59 +// AARestore v2 - restores native aa in game +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = ; +const float resYScale = ; + +uniform ivec4 uf_remappedVS[5]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 3) out vec4 passParameterSem4; +layout(location = 0) out vec4 passParameterSem0; +layout(location = 1) out vec4 passParameterSem1; +layout(location = 2) out vec4 passParameterSem3; +layout(location = 4) out vec4 passParameterSem6; +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 R123i = ivec4(0); +ivec4 R124i = ivec4(0); +ivec4 R125i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +uvec4 attrDecoder; +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; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID); +attrDecoder.xyzw = attrDataSem0.xyzw; +attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00); +attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16)))); +R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder.x = attrDataSem1.x; +attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24)); +attrDecoder.y = 0; +attrDecoder.z = 0; +attrDecoder.w = 0; +attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3); +if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00; +if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00; +if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00; +attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0)); +attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0)); +attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0)); +attrDecoder.w = floatBitsToUint(float(attrDecoder.w)); +R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +// 0 +backupReg0i = R0i.x; +PV0i.x = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0); +R127i.y = 0x3f800000; +PV0i.z = 0x3f800000; +PV0i.w = 0x40400000; +R127i.z = 0xbf800000; +PS0i = R127i.z; +// 1 +R123i.x = ((PV0i.x == 0)?(PV0i.z):(0xc0400000)); +PV1i.x = R123i.x; +R123i.y = ((PV0i.x == 0)?(PV0i.w):(0xbf800000)); +PV1i.y = R123i.y; +R0i.z = 0; +PV1i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081)); +R2i.w = 0x3f800000; +PS1i = R2i.w; +// 2 +R2i.x = ((R0i.x == 0)?(R127i.z):(PV1i.y)); +PV0i.x = R2i.x; +R2i.y = ((R0i.x == 0)?(R127i.y):(PV1i.x)); +PV0i.y = R2i.y; +R2i.z = floatBitsToInt(intBitsToFloat(PV1i.w) + -(0.5)); +R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0); +R0i.w = 0x3d2aaaab; +R0i.x = 0x3e000000; +PS0i = R0i.x; +// 3 +R5i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5)); +PV1i.x = R5i.x; +R0i.y = 0; +PV1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y))); +R4i.w = uf_remappedVS[1].z; +R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0); +R3i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z))); +R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0); +PS1i = R3i.x; +// 4 +R6i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x))); +R6i.x = floatBitsToInt(intBitsToFloat(R6i.x) * 2.0); +R5i.y = floatBitsToInt((intBitsToFloat(PV1i.z) * 0.5 + 0.5)); +R7i.z = PV1i.x; +R3i.w = R2i.x; +R3i.w = floatBitsToInt(intBitsToFloat(R3i.w) / 2.0); +R6i.y = uf_remappedVS[3].y; +R6i.y = floatBitsToInt(intBitsToFloat(R6i.y) * 2.0); +PS0i = R6i.y; +R1i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wz)).x); +R1i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.xy)).xyz); +// export +gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); +// export +// skipped export to semanticId 255 +// 0 +R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5)); +R125i.y = floatBitsToInt(intBitsToFloat(R4i.w) + -(0.5)); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0); +R7i.w = R5i.y; +PV0i.w = R7i.w; +R127i.y = floatBitsToInt(-(intBitsToFloat(R6i.x))); +R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) / 2.0); +PS0i = R127i.y; +// 1 +R127i.x = floatBitsToInt(-(intBitsToFloat(R6i.y))); +R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0); +R126i.y = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(R4i.w)); +PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(uf_remappedVS[4].w)/resYScale); +PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R3i.x)); +R127i.w = floatBitsToInt(intBitsToFloat(R7i.z) + intBitsToFloat(uf_remappedVS[4].z)/resXScale); +PS1i = R127i.w; +// 2 +backupReg0i = R127i.y; +R125i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R126i.x)); +R127i.y = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(R125i.y)); +R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.y), intBitsToFloat(PV1i.w))); +R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.x),intBitsToFloat(R4i.w)) + intBitsToFloat(backupReg0i))); +R125i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z)/resXScale); +PS0i = R125i.w; +// 3 +backupReg0i = R126i.y; +backupReg1i = R127i.x; +R127i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].w)/resYScale)); +R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(backupReg0i))); +R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.y),intBitsToFloat(R3i.x)) + intBitsToFloat(backupReg1i))); +R124i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].x)*resXScale); +R124i.w = floatBitsToInt(intBitsToFloat(R124i.w) / 2.0); +R125i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].y)*resYScale); +R125i.z = floatBitsToInt(intBitsToFloat(R125i.z) / 2.0); +PS1i = R125i.z; +// 4 +backupReg0i = R126i.x; +backupReg1i = R127i.w; +backupReg2i = R127i.y; +R126i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].w)/resYScale); +R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) * 2.0); +R127i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z)/resXScale); +R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 2.0); +R124i.z = floatBitsToInt(intBitsToFloat(R5i.y) + intBitsToFloat(backupReg0i)); +R127i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(R125i.y)); +R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(backupReg2i))); +PS0i = R4i.w; +// 5 +backupReg0i = R127i.z; +R2i.x = floatBitsToInt(intBitsToFloat(R125i.w) * 1.5); +R2i.y = floatBitsToInt(intBitsToFloat(R127i.x) * 1.5); +R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.y), intBitsToFloat(R125i.x))); +R6i.w = backupReg0i; +R6i.z = R126i.w; +PS1i = R6i.z; +// 6 +R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(R124i.w)) + 0.5)); +R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R125i.z)) + 0.5)); +R5i.z = R126i.y; +R5i.w = R126i.z; +R3i.z = R127i.y; +PS0i = R3i.z; +// 7 +R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(R127i.w))); +R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.y), intBitsToFloat(R124i.z))); +R4i.z = R4i.w; +R3i.w = R126i.x; +R4i.w = R127i.z; +PS1i = R4i.w; +// export +passParameterSem4 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); +// export +// skipped export to semanticId 255 +// export +passParameterSem0 = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w)); +// export +passParameterSem1 = vec4(intBitsToFloat(R6i.x), intBitsToFloat(R6i.y), intBitsToFloat(R6i.z), intBitsToFloat(R6i.w)); +// export +passParameterSem3 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.z)); +// export +passParameterSem6 = vec4(intBitsToFloat(R7i.x), intBitsToFloat(R7i.x), intBitsToFloat(R7i.z), intBitsToFloat(R7i.w)); +} diff --git a/Source/BreathOfTheWild/0d6127fbed646d2b_0000000000000000_vs.txt b/Source/BreathOfTheWild/0d6127fbed646d2b_0000000000000000_vs.txt new file mode 100644 index 00000000..a46dfbda --- /dev/null +++ b/Source/BreathOfTheWild/0d6127fbed646d2b_0000000000000000_vs.txt @@ -0,0 +1,185 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 0d6127fbed646d2b +// AO Fix +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = ; +const float resYScale = ; + +uniform ivec4 uf_remappedVS[5]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1 +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; +layout(location = 1) out vec4 passParameterSem5; +layout(location = 2) out vec4 passParameterSem6; +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 R123i = ivec4(0); +ivec4 R124i = ivec4(0); +ivec4 R125i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +uvec4 attrDecoder; +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; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID); +attrDecoder.xyzw = attrDataSem0.xyzw; +attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00); +attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16)))); +R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder.x = attrDataSem1.x; +attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24)); +attrDecoder.y = 0; +attrDecoder.z = 0; +attrDecoder.w = 0; +attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3); +if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00; +if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00; +if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00; +attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0)); +attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0)); +attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0)); +attrDecoder.w = floatBitsToUint(float(attrDecoder.w)); +R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +// 0 +backupReg0i = R0i.x; +PV0i.x = 0x3f800000; +PV0i.y = 0x40400000; +PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0); +R127i.w = 0x3f800000; +R127i.x = 0xbf800000; +PS0i = R127i.x; +// 1 +R3i.x = uf_remappedVS[0].z; +R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0); +PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081)); +R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000)); +PV1i.z = R123i.z; +R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000)); +PV1i.w = R123i.w; +R2i.w = 0x3f800000; +PS1i = R2i.w; +// 2 +R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w)); +PV0i.x = R2i.x; +R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z)); +PV0i.y = R2i.y; +R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5)); +R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0); +R0i.w = 0x3d2aaaab; +R0i.y = 0; +PS0i = R0i.y; +// 3 +R1i.xyz = ivec3(0x3e000000,0,floatBitsToInt(-(intBitsToFloat(PV0i.y)))); +R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z))); +R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0); +R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5)); +PS1i = R4i.x; +R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x); +R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz); +// export +gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); +// export +// skipped export to semanticId 255 +// 0 +R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5)); +R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5)); +PV0i.y = R4i.y; +PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0); +PV0i.w = R2i.x; +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); +R125i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5)); +PS0i = R125i.z; +// 1 +R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].w) * 2.0 / resXScale + intBitsToFloat(PV0i.y))); +PV1i.x = R123i.x; +R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].x))); +R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0); +R1i.z = uf_remappedVS[4].y; +R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0); +R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x)); +R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w)); +PS1i = R127i.z; +// 2 +R127i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].y) * resYScale); +R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0); +PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].x) * resXScale); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0); +R126i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].z) * 2.0 / resXScale + intBitsToFloat(R4i.x))); +R126i.w = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R126i.x)); +R124i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R125i.z)); +PS0i = R124i.z; +// 3 +R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R127i.z))); +R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w))); +R127i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y))); +R123i.w = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x))); +PV1i.w = R123i.w; +R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.y))); +PS1i = R127i.w; +// 4 +backupReg0i = R126i.w; +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R125i.z)); +PV0i.y = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(R126i.x)); +R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R127i.x))); +R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(backupReg0i))); +R3i.z = PV1i.w; +PS0i = R3i.z; +// 5 +R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y))); +R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x))); +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R124i.z))); +R3i.w = R127i.z; +R4i.z = R127i.y; +PS1i = R4i.z; +// 6 +R3i.x = floatBitsToInt(intBitsToFloat(R127i.w) * 0.25); +R3i.y = floatBitsToInt(intBitsToFloat(R126i.z) * 0.25); +R1i.z = R126i.w; +R4i.w = R125i.x; +R1i.w = PV1i.z; +PS0i = R1i.w; +// export +passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); +// export +passParameterSem5 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); +// export +passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); +} diff --git a/Source/BreathOfTheWild/0f2b9ee517917425_00000000000003c9_ps.txt b/Source/BreathOfTheWild/0f2b9ee517917425_00000000000003c9_ps.txt new file mode 100644 index 00000000..90738e04 --- /dev/null +++ b/Source/BreathOfTheWild/0f2b9ee517917425_00000000000003c9_ps.txt @@ -0,0 +1,660 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 0f2b9ee517917425 +// AARestore - restores native fxaa in inventory screen +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = ; +const float resYScale = ; + +uniform ivec4 uf_remappedPS[2]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x387f8000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem2; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +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 R123i = ivec4(0); +ivec4 R124i = ivec4(0); +ivec4 R125i = ivec4(0); +ivec4 R126i = 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(passParameterSem2); +if( activeMaskStackC[1] == true ) { +R2i.xzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).xzw); +R1i.xz = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.zw)).xz); +R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); +R0i.w = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(1,-1)).x); +R1i.y = floatBitsToInt(textureOffset(textureUnitPS1, intBitsToFloat(R0i.xy),ivec2(-1,1)).x); +} +if( activeMaskStackC[1] == true ) { +activeMaskStack[1] = activeMaskStack[0]; +activeMaskStackC[2] = activeMaskStackC[1]; +// 0 +PV0i.x = floatBitsToInt(min(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z))); +PV0i.y = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z))); +PV0i.z = floatBitsToInt(max(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z))); +PV0i.w = floatBitsToInt(min(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z))); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.y))); +PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.w))); +// 2 +PV0i.z = floatBitsToInt(min(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.y))); +PV0i.w = floatBitsToInt(max(intBitsToFloat(R2i.w), intBitsToFloat(PV1i.x))); +// 3 +PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].x))); +R1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(PV0i.z))); +// 4 +R2i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].y))); +// 5 +predResult = (intBitsToFloat(R1i.w) >= intBitsToFloat(R2i.y)); +activeMaskStack[1] = predResult; +activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; +} +else { +activeMaskStack[1] = false; +activeMaskStackC[2] = false; +} +if( activeMaskStackC[2] == true ) { +// 0 +R126i.xyz = floatBitsToInt(vec3(intBitsToFloat(R2i.z),intBitsToFloat(R1i.x),intBitsToFloat(R2i.z)) + vec3(intBitsToFloat(R0i.w),intBitsToFloat(R1i.y),intBitsToFloat(R1i.x))); +PV0i.z = R126i.z; +R127i.w = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(R1i.z)); +PV0i.w = R127i.w; +R127i.y = R1i.z; +R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 2.0); +PS0i = R127i.y; +// 1 +PV1i.x = R2i.x; +PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * 2.0); +PV1i.y = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R0i.w)); +R127i.z = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV0i.z))); +PV1i.w = PV0i.w; +PS1i = floatBitsToInt(intBitsToFloat(R2i.z) + intBitsToFloat(R1i.y)); +// 2 +R127i.x = floatBitsToInt((-(intBitsToFloat(R2i.w)) * 2.0 + intBitsToFloat(PV1i.w))); +R1i.y = R2i.z; +PV0i.y = R1i.y; +PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) + -(intBitsToFloat(PV1i.x))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + -(intBitsToFloat(R127i.y))); +PS0i = R126i.x; +// 3 +backupReg0i = R127i.z; +backupReg0i = R127i.z; +R123i.x = floatBitsToInt((-(intBitsToFloat(R1i.x)) * 2.0 + intBitsToFloat(R126i.y))); +PV1i.x = R123i.x; +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +R127i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +R123i.w = floatBitsToInt((-(intBitsToFloat(PV0i.y)) * 2.0 + intBitsToFloat(PS0i))); +PV1i.w = R123i.w; +PS1i = floatBitsToInt(max(intBitsToFloat(backupReg0i), -(intBitsToFloat(backupReg0i)))); +PS1i = floatBitsToInt(intBitsToFloat(PS1i) * 2.0); +// 4 +backupReg0i = R126i.y; +PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x)))); +R126i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w)))); +PV0i.z = floatBitsToInt(max(intBitsToFloat(R127i.x), -(intBitsToFloat(R127i.x)))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(PS1i)); +R126i.w = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(backupReg0i)); +PS0i = R126i.w; +// 5 +backupReg0i = R127i.z; +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.z)); +PV1i.y = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R126i.z)); +PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * 2.0); +R127i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.w)); +R127i.y = floatBitsToInt(1.0 / intBitsToFloat(R1i.w)); +PS1i = R127i.y; +// 6 +PV0i.x = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(PV1i.y)); +PV0i.y = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PV1i.x)); +// 7 +PV1i.x = ((intBitsToFloat(PV0i.y) >= intBitsToFloat(R127i.z))?int(0xFFFFFFFF):int(0x0)); +PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3daaaaab)); +// 8 +PV0i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.y))); +R4i.z = ((PV1i.x == 0)?(0x3f800000):(0)); +PV0i.z = R4i.z; +R5i.w = ((PV1i.x == 0)?(0):(0x3f800000)); +PV0i.w = R5i.w; +// 9 +R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[1].x)/resXScale)); +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].x)/resXScale)); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[1].y)/resYScale)); +PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV0i.z))); +// 10 +R127i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(R127i.y)); +R127i.x = clampFI32(R127i.x); +PV0i.x = R127i.x; +R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(uf_remappedPS[1].y)/resYScale) + intBitsToFloat(PV1i.y))); +R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(R5i.w)) + intBitsToFloat(PS1i))); +PV0i.z = R127i.z; +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(R4i.z))); +// 11 +R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R5i.w)) + intBitsToFloat(PV0i.w))); +PV1i.x = R124i.x; +PV1i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV0i.z)); +R123i.w = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(0x40c00000) + intBitsToFloat(0xc1700000))); +PV1i.w = R123i.w; +// 12 +R125i.x = floatBitsToInt(max(intBitsToFloat(PV1i.y), -(intBitsToFloat(PV1i.y)))); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + intBitsToFloat(PV1i.x)); +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.w)) + intBitsToFloat(0x41200000))); +PV0i.z = R123i.z; +// 13 +R126i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.x = R126i.x; +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.z))); +// 14 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.y))); +R126i.w = ((intBitsToFloat(R125i.x) >= intBitsToFloat(PV1i.x))?int(0xFFFFFFFF):int(0x0)); +PV0i.w = R126i.w; +// 15 +R6i.x = floatBitsToInt(((PV0i.w == 0)?(intBitsToFloat(R127i.y)):(-(intBitsToFloat(R127i.y))))); +PV1i.x = R6i.x; +R123i.z = ((PV0i.w == 0)?(R126i.x):(R125i.x)); +PV1i.z = R123i.z; +PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.x))); +// 16 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(PV1i.x))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) / 2.0); +R123i.y = ((R126i.w == 0)?(R124i.x):(R127i.z)); +PV0i.y = R123i.y; +R3i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3f400000)); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV1i.x))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); +R4i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * 0.25); +PS0i = R4i.x; +// 17 +backupReg0i = R0i.x; +PV1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.x)); +PV1i.z = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.w)); +R4i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); +R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0); +PV1i.w = R4i.w; +// 18 +R3i.x = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(PV1i.x)); +R3i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(PV1i.z)); +R1i.z = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(PV1i.x)); +R1i.w = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV1i.z)); +R2i.x = floatBitsToInt(intBitsToFloat(R2i.w) + -(intBitsToFloat(PV1i.w))); +PS0i = R2i.x; +} +if( activeMaskStackC[2] == true ) { +R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +backupReg0i = R2i.x; +R2i.x = ((0.0 > intBitsToFloat(backupReg0i))?int(0xFFFFFFFF):int(0x0)); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); +// 1 +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +backupReg0i = R3i.x; +backupReg1i = R3i.y; +R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg0i))); +R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(backupReg1i))); +R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z))); +R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w))); +} +if( activeMaskStackC[2] == true ) { +R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +backupReg0i = R2i.z; +backupReg1i = R2i.w; +R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.x))); +R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R3i.y))); +R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); +R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); +// 1 +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +// 3 +R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.y = R123i.y; +R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +// 4 +backupReg0i = R1i.x; +backupReg1i = R1i.y; +R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i))); +R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i))); +R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.z))); +R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R2i.w))); +} +if( activeMaskStackC[2] == true ) { +R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +backupReg0i = R1i.z; +backupReg1i = R1i.w; +R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.x))); +R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.w)) + intBitsToFloat(R1i.y))); +R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); +R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); +// 1 +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +// 3 +R123i.y = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.y = R123i.y; +R123i.z = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +// 4 +backupReg0i = R3i.x; +backupReg1i = R3i.y; +R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.x)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg0i))); +R3i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R3i.w)),intBitsToFloat(PV1i.y)) + intBitsToFloat(backupReg1i))); +R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.z))); +R2i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(R1i.w))); +} +if( activeMaskStackC[2] == true ) { +R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +// 2 +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.z) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +// 5 +backupReg0i = R2i.z; +backupReg1i = R2i.w; +R1i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * 1.5 + intBitsToFloat(R3i.x))); +R1i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * 1.5 + intBitsToFloat(R3i.y))); +R2i.z = floatBitsToInt((intBitsToFloat(PV0i.z) * 1.5 + intBitsToFloat(backupReg0i))); +R2i.w = floatBitsToInt((intBitsToFloat(PV0i.y) * 1.5 + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); +// 1 +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +// 3 +R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.x = R123i.x; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 5 +backupReg0i = R1i.x; +backupReg1i = R1i.y; +R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x))); +R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 5 +backupReg0i = R1i.z; +backupReg1i = R1i.w; +R3i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV0i.x))); +R3i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV0i.w))); +R1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z)); +R1i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); +// 1 +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +// 3 +R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.x = R123i.x; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 5 +backupReg0i = R3i.x; +backupReg1i = R3i.y; +R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(PV0i.w))); +R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(PV0i.z))); +R2i.z = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(PV0i.x)); +R2i.w = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R1i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).x); +R1i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.z)); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.w)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 5 +backupReg0i = R2i.z; +backupReg1i = R2i.w; +R1i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(intBitsToFloat(PV0i.x))); +R1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + -(intBitsToFloat(PV0i.w))); +R2i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z)); +R2i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R3i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.y)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R3i.x)); +// 1 +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.z))); +// 3 +R123i.x = ((intBitsToFloat(PV0i.y) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.x = R123i.x; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.x))); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 4.0); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 4.0); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 4.0); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 4.0); +// 5 +backupReg0i = R1i.x; +backupReg1i = R1i.y; +R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(R2i.z)) + vec3(-(intBitsToFloat(PV0i.w)),-(intBitsToFloat(PV0i.z)),intBitsToFloat(PV0i.x))); +R1i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(PV0i.y)); +} +if( activeMaskStackC[2] == true ) { +R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x); +R2i.z = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.z)); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R2i.w)); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.y))); +PV0i.w = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.x))); +// 3 +R123i.z = ((intBitsToFloat(PV0i.w) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.z = R123i.z; +R123i.w = ((intBitsToFloat(PV0i.x) >= 0.0)?(floatBitsToInt(1.0)):(0)); +PV1i.w = R123i.w; +// 4 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.w))); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.z))); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.w))); +// 5 +backupReg0i = R1i.z; +backupReg1i = R1i.w; +R5i.x = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.x))); +R5i.y = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * intBitsToFloat(0x41000000) + intBitsToFloat(R1i.y))); +R1i.z = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg0i))); +R1i.w = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0x41000000) + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R1i.y = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R5i.xy)).x); +R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +backupReg0i = R0i.x; +backupReg1i = R0i.y; +backupReg0i = R0i.x; +PV0i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.x)); +PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(R5i.x))); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R4i.w)) + intBitsToFloat(R1i.y)); +R126i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(R5i.y))); +PS0i = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(R1i.z)); +// 1 +PV1i.x = floatBitsToInt(-(intBitsToFloat(R0i.y)) + intBitsToFloat(R1i.w)); +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PS0i))); +PV1i.z = ((0.0 > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0)); +PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.y))); +PS1i = ((0.0 > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0)); +// 2 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.x)) + intBitsToFloat(PV1i.y))); +PV0i.x = R123i.x; +R127i.y = (PV1i.z != R2i.x)?int(0xFFFFFFFF):int(0x0); +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(R126i.w)) + intBitsToFloat(PV1i.w))); +PV0i.z = R123i.z; +R126i.w = (PS1i != R2i.x)?int(0xFFFFFFFF):int(0x0); +// 3 +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(PV0i.x)); +R126i.y = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.x))); +PV1i.z = ((intBitsToFloat(PV0i.x) > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0)); +// 4 +backupReg0i = R127i.y; +R127i.y = ((PV1i.z == 0)?(R126i.w):(backupReg0i)); +PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x)); +// 5 +PV1i.z = floatBitsToInt(intBitsToFloat(R126i.y) * intBitsToFloat(PS0i)); +// 6 +PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 0.5); +// 7 +R123i.x = ((R127i.y == 0)?(0):(PV0i.y)); +PV1i.x = R123i.x; +// 8 +PV0i.w = floatBitsToInt(max(intBitsToFloat(R3i.z), intBitsToFloat(PV1i.x))); +// 9 +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(PV0i.w))); +// 10 +backupReg0i = R0i.x; +backupReg1i = R0i.y; +R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg0i))); +R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.w),intBitsToFloat(PV1i.z)) + intBitsToFloat(backupReg1i))); +} +if( activeMaskStackC[2] == true ) { +R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); +} +activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; +// export +passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); +} diff --git a/Source/BreathOfTheWild/1a14de8e58d5b30a_0000000000000000_vs.txt b/Source/BreathOfTheWild/1a14de8e58d5b30a_0000000000000000_vs.txt new file mode 100644 index 00000000..9cfe71ee --- /dev/null +++ b/Source/BreathOfTheWild/1a14de8e58d5b30a_0000000000000000_vs.txt @@ -0,0 +1,230 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 1a14de8e58d5b30a +// AARestore v2 - restores native aa in game +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = ; +const float resYScale = ; + +uniform ivec4 uf_remappedVS[5]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 2) out vec4 passParameterSem2; +layout(location = 3) out vec4 passParameterSem4; +layout(location = 0) out vec4 passParameterSem0; +layout(location = 1) out vec4 passParameterSem1; +layout(location = 4) out vec4 passParameterSem6; +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 R123i = ivec4(0); +ivec4 R124i = ivec4(0); +ivec4 R125i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +uvec4 attrDecoder; +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; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID); +attrDecoder.xyzw = attrDataSem0.xyzw; +attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00); +attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16)))); +R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder.x = attrDataSem1.x; +attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24)); +attrDecoder.y = 0; +attrDecoder.z = 0; +attrDecoder.w = 0; +attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3); +if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00; +if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00; +if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00; +attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0)); +attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0)); +attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0)); +attrDecoder.w = floatBitsToUint(float(attrDecoder.w)); +R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +// 0 +backupReg0i = R0i.x; +PV0i.x = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0); +R127i.y = 0x3f800000; +PV0i.z = 0x3f800000; +PV0i.w = 0x40400000; +R127i.z = 0xbf800000; +PS0i = R127i.z; +// 1 +R123i.x = ((PV0i.x == 0)?(PV0i.z):(0xc0400000)); +PV1i.x = R123i.x; +R123i.y = ((PV0i.x == 0)?(PV0i.w):(0xbf800000)); +PV1i.y = R123i.y; +R0i.z = 0; +PV1i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081)); +R2i.w = 0x3f800000; +PS1i = R2i.w; +// 2 +R2i.x = ((R0i.x == 0)?(R127i.z):(PV1i.y)); +PV0i.x = R2i.x; +R2i.y = ((R0i.x == 0)?(R127i.y):(PV1i.x)); +PV0i.y = R2i.y; +R2i.z = floatBitsToInt(intBitsToFloat(PV1i.w) + -(0.5)); +R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0); +R0i.w = 0x3ec00000; +R0i.x = 0x3eeaaaab; +PS0i = R0i.x; +// 3 +R1i.x = 0x3d2aaaab; +R0i.y = 0; +R1i.z = 0; +R1i.w = floatBitsToInt(-(intBitsToFloat(PV0i.y))); +R5i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5)); +PS1i = R5i.x; +R3i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wz)).xyz); +R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.xy)).xyz); +R4i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xz)).y); +// export +gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); +// 0 +R127i.x = uf_remappedVS[1].z; +R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0); +PV0i.x = R127i.x; +R5i.y = floatBitsToInt((intBitsToFloat(R1i.w) * 0.5 + 0.5)); +PV0i.y = R5i.y; +R126i.z = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z))); +R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) / 2.0); +R127i.w = R2i.x; +R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0); +R1i.z = R5i.x; +PS0i = R1i.z; +// 1 +backupReg0i = R2i.y; +R2i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x))); +R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) * 2.0); +PV1i.x = R2i.x; +R2i.y = uf_remappedVS[3].y; +R2i.y = floatBitsToInt(intBitsToFloat(R2i.y) * 2.0); +PV1i.y = R2i.y; +R127i.z = floatBitsToInt(-(intBitsToFloat(backupReg0i))); +R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0); +R1i.w = PV0i.y; +PV1i.w = R1i.w; +R126i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5)); +PS1i = R126i.y; +// 2 +backupReg0i = R127i.w; +R126i.x = floatBitsToInt(intBitsToFloat(R126i.z) + -(0.5)); +PV0i.x = R126i.x; +PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0); +PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(uf_remappedVS[4].w)/resYScale); +R127i.w = floatBitsToInt(-(intBitsToFloat(PV1i.y))); +R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0); +R127i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R127i.x)); +PS0i = R127i.y; +// 3 +PV1i.x = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(R126i.z)); +R125i.y = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(R126i.y)); +R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(PV0i.x)); +R126i.w = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(uf_remappedVS[4].z)/resXScale); +R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R127i.x)) + intBitsToFloat(PV0i.y))); +PS1i = R125i.w; +// 4 +backupReg0i = R127i.y; +backupReg1i = R126i.z; +R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(PV1i.x))); +R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(backupReg0i))); +R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(backupReg1i)) + intBitsToFloat(R127i.w))); +R127i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].x)*resXScale); +R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0); +R125i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].y)*resYScale); +R125i.z = floatBitsToInt(intBitsToFloat(R125i.z) / 2.0); +PS0i = R125i.z; +// 5 +backupReg0i = R126i.x; +backupReg1i = R126i.w; +backupReg2i = R126i.y; +R126i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].w)/resYScale); +R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) * 2.0); +R126i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z)/resXScale); +R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0); +R124i.z = floatBitsToInt(intBitsToFloat(R5i.y) + intBitsToFloat(backupReg0i)); +R126i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(backupReg2i)); +R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R125i.y))); +PS1i = R124i.w; +// 6 +backupReg0i = R0i.y; +backupReg1i = R0i.x; +backupReg2i = R125i.w; +PV0i.x = floatBitsToInt(-(intBitsToFloat(R3i.z)) + intBitsToFloat(R0i.z)); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R3i.y)) + intBitsToFloat(backupReg0i)); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R3i.x)) + intBitsToFloat(backupReg1i)); +R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R127i.z))); +R2i.z = backupReg2i; +PS0i = R2i.z; +// 7 +R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R5i.y)) + intBitsToFloat(R3i.x))); +R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(R5i.y)) + intBitsToFloat(R3i.y))); +R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(R5i.y)) + intBitsToFloat(R3i.z))); +R2i.w = R126i.z; +R5i.z = R127i.y; +PS1i = R5i.z; +// 8 +R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(R127i.w)) + 0.5)); +R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R125i.z)) + 0.5)); +R3i.z = R126i.y; +R5i.w = R127i.x; +R3i.w = R126i.x; +PS0i = R3i.w; +// 9 +R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R126i.w))); +R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R124i.z))); +R0i.z = R124i.w; +R0i.w = R125i.w; +// export +passParameterSem2 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); +// export +passParameterSem4 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); +// export +// skipped export to semanticId 255 +// export +passParameterSem0 = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w)); +// export +passParameterSem1 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); +// export +passParameterSem6 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.x), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); +} diff --git a/Source/BreathOfTheWild/22c410044398c7af_0000000000000000_vs.txt b/Source/BreathOfTheWild/22c410044398c7af_0000000000000000_vs.txt new file mode 100644 index 00000000..7114bf52 --- /dev/null +++ b/Source/BreathOfTheWild/22c410044398c7af_0000000000000000_vs.txt @@ -0,0 +1,85 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 22c410044398c7af +// Fixed radius blur +// shadow pass blur v +const float resXScale = ; +const float resYScale = ; + +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; +PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fae8a72); +// 1 +backupReg0f = R2f.y; +R0f.x = R2f.x; +R0f.y = R2f.y; +R2f.z = R2f.y + PS0f; +R2f.w = R2f.y; +R2f.y = backupReg0f + -(PS0f); +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/Source/BreathOfTheWild/2a2f55a2b2d64474_0000000000000000_vs.txt b/Source/BreathOfTheWild/2a2f55a2b2d64474_0000000000000000_vs.txt new file mode 100644 index 00000000..ceb66d74 --- /dev/null +++ b/Source/BreathOfTheWild/2a2f55a2b2d64474_0000000000000000_vs.txt @@ -0,0 +1,89 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 2a2f55a2b2d64474 +// Fixed radius blur +// shadow pass blur h +const float resXScale = ; +const float resYScale = ; + +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); +vec4 R3f = vec4(0.0); +vec4 R127f = vec4(0.0); +uvec4 attrDecoder; +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +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; +R127f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fae8a72); +PS0f = R127f.x; +// 1 +R3f.x = R2f.x; +R3f.y = R2f.y; +R0f.z = R2f.x + PS0f; +R0f.w = R2f.x; +R0f.x = R2f.y; +PS1f = R0f.x; +// 2 +R0f.y = R2f.x + -(R127f.x); +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +// skipped export to semanticId 255 +} diff --git a/Source/BreathOfTheWild/381d034349896360_0000000000000000_vs.txt b/Source/BreathOfTheWild/381d034349896360_0000000000000000_vs.txt new file mode 100644 index 00000000..72504e97 --- /dev/null +++ b/Source/BreathOfTheWild/381d034349896360_0000000000000000_vs.txt @@ -0,0 +1,114 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 381d034349896360 +// Fixed radius blur +// volumetric light blur h +const float resXScale = ; +const float resYScale = ; + +uniform ivec4 uf_remappedVS[5]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem0; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +uvec4 attrDecoder; +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +R127f.x = -(R1f.y); +PV0f.x = R127f.x; +R127f.y = (R1f.x > 0.0)?1.0:0.0; +R127f.y /= 2.0; +R127f.z = (0.0 > R1f.x)?1.0:0.0; +R127f.z /= 2.0; +R127f.w = 1.0; +PV0f.w = R127f.w; +// 1 +R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); +PV1f.x = R0f.x; +PV1f.y = R0f.x; +PV1f.z = R0f.x; +PV1f.w = R0f.x; +R126f.z = (PV0f.x > 0.0)?1.0:0.0; +R126f.z /= 2.0; +PS1f = R126f.z; +// 2 +backupReg0f = R127f.x; +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R0f.y = tempf.x; +R127f.x = (0.0 > backupReg0f)?1.0:0.0; +R127f.x /= 2.0; +PS0f = R127f.x; +// 3 +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R0f.z = tempf.x; +R126f.w = R127f.y + -(R127f.z); +PS1f = R126f.w; +// 4 +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R0f.w = tempf.x; +PS0f = R126f.z + -(R127f.x); +// 5 +PV1f.x = PS0f + 0.5; +PV1f.y = R126f.w + 0.5; +// 6 +R1f.x = PV1f.x; +R1f.y = (-(intBitsToFloat(uf_remappedVS[4].z)) * 0.5 / resXScale + PV1f.y); +R1f.z = (intBitsToFloat(uf_remappedVS[4].z) * 0.5 / resXScale + PV1f.y); +R1f.w = PV1f.y; +// export +gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Source/BreathOfTheWild/4721609a424e9a1f_0000000000000000_vs.txt b/Source/BreathOfTheWild/4721609a424e9a1f_0000000000000000_vs.txt new file mode 100644 index 00000000..e20eeb5f --- /dev/null +++ b/Source/BreathOfTheWild/4721609a424e9a1f_0000000000000000_vs.txt @@ -0,0 +1,196 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 4721609a424e9a1f +// AARestore v2 - restores native aa in game +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = ; +const float resYScale = ; + +uniform ivec4 uf_remappedVS[5]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 1) out vec4 passParameterSem4; +layout(location = 0) out vec4 passParameterSem0; +layout(location = 2) out vec4 passParameterSem6; +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 R123i = ivec4(0); +ivec4 R124i = ivec4(0); +ivec4 R125i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +uvec4 attrDecoder; +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; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID); +attrDecoder.xyzw = attrDataSem0.xyzw; +attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00); +attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16)))); +R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder.x = attrDataSem1.x; +attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24)); +attrDecoder.y = 0; +attrDecoder.z = 0; +attrDecoder.w = 0; +attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3); +if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00; +if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00; +if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00; +attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0)); +attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0)); +attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0)); +attrDecoder.w = floatBitsToUint(float(attrDecoder.w)); +R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +// 0 +backupReg0i = R0i.x; +PV0i.x = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0); +R127i.y = 0x3f800000; +PV0i.z = 0x3f800000; +PV0i.w = 0x40400000; +R127i.z = 0xbf800000; +PS0i = R127i.z; +// 1 +PV1i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081)); +R123i.y = ((PV0i.x == 0)?(PV0i.w):(0xbf800000)); +PV1i.y = R123i.y; +R0i.z = 0; +R123i.w = ((PV0i.x == 0)?(PV0i.z):(0xc0400000)); +PV1i.w = R123i.w; +R1i.w = 0x3f800000; +PS1i = R1i.w; +// 2 +R1i.x = ((R0i.x == 0)?(R127i.z):(PV1i.y)); +PV0i.x = R1i.x; +R1i.y = ((R0i.x == 0)?(R127i.y):(PV1i.w)); +PV0i.y = R1i.y; +R1i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5)); +R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0); +R0i.w = 0x3d2aaaab; +R0i.x = 0x3e000000; +PS0i = R0i.x; +// 3 +R5i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5)); +PV1i.x = R5i.x; +R0i.y = 0; +PV1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y))); +R4i.w = uf_remappedVS[1].z; +R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0); +PV1i.w = R4i.w; +R4i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z))); +R4i.x = floatBitsToInt(intBitsToFloat(R4i.x) / 2.0); +PS1i = R4i.x; +// 4 +R3i.x = floatBitsToInt(-(intBitsToFloat(R1i.y))); +R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0); +R5i.y = floatBitsToInt((intBitsToFloat(PV1i.z) * 0.5 + 0.5)); +R6i.z = PV1i.x; +R3i.w = R1i.x; +R3i.w = floatBitsToInt(intBitsToFloat(R3i.w) / 2.0); +R3i.y = floatBitsToInt(intBitsToFloat(PV1i.w) + -(0.5)); +PS0i = R3i.y; +R2i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wz)).x); +R2i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.xy)).xyz); +// export +gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); +// export +// skipped export to semanticId 255 +// 0 +R127i.x = floatBitsToInt(intBitsToFloat(R4i.x) + -(0.5)); +R2i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x))); +R2i.y = floatBitsToInt(intBitsToFloat(R2i.y) * 2.0); +PV0i.y = R2i.y; +R127i.z = uf_remappedVS[3].y; +R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) * 2.0); +R6i.w = R5i.y; +PV0i.w = R6i.w; +PS0i = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(R4i.w)); +// 1 +PV1i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(R4i.x)); +R126i.y = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(R3i.y)); +PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(uf_remappedVS[4].w)/resYScale); +R127i.w = floatBitsToInt(intBitsToFloat(R6i.z) + intBitsToFloat(uf_remappedVS[4].z)/resXScale); +R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(PS0i))); +PS1i = R127i.y; +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R127i.x)); +R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PV1i.x))); +R126i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].y)*resYScale); +R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) / 2.0); +R126i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].x)*resXScale); +R126i.w = floatBitsToInt(intBitsToFloat(R126i.w) / 2.0); +R124i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z)/resXScale); +R124i.y = floatBitsToInt(intBitsToFloat(R124i.y) * 2.0); +PS0i = R124i.y; +// 3 +backupReg0i = R127i.x; +backupReg1i = R127i.w; +backupReg2i = R127i.y; +R127i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].w)/resYScale); +R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) * 2.0); +R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PV0i.x))); +PV1i.z = floatBitsToInt(intBitsToFloat(R5i.y) + intBitsToFloat(backupReg0i)); +R127i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(R3i.y)); +R5i.z = backupReg2i; +PS1i = R5i.z; +// 4 +R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(R126i.w)) + 0.5)); +R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PV1i.z))); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R126i.y))); +R5i.w = R125i.y; +PS0i = R5i.w; +// 5 +R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R127i.w))); +R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R126i.z)) + 0.5)); +R3i.z = R124i.y; +R3i.w = R127i.x; +R4i.z = PV0i.w; +PS1i = R4i.z; +// 6 +R4i.w = R127i.y; +// export +passParameterSem4 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); +// export +// skipped export to semanticId 255 +// export +passParameterSem0 = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w)); +// export +passParameterSem6 = vec4(intBitsToFloat(R6i.x), intBitsToFloat(R6i.x), intBitsToFloat(R6i.z), intBitsToFloat(R6i.w)); +} diff --git a/Source/BreathOfTheWild/5c1761d13feccdff_0000000000000000_vs.txt b/Source/BreathOfTheWild/5c1761d13feccdff_0000000000000000_vs.txt new file mode 100644 index 00000000..e134151f --- /dev/null +++ b/Source/BreathOfTheWild/5c1761d13feccdff_0000000000000000_vs.txt @@ -0,0 +1,85 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 5c1761d13feccdff +// Fixed radius blur +// fullscreen blur 1-pass h+v +const float resXScale = ; +const float resYScale = ; + +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 passParameterSem3; +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 = intBitsToFloat(0xbf800000); +R1f.w = 1.0; +PS0f = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x)/resXScale); +// 1 +backupReg0f = R2f.y; +backupReg1f = R2f.x; +PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)/resYScale); +R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resXScale; +R2f.z = PS0f; +R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x)/resXScale; +PS1f = R2f.x; +// 2 +R2f.w = PV1f.x; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +} diff --git a/Source/BreathOfTheWild/5c975b0e3dac0562_0000000000000000_vs.txt b/Source/BreathOfTheWild/5c975b0e3dac0562_0000000000000000_vs.txt new file mode 100644 index 00000000..5a16def1 --- /dev/null +++ b/Source/BreathOfTheWild/5c975b0e3dac0562_0000000000000000_vs.txt @@ -0,0 +1,93 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 5c975b0e3dac0562 +// Fixed radius blur +// bloom blur h +const float resXScale = ; +const float resYScale = ; + +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 = 1) out vec4 passParameterSem1; +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 = 0.0; +R1f.w = 1.0; +PS0f = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fb13a93); +// 1 +PV1f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x404ec4f0); +R0f.y = R2f.x + -(PS0f); +R0f.z = R2f.x + PS0f; +R0f.w = R2f.x; +R0f.x = R2f.y; +PS1f = R0f.x; +// 2 +backupReg0f = R2f.x; +backupReg0f = R2f.x; +backupReg0f = R2f.x; +R2f.x = PS1f; +R2f.y = backupReg0f + -(PV1f.x); +R2f.z = backupReg0f + PV1f.x; +R2f.w = backupReg0f; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// export +passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +} diff --git a/Source/BreathOfTheWild/75a85b0cbcab764b_0000000000000000_vs.txt b/Source/BreathOfTheWild/75a85b0cbcab764b_0000000000000000_vs.txt new file mode 100644 index 00000000..0a76ba64 --- /dev/null +++ b/Source/BreathOfTheWild/75a85b0cbcab764b_0000000000000000_vs.txt @@ -0,0 +1,93 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 75a85b0cbcab764b +// Fixed radius blur +// reflection blur h +const float resXScale = ; +const float resYScale = ; + +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 = 1) out vec4 passParameterSem1; +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 = 0.0; +R1f.w = 1.0; +PS0f = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x3fb13a93); +// 1 +PV1f.x = intBitsToFloat(uf_remappedVS[0].x) / resXScale * intBitsToFloat(0x404ec4f0); +R0f.y = R2f.x + -(PS0f); +R0f.z = R2f.x + PS0f; +R0f.w = R2f.x; +R0f.x = R2f.y; +PS1f = R0f.x; +// 2 +backupReg0f = R2f.x; +backupReg0f = R2f.x; +backupReg0f = R2f.x; +R2f.x = PS1f; +R2f.y = backupReg0f + -(PV1f.x); +R2f.z = backupReg0f + PV1f.x; +R2f.w = backupReg0f; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// export +passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +} diff --git a/Source/BreathOfTheWild/771e24915acbb074_0000000000000000_vs.txt b/Source/BreathOfTheWild/771e24915acbb074_0000000000000000_vs.txt new file mode 100644 index 00000000..d1748a30 --- /dev/null +++ b/Source/BreathOfTheWild/771e24915acbb074_0000000000000000_vs.txt @@ -0,0 +1,99 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 771e24915acbb074 +// Fixed radius blur +// reflection blur v +const float resXScale = ; +const float resYScale = ; + +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; +layout(location = 1) out vec4 passParameterSem1; +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 R127f = vec4(0.0); +uvec4 attrDecoder; +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +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 = 0.0; +R1f.w = 1.0; +PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fb13a93); +// 1 +R127f.x = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x404ec4f0); +PV1f.x = R127f.x; +R0f.y = R2f.y + -(PS0f); +R2f.z = R2f.y + PS0f; +PV1f.z = R2f.z; +R2f.w = R2f.y; +PV1f.w = R2f.w; +R0f.x = R2f.x; +PS1f = R0f.x; +// 2 +R0f.z = PV1f.z; +R0f.w = PV1f.w; +R2f.z = R2f.y + PV1f.x; +PS0f = R2f.z; +// 3 +backupReg0f = R2f.y; +backupReg0f = R2f.y; +R2f.y = backupReg0f + -(R127f.x); +R2f.w = backupReg0f; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +} diff --git a/Source/BreathOfTheWild/81eb264a750163d9_0000000000000000_vs.txt b/Source/BreathOfTheWild/81eb264a750163d9_0000000000000000_vs.txt new file mode 100644 index 00000000..e864b857 --- /dev/null +++ b/Source/BreathOfTheWild/81eb264a750163d9_0000000000000000_vs.txt @@ -0,0 +1,113 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 81eb264a750163d9 +// Fixed radius blur +// volumetric light blur h +const float resXScale = ; +const float resYScale = ; + +uniform ivec4 uf_remappedVS[5]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem0; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +uvec4 attrDecoder; +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +R127f.x = -(R1f.y); +PV0f.x = R127f.x; +R126f.y = (0.0 > R1f.x)?1.0:0.0; +R126f.y /= 2.0; +R127f.z = (R1f.x > 0.0)?1.0:0.0; +R127f.z /= 2.0; +R127f.w = 1.0; +PV0f.w = R127f.w; +// 1 +R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); +PV1f.x = R0f.x; +PV1f.y = R0f.x; +PV1f.z = R0f.x; +PV1f.w = R0f.x; +R127f.y = (PV0f.x > 0.0)?1.0:0.0; +R127f.y /= 2.0; +PS1f = R127f.y; +// 2 +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R0f.y = tempf.x; +PS0f = (0.0 > R127f.x)?1.0:0.0; +PS0f /= 2.0; +// 3 +backupReg0f = R127f.y; +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R0f.z = tempf.x; +R127f.y = backupReg0f + -(PS0f); +PS1f = R127f.y; +// 4 +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R0f.w = tempf.x; +PS0f = R127f.z + -(R126f.y); +// 5 +PV1f.x = R127f.y + 0.5; +R1f.x = PS0f + 0.5; +PS1f = R1f.x; +// 6 +R1f.y = (-(intBitsToFloat(uf_remappedVS[4].w)) * 0.5 / resYScale + PV1f.x); +R1f.z = (intBitsToFloat(uf_remappedVS[4].w) * 0.5 / resYScale + PV1f.x); +R1f.w = PV1f.x; +// export +gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Source/BreathOfTheWild/8cab2ed476b991ea_0000000000000000_vs.txt b/Source/BreathOfTheWild/8cab2ed476b991ea_0000000000000000_vs.txt new file mode 100644 index 00000000..82db312f --- /dev/null +++ b/Source/BreathOfTheWild/8cab2ed476b991ea_0000000000000000_vs.txt @@ -0,0 +1,91 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 8cab2ed476b991ea +// AARestore v2 +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = ; +const float resYScale = ; + +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 = 1) out vec4 passParameterSem1; +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; +R0f.w = R2f.x; +PV0f.w = R0f.w; +R0f.y = R2f.y; +PS0f = R0f.y; +// 1 +PV1f.x = -(intBitsToFloat(uf_remappedVS[0].w)/resXScale); +PV1f.x /= 2.0; +PV1f.y = -(intBitsToFloat(uf_remappedVS[0].z)/resYScale); +PV1f.y /= 2.0; +R2f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedVS[0].x)*resXScale) + 0.5); +PS1f = R2f.x; +// 2 +R2f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedVS[0].y)*resYScale) + 0.5); +R2f.z = PV1f.y; +R2f.w = PV1f.x; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.z); +// export +passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// export +passParameterSem0 = vec4(R0f.w, R0f.y, R0f.z, R0f.z); +} diff --git a/Source/BreathOfTheWild/a5b3a5e5ab2938bc_0000000000001e49_ps.txt b/Source/BreathOfTheWild/a5b3a5e5ab2938bc_0000000000001e49_ps.txt new file mode 100644 index 00000000..b3139ef1 --- /dev/null +++ b/Source/BreathOfTheWild/a5b3a5e5ab2938bc_0000000000001e49_ps.txt @@ -0,0 +1,108 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +// shader a5b3a5e5ab2938bc +// AARestore v2 +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = ; +const float resYScale = ; + +uniform ivec4 uf_remappedPS[3]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 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: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +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() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R123f = 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; +R1f = passParameterSem1; +R2f.w = (texture(textureUnitPS1, R0f.xy).x); +R0f.xyzw = (textureGather(textureUnitPS2, R0f.xy).xyzw); +// 0 +backupReg0f = R0f.y; +backupReg1f = R0f.x; +PV0f.x = -(R2f.w) + R0f.w; +PV0f.y = -(R2f.w) + R0f.z; +PV0f.z = -(R2f.w) + backupReg0f; +PV0f.w = -(R2f.w) + backupReg1f; +PS0f = R2f.w + intBitsToFloat(uf_remappedPS[0].x); +// 1 +R127f.x = max(PV0f.w, -(PV0f.w)); +PV1f.y = max(PV0f.z, -(PV0f.z)); +R127f.z = max(PV0f.y, -(PV0f.y)); +R127f.w = max(PV0f.x, -(PV0f.x)); +PS1f = 1.0 / PS0f; +// 2 +R126f.x = intBitsToFloat(uf_remappedPS[1].w) * PS1f; +R127f.y = PV1f.y * -(1.0); +R126f.z = floor(R1f.y); +R125f.w = floor(R1f.x); +PV0f.w = R125f.w; +PS0f = PV1f.y * -(1.0); +// 3 +tempf.x = dot(vec4(R127f.w,R127f.z,R127f.x,PS0f),vec4(1.0,-(1.0),1.0,1.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R126f.w = tempf.x; +R126f.y = R1f.x + -(PV0f.w); +PS1f = R126f.y; +// 4 +tempf.x = dot(vec4(R127f.w,R127f.x,R127f.z,R127f.y),vec4(1.0,-(1.0),1.0,1.0)); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +PS0f = R1f.y + -(R126f.z); +// 5 +R123f.x = (mul_nonIEEE(R126f.x,PV0f.x) + PS0f); +R123f.x = clamp(R123f.x, 0.0, 1.0); +PV1f.x = R123f.x; +R123f.y = (mul_nonIEEE(R126f.x,R126f.w) + R126f.y); +R123f.y = clamp(R123f.y, 0.0, 1.0); +PV1f.y = R123f.y; +// 6 +PV0f.z = R126f.z + PV1f.x; +PV0f.w = R125f.w + PV1f.y; +// 7 +R1f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[2].z)/resXScale) + R1f.z); +R1f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[2].w)/resYScale) + R1f.w); +R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Source/BreathOfTheWild/bb50d2ee4fa87bc2_0000000000000000_vs.txt b/Source/BreathOfTheWild/bb50d2ee4fa87bc2_0000000000000000_vs.txt new file mode 100644 index 00000000..ed15a9c9 --- /dev/null +++ b/Source/BreathOfTheWild/bb50d2ee4fa87bc2_0000000000000000_vs.txt @@ -0,0 +1,178 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader bb50d2ee4fa87bc2 +// Fixed radius blur +// in multi target scene - not sure 2 - h+v +const float resXScale = ; +const float resYScale = ; + +uniform ivec4 uf_remappedVS[5]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 1) out vec4 passParameterSem2; +layout(location = 0) out vec4 passParameterSem0; +layout(location = 2) out vec4 passParameterSem6; +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 R123i = ivec4(0); +ivec4 R125i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +uvec4 attrDecoder; +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; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID); +attrDecoder.xyzw = attrDataSem0.xyzw; +attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00); +attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16)))); +R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder.x = attrDataSem1.x; +attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24)); +attrDecoder.y = 0; +attrDecoder.z = 0; +attrDecoder.w = 0; +attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3); +if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00; +if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00; +if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00; +attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0)); +attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0)); +attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0)); +attrDecoder.w = floatBitsToUint(float(attrDecoder.w)); +R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +// 0 +backupReg0i = R0i.x; +PV0i.x = 0x3f800000; +PV0i.y = 0x40400000; +PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0); +R127i.w = 0x3f800000; +R127i.x = 0xbf800000; +PS0i = R127i.x; +// 1 +PV1i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081)); +R0i.y = 0; +R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000)); +PV1i.z = R123i.z; +R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000)); +PV1i.w = R123i.w; +R2i.w = 0x3f800000; +PS1i = R2i.w; +// 2 +R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w)); +PV0i.x = R2i.x; +R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z)); +PV0i.y = R2i.y; +R2i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5)); +R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0); +R0i.w = 0x3d2aaaab; +R1i.x = 0x3e000000; +PS0i = R1i.x; +// 3 +R3i.x = uf_remappedVS[1].z; +R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0); +R1i.y = 0; +R1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y))); +R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z))); +R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0); +R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5)); +PS1i = R4i.x; +R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x); +R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz); +// export +gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); +// export +passParameterSem2 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); +// 0 +R127i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5)); +R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5)); +PV0i.y = R4i.y; +PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0); +PV0i.w = R2i.x; +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); +R126i.x = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5)); +PS0i = R126i.x; +// 1 +R125i.x = uf_remappedVS[3].y; +R125i.x = floatBitsToInt(intBitsToFloat(R125i.x) * 2.0); +R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x))); +R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0); +PV1i.y = R126i.y; +R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y))); +PV1i.z = R123i.z; +PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x)); +R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w)); +PS1i = R127i.z; +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R126i.x)); +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R127i.x)); +R126i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w) / resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y))); +R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z) / resXScale * 2.0 + intBitsToFloat(R4i.x))); +PV0i.w = R123i.w; +R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.w))); +PS0i = R127i.y; +// 3 +backupReg0i = R127i.x; +R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R127i.z))); +R123i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z) / resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x))); +PV1i.y = R123i.y; +R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y))); +R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(backupReg0i)); +R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.x))); +PS1i = R125i.z; +// 4 +R3i.x = PV1i.y; +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R126i.x)); +R3i.w = R126i.z; +R4i.z = R127i.y; +PS0i = R4i.z; +// 5 +R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w))); +R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.z))); +R1i.z = R127i.z; +R4i.w = R127i.x; +R1i.w = R125i.z; +PS1i = R1i.w; +// export +passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); +// export +// skipped export to semanticId 255 +// export +passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w)); +} diff --git a/Source/BreathOfTheWild/c92c1c4c0a2fb839_0000000000001e49_ps.txt b/Source/BreathOfTheWild/c92c1c4c0a2fb839_0000000000001e49_ps.txt new file mode 100644 index 00000000..b2f31173 --- /dev/null +++ b/Source/BreathOfTheWild/c92c1c4c0a2fb839_0000000000001e49_ps.txt @@ -0,0 +1,163 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +// shader c92c1c4c0a2fb839 +// Fixed radius blur +// in camera dof, samples from 2 mips +const float resXScale = ; +const float resYScale = ; + +uniform ivec4 uf_remappedPS[5]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4813000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem2; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = 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(passParameterSem2); +if( activeMaskStackC[1] == true ) { +R1i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).x); +R1i.z = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R0i.xy)).x); +} +if( activeMaskStackC[1] == true ) { +// 0 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x))); +R123i.x = clampFI32(R123i.x); +PV0i.x = R123i.x; +// 1 +R0i.z = floatBitsToInt(max(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x))); +PV1i.z = R0i.z; +// 2 +R1i.y = ((intBitsToFloat(PV1i.z) != 0.0)?int(0xFFFFFFFF):int(0x0)); +PV0i.y = R1i.y; +// 3 +if( (PV0i.y == 0)) discard; +} +if( activeMaskStackC[1] == true ) { +activeMaskStack[1] = activeMaskStack[0]; +activeMaskStackC[2] = activeMaskStackC[1]; +// 0 +predResult = (R1i.y != 0); +activeMaskStack[1] = predResult; +activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; +} +else { +activeMaskStack[1] = false; +activeMaskStackC[2] = false; +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].y) + -(1.0)); +// 1 +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R0i.z)) + 1.0)); +PV1i.z = R123i.z; +// 2 +tempResultf = log2(intBitsToFloat(PV1i.z)); +PS0i = floatBitsToInt(tempResultf); +// 3 +R127i.x = floatBitsToInt(intBitsToFloat(PS0i) + -(1.0)); +PV1i.x = R127i.x; +// 4 +R2i.z = PV1i.x; +R1i.w = PV1i.x; +PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.x))); +// 5 +PV1i.z = floatBitsToInt(intBitsToFloat(PS0i) + intBitsToFloat(uf_remappedPS[3].w)); +R3i.w = R127i.x; +R4i.w = R127i.x; +PS1i = R4i.w; +// 6 +backupReg0i = R127i.x; +R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].y))); +PV0i.x = R127i.x; +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].x) / resXScale)); +R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].w) / resYScale)); +R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].z))); +PV0i.w = R127i.w; +R2i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + 1.0); +R2i.w = clampFI32(R2i.w); +PS0i = R2i.w; +// 7 +R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.y)); +R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.x)); +R3i.z = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.w)); +R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(PV0i.y))); +PS1i = R2i.x; +// 8 +R3i.x = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(R127i.z)); +R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.x))); +R4i.z = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(R127i.w))); +R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.z))); +PS0i = R4i.y; +} +if( activeMaskStackC[2] == true ) { +R1i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R1i.xy),intBitsToFloat(R1i.w)).xyz); +R2i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.xy),intBitsToFloat(R2i.z)).xyz); +R3i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R3i.zx),intBitsToFloat(R3i.w)).xyz); +R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBitsToFloat(R4i.w)).xyz); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.y = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R2i.z)); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0); +PV0i.z = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R2i.y)); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0); +PV0i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R2i.x)); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); +// 1 +R123i.x = floatBitsToInt((intBitsToFloat(R3i.x) * 0.5 + intBitsToFloat(PV0i.w))); +PV1i.x = R123i.x; +R123i.z = floatBitsToInt((intBitsToFloat(R3i.z) * 0.5 + intBitsToFloat(PV0i.y))); +PV1i.z = R123i.z; +R123i.w = floatBitsToInt((intBitsToFloat(R3i.y) * 0.5 + intBitsToFloat(PV0i.z))); +PV1i.w = R123i.w; +// 2 +R2i.x = floatBitsToInt((intBitsToFloat(R4i.x) * 0.5 + intBitsToFloat(PV1i.x))/2.0); +R2i.y = floatBitsToInt((intBitsToFloat(R4i.y) * 0.5 + intBitsToFloat(PV1i.w))/2.0); +R2i.z = floatBitsToInt((intBitsToFloat(R4i.z) * 0.5 + intBitsToFloat(PV1i.z))/2.0); +} +activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; +// export +passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); +} diff --git a/Source/BreathOfTheWild/c9f2fd37115b0ee1_0000000000000000_vs.txt b/Source/BreathOfTheWild/c9f2fd37115b0ee1_0000000000000000_vs.txt new file mode 100644 index 00000000..c82afd41 --- /dev/null +++ b/Source/BreathOfTheWild/c9f2fd37115b0ee1_0000000000000000_vs.txt @@ -0,0 +1,205 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader c9f2fd37115b0ee1 +// Fixed radius blur +// in multi target scene - not sure - h+v +const float resXScale = ; +const float resYScale = ; + +uniform ivec4 uf_remappedVS[5]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1 +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; +layout(location = 1) out vec4 passParameterSem2; +layout(location = 2) out vec4 passParameterSem6; +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 R123i = ivec4(0); +ivec4 R124i = ivec4(0); +ivec4 R125i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +uvec4 attrDecoder; +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; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID); +attrDecoder.xyzw = attrDataSem0.xyzw; +attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00); +attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16)))); +R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder.x = attrDataSem1.x; +attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24)); +attrDecoder.y = 0; +attrDecoder.z = 0; +attrDecoder.w = 0; +attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3); +if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00; +if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00; +if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00; +attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0)); +attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0)); +attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0)); +attrDecoder.w = floatBitsToUint(float(attrDecoder.w)); +R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +// 0 +backupReg0i = R0i.x; +PV0i.x = 0x3f800000; +PV0i.y = 0x40400000; +PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0); +R127i.w = 0x3f800000; +R127i.x = 0xbf800000; +PS0i = R127i.x; +// 1 +R3i.x = uf_remappedVS[0].z; +R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0); +PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081)); +R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000)); +PV1i.z = R123i.z; +R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000)); +PV1i.w = R123i.w; +R2i.w = 0x3f800000; +PS1i = R2i.w; +// 2 +R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w)); +R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z)); +PV0i.y = R2i.y; +R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5)); +R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0); +R0i.w = 0x3ec00000; +R0i.y = 0; +PS0i = R0i.y; +// 3 +R1i.xyz = ivec3(0x3eeaaaab,0,0x3d2aaaab); +R1i.w = 0; +R0i.x = floatBitsToInt(-(intBitsToFloat(PV0i.y))); +PS1i = R0i.x; +R5i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).xyz); +R4i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz); +R1i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.zw)).y); +// export +gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); +// 0 +R127i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z))); +R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0); +PV0i.x = R127i.x; +R0i.y = floatBitsToInt((intBitsToFloat(R0i.x) * 0.5 + 0.5)); +PV0i.y = R0i.y; +R127i.z = floatBitsToInt(-(intBitsToFloat(R2i.y))); +R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0); +R127i.w = R2i.x; +R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0); +R0i.x = floatBitsToInt((intBitsToFloat(R2i.x) * 0.5 + 0.5)); +PS0i = R0i.x; +// 1 +R2i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x))); +R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) * 2.0); +PV1i.x = R2i.x; +R2i.y = uf_remappedVS[3].y; +R2i.y = floatBitsToInt(intBitsToFloat(R2i.y) * 2.0); +PV1i.y = R2i.y; +R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y))); +PV1i.z = R123i.z; +R126i.w = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5)); +R125i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5)); +PS1i = R125i.x; +// 2 +backupReg0i = R127i.z; +R126i.x = floatBitsToInt(-(intBitsToFloat(PV1i.y))); +R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0); +PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0); +R127i.z = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R3i.x)); +R127i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R127i.x)); +R126i.z = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(PS1i)); +PS0i = R126i.z; +// 3 +R124i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R126i.w)); +R127i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.x))); +R125i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.y))); +R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z)/ resXScale * 2.0 + intBitsToFloat(R0i.x))); +PV1i.w = R123i.w; +R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R3i.x)) + intBitsToFloat(PV0i.y))); +PS1i = R125i.w; +// 4 +backupReg0i = R127i.x; +R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R127i.w))); +R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.z))); +R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(backupReg0i)) + intBitsToFloat(R126i.x))); +R127i.w = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R126i.w)); +R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R126i.z))); +PS0i = R124i.w; +// 5 +backupReg0i = R0i.y; +backupReg1i = R125i.z; +PV1i.x = floatBitsToInt(-(intBitsToFloat(R5i.z)) + intBitsToFloat(R4i.z)); +PV1i.y = floatBitsToInt(-(intBitsToFloat(R5i.y)) + intBitsToFloat(R4i.y)); +R125i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R125i.x)); +R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R124i.x))); +R3i.w = backupReg1i; +PS1i = R3i.w; +// 6 +R3i.x = R127i.y; +R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.y))); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(R4i.x)); +R2i.w = R127i.z; +R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.z))); +PS0i = R1i.z; +// 7 +R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.x))); +R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R125i.z))); +R2i.z = R125i.w; +R0i.w = R127i.x; +R0i.z = R126i.y; +PS1i = R0i.z; +// 8 +R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.w))); +R5i.z = R126i.w; +R5i.w = R124i.w; +// export +passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); +// export +passParameterSem2 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); +// export +// skipped export to semanticId 255 +// export +// skipped export to semanticId 255 +// export +passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w)); +} diff --git a/Source/BreathOfTheWild/ea9a49a6185cf1e5_0000000000000000_vs.txt b/Source/BreathOfTheWild/ea9a49a6185cf1e5_0000000000000000_vs.txt new file mode 100644 index 00000000..78c7e71e --- /dev/null +++ b/Source/BreathOfTheWild/ea9a49a6185cf1e5_0000000000000000_vs.txt @@ -0,0 +1,113 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader ea9a49a6185cf1e5 +// Reflections - corrects the incorrectly scaled reflection +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = ; +const float resYScale = ; + +uniform ivec4 uf_remappedVS[2]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) noperspective out vec4 passParameterSem0; +layout(location = 1) noperspective out vec4 passParameterSem1; +layout(location = 2) noperspective out vec4 passParameterSem2; +layout(location = 3) noperspective out vec4 passParameterSem3; +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 R123f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +uvec4 attrDecoder; +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +PV0f.x = (0.0 > R1f.y)?1.0:0.0; +PV0f.y = (0.0 > R1f.x)?1.0:0.0; +PV0f.z = (R1f.y > 0.0)?1.0:0.0; +PV0f.w = (R1f.x > 0.0)?1.0:0.0; +R1f.z = 0.0; +PS0f = R1f.z; +// 1 +R1f.x = PV0f.w + -(PV0f.y); +PV1f.x = R1f.x; +R1f.y = PV0f.z + -(PV0f.x); +PV1f.y = R1f.y; +R1f.w = 1.0; +// 2 +PV0f.x = PV1f.x; +PV0f.x /= 2.0; +R127f.y = PV1f.x * 1.0; +PV0f.y = R127f.y; +PV0f.z = -(PV1f.y); +PV0f.z /= 2.0; +R127f.w = PV1f.y * -(1.0); +PV0f.w = R127f.w; +R127f.x = PV1f.x * 1.0; +PS0f = R127f.x; +// 3 +R126f.x = (intBitsToFloat(uf_remappedVS[0].y) * 2.0 / resXScale + PV0f.w); +R0f.y = PV0f.z + 0.5; +R123f.z = (intBitsToFloat(uf_remappedVS[0].x) * 2.0 / resYScale + PV0f.y); +PV1f.z = R123f.z; +PV1f.w = PV0f.w; +R0f.x = PV0f.x + 0.5; +PS1f = R0f.x; +// 4 +R2f.x = (mul_nonIEEE(R127f.x,-(intBitsToFloat(uf_remappedVS[1].x))) + -(intBitsToFloat(uf_remappedVS[1].z))); +R2f.y = (mul_nonIEEE(R127f.w,-(intBitsToFloat(uf_remappedVS[1].y))) + -(intBitsToFloat(uf_remappedVS[1].w))); +R0f.z = (mul_nonIEEE(-(intBitsToFloat(uf_remappedVS[1].x)),PV1f.z) + -(intBitsToFloat(uf_remappedVS[1].z))); +R0f.w = (mul_nonIEEE(-(intBitsToFloat(uf_remappedVS[1].y)),PV1f.w) + -(intBitsToFloat(uf_remappedVS[1].w))); +R3f.x = (mul_nonIEEE(R127f.y,-(intBitsToFloat(uf_remappedVS[1].x))) + -(intBitsToFloat(uf_remappedVS[1].z))); +PS0f = R3f.x; +// 5 +R3f.y = (mul_nonIEEE(R126f.x,-(intBitsToFloat(uf_remappedVS[1].y))) + -(intBitsToFloat(uf_remappedVS[1].w))); +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.z); +// export +passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.z); +// export +passParameterSem2 = vec4(R0f.z, R0f.w, R0f.z, R0f.z); +// export +passParameterSem3 = vec4(R3f.x, R3f.y, R3f.z, R3f.z); +} diff --git a/Source/BreathOfTheWild/f14bb57cd5c9cb77_00000000000003c9_ps.txt b/Source/BreathOfTheWild/f14bb57cd5c9cb77_00000000000003c9_ps.txt new file mode 100644 index 00000000..66215466 --- /dev/null +++ b/Source/BreathOfTheWild/f14bb57cd5c9cb77_00000000000003c9_ps.txt @@ -0,0 +1,159 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +// shader f14bb57cd5c9cb77 +// AARestore - restores native aa in game +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = ; +const float resYScale = ; + +uniform ivec4 uf_remappedPS[4]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4713800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x387f8000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem2; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +bool activeMaskStack[2]; +bool activeMaskStackC[3]; +activeMaskStack[0] = false; +activeMaskStackC[0] = false; +activeMaskStackC[1] = false; +activeMaskStack[0] = true; +activeMaskStackC[0] = true; +activeMaskStackC[1] = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem2; +if( activeMaskStackC[1] == true ) { +R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy); +R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +} +if( activeMaskStackC[1] == true ) { +activeMaskStack[1] = activeMaskStack[0]; +activeMaskStackC[2] = activeMaskStackC[1]; +// 0 +PV0f.x = R1f.w + -(R1f.x); +PV0f.y = R1f.z + -(R1f.y); +PV0f.z = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[0].x)); +R127f.w = min(R1f.z, R1f.x); +R127f.x = min(R1f.w, R1f.y); +PS0f = R127f.x; +// 1 +R123f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[0].y)) + PV0f.z); +PV1f.x = R123f.x; +PV1f.y = max(R1f.z, R1f.x); +R127f.z = PV0f.y + -(PV0f.x); +PV1f.z = R127f.z; +R126f.w = PV0f.y + PV0f.x; +PV1f.w = R126f.w; +PS1f = max(R1f.w, R1f.y); +// 2 +PV0f.x = max(PV1f.z, -(PV1f.z)); +PV0f.y = max(PV1f.w, -(PV1f.w)); +R123f.z = (mul_nonIEEE(R2f.z,intBitsToFloat(uf_remappedPS[0].z)) + PV1f.x); +PV0f.z = R123f.z; +PV0f.w = min(R127f.w, R127f.x); +PS0f = max(PV1f.y, PS1f); +// 3 +PV1f.x = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[1].x)); +PV1f.y = max(PV0f.z, PS0f); +PV1f.z = min(PV0f.z, PV0f.w); +PV1f.w = min(PV0f.y, PV0f.x); +// 4 +R1f.x = -(PV1f.z) + PV1f.y; +R0f.z = max(PV1f.x, intBitsToFloat(uf_remappedPS[1].y)); +PS0f = 1.0 / PV1f.w; +// 5 +PV1f.x = mul_nonIEEE(R127f.z, PS0f); +PV1f.y = mul_nonIEEE(R126f.w, PS0f); +// 6 +PV0f.z = max(PV1f.x, -(intBitsToFloat(uf_remappedPS[2].y))); +PV0f.w = max(PV1f.y, -(intBitsToFloat(uf_remappedPS[2].y))); +// 7 +R3f.x = min(PV0f.w, intBitsToFloat(uf_remappedPS[2].y)); +R1f.y = min(PV0f.z, intBitsToFloat(uf_remappedPS[2].y)); +// 8 +predResult = (R1f.x > R0f.z); +activeMaskStack[1] = predResult; +activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; +} +else { +activeMaskStack[1] = false; +activeMaskStackC[2] = false; +} +if( activeMaskStackC[2] == true ) { +// 0 +backupReg0f = R3f.x; +backupReg0f = R3f.x; +R3f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedPS[3].x)/resXScale) + R0f.x); +R3f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[3].y)/resYScale) + R0f.y); +R1f.x = (mul_nonIEEE(backupReg0f,-(intBitsToFloat(uf_remappedPS[3].x)/resXScale)) + R0f.x); +PS0f = R1f.x; +// 1 +backupReg0f = R1f.y; +R1f.y = (mul_nonIEEE(backupReg0f,-(intBitsToFloat(uf_remappedPS[3].y)/resYScale)) + R0f.y); +} +if( activeMaskStackC[2] == true ) { +R0f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw); +R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +} +if( activeMaskStackC[2] == true ) { +// 0 +R127f.x = R0f.w + R1f.w; +R127f.x /= 2.0; +PV0f.x = R127f.x; +R127f.y = R0f.z + R1f.z; +R127f.y /= 2.0; +PV0f.y = R127f.y; +R127f.z = R0f.y + R1f.y; +R127f.z /= 2.0; +PV0f.z = R127f.z; +R127f.w = R0f.x + R1f.x; +R127f.w /= 2.0; +PV0f.w = R127f.w; +// 1 +PV1f.x = R2f.w + -(PV0f.x); +PV1f.y = R2f.z + -(PV0f.y); +PV1f.z = R2f.y + -(PV0f.z); +PV1f.w = R2f.x + -(PV0f.w); +// 2 +R2f.x = (PV1f.w * intBitsToFloat(0x3eb33333) + R127f.w); +R2f.y = (PV1f.z * intBitsToFloat(0x3eb33333) + R127f.z); +R2f.z = (PV1f.y * intBitsToFloat(0x3eb33333) + R127f.y); +R2f.w = (PV1f.x * intBitsToFloat(0x3eb33333) + R127f.x); +} +activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; +// export +passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +} diff --git a/Source/BreathOfTheWild/f69e84515ae56e70_0000000000000000_vs.txt b/Source/BreathOfTheWild/f69e84515ae56e70_0000000000000000_vs.txt new file mode 100644 index 00000000..f9b6b3dc --- /dev/null +++ b/Source/BreathOfTheWild/f69e84515ae56e70_0000000000000000_vs.txt @@ -0,0 +1,99 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader f69e84515ae56e70 +// Fixed radius blur +// bloom blur h +const float resXScale = ; +const float resYScale = ; + +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; +layout(location = 1) out vec4 passParameterSem1; +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 R127f = vec4(0.0); +uvec4 attrDecoder; +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +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 = 0.0; +R1f.w = 1.0; +PS0f = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x3fb13a93); +// 1 +R127f.x = intBitsToFloat(uf_remappedVS[0].y) / resYScale * intBitsToFloat(0x404ec4f0); +PV1f.x = R127f.x; +R0f.y = R2f.y + -(PS0f); +R2f.z = R2f.y + PS0f; +PV1f.z = R2f.z; +R2f.w = R2f.y; +PV1f.w = R2f.w; +R0f.x = R2f.x; +PS1f = R0f.x; +// 2 +R0f.z = PV1f.z; +R0f.w = PV1f.w; +R2f.z = R2f.y + PV1f.x; +PS0f = R2f.z; +// 3 +backupReg0f = R2f.y; +backupReg0f = R2f.y; +R2f.y = backupReg0f + -(R127f.x); +R2f.w = backupReg0f; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +} diff --git a/Source/BreathOfTheWild/fc3e63a2007625f8_0000000000000000_vs.txt b/Source/BreathOfTheWild/fc3e63a2007625f8_0000000000000000_vs.txt new file mode 100644 index 00000000..ee0f5a22 --- /dev/null +++ b/Source/BreathOfTheWild/fc3e63a2007625f8_0000000000000000_vs.txt @@ -0,0 +1,114 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader fc3e63a2007625f8 +// Fixed radius blur +// main menu h +const float resXScale = ; +const float resYScale = ; + +uniform ivec4 uf_remappedVS[5]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem0; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +uvec4 attrDecoder; +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +R127f.x = -(R1f.y); +PV0f.x = R127f.x; +R127f.y = (R1f.x > 0.0)?1.0:0.0; +R127f.y /= 2.0; +R126f.z = (0.0 > R1f.x)?1.0:0.0; +R126f.z /= 2.0; +R127f.w = 1.0; +PV0f.w = R127f.w; +R126f.x = intBitsToFloat(uf_remappedVS[0].w) / resXScale * intBitsToFloat(0x3fae8a72); +PS0f = R126f.x; +// 1 +R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); +PV1f.x = R0f.x; +PV1f.y = R0f.x; +PV1f.z = R0f.x; +PV1f.w = R0f.x; +R127f.z = (PV0f.x > 0.0)?1.0:0.0; +R127f.z /= 2.0; +PS1f = R127f.z; +// 2 +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R0f.y = tempf.x; +PS0f = (0.0 > R127f.x)?1.0:0.0; +PS0f /= 2.0; +// 3 +backupReg0f = R127f.z; +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R0f.z = tempf.x; +R127f.z = backupReg0f + -(PS0f); +PS1f = R127f.z; +// 4 +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R0f.w = tempf.x; +PS0f = R127f.y + -(R126f.z); +// 5 +R1f.x = PS0f + 0.5; +PV1f.y = R127f.z + 0.5; +// 6 +R1f.y = PV1f.y + -(R126f.x); +R1f.z = PV1f.y + R126f.x; +R1f.w = PV1f.y; +// export +gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Source/BreathOfTheWild/patches.txt b/Source/BreathOfTheWild/patches.txt new file mode 100644 index 00000000..8262a4d3 --- /dev/null +++ b/Source/BreathOfTheWild/patches.txt @@ -0,0 +1,106 @@ + +[BotwAspectsV33] +moduleMatches = 0xD91A406D +# rodata constants +0x10197FC0 = .float +0x102CCFC0 = .float +0x10331374 = .float +_aspectAddr = 0x10197FC0 + +# menu link aspect (calculated every load) +0x02CFC260 = lis r9, _aspectAddr@ha +0x02CFC274 = lfs f4, _aspectAddr@l(r9) + +# 3d aspect (calculated every frame) +0x036AD410 = lis r28, ha16(_aspectAddr) +0x036AD414 = lfs f12, _aspectAddr(r28) + +[BotwAspectsV48] +moduleMatches = 0x0F748D9C +# rodata constants +0x10197FC0 = .float +0x102CCFC8 = .float +0x103313A4 = .float +_aspectAddr = 0x10197FC0 + +# menu link aspect (calculated every load) +0x02CFC2CC = lis r9, _aspectAddr@ha +0x02CFC2E0 = lfs f4, _aspectAddr@l(r9) + +# 3d aspect (calculated every frame) +0x036AD81C = lis r28, ha16(_aspectAddr) +0x036AD820 = lfs f12, _aspectAddr(r28) + +[BotwAspectsV64] +moduleMatches = 0x9A61FF4C +# rodata constants +0x10198250 = .float +0x102CD450 = .float +0x1033182C = .float +_aspectAddr = 0x10198250 + +# menu link aspect (calculated every load) +0x02CFD900 = lis r9, _aspectAddr@ha +0x02CFD914 = lfs f4, _aspectAddr@l(r9) + +# 3d aspect (calculated every frame) +0x036AEF04 = lis r28, ha16(_aspectAddr) +0x036AEF08 = lfs f12, _aspectAddr(r28) + +[BotwAspectsV80] +moduleMatches = 0x8E3324A9 +# rodata constants +0x1019A5A8 = .float +0x102D4E30 = .float +0x103391B4 = .float +_aspectAddr = 0x1019A5A8 + +# menu link aspect (calculated every load) +0x02D056C8 = lis r9, _aspectAddr@ha +0x02D056DC = lfs f4, _aspectAddr@l(r9) + +# 3d aspect (calculated every frame) +0x036D0324 = lis r28, ha16(_aspectAddr) +0x036D0328 = lfs f12, _aspectAddr(r28) + +[BotwAspectsV97] +moduleMatches = 0xD71D859D +# rodata constants +0x1019F980 = .float +0x102DF8A0 = .float +0x1034122C = .float +_aspectAddr = 0x1019F980 + +# menu link aspect (calculated every load) +0x02D2E65C = lis r9, _aspectAddr@ha +0x02D2E670 = lfs f4, _aspectAddr@l(r9) + +# 3d aspect (calculated every frame) +0x03725CE8 = lis r28, ha16(_aspectAddr) +0x03725CEC = lfs f12, _aspectAddr(r28) + +[BotwAspectsV112] +moduleMatches = 0x6FD41A61 +# rodata constants +0x1019F9A8 = .float +0x102DFB38 = .float +0x103414D4 = .float +_aspectAddr = 0x1019F9A8 + +# menu link aspect (calculated every load) +0x02D2F404 = lis r9, _aspectAddr@ha +0x02D2F418 = lfs f4, _aspectAddr@l(r9) + +# 3d aspect (calculated every frame) +0x03726E18 = lis r28, ha16(_aspectAddr) +0x03726E1C = lfs f12, _aspectAddr(r28) \ No newline at end of file diff --git a/Source/BreathOfTheWild/rules.txt b/Source/BreathOfTheWild/rules.txt new file mode 100644 index 00000000..1f0531f4 --- /dev/null +++ b/Source/BreathOfTheWild/rules.txt @@ -0,0 +1,259 @@ + +[Definition] +titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 +name = "The Legend of Zelda: Breath of the Wild - " +version = 2 + +[TextureRedefine] #TV +width = 1280 +height = 720 +formats = 0x19,0x1a +overwriteFormat = 0x1f +tileModesExcluded = 0x001 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] #TV +width = 1280 +height = 720 +formatsExcluded = 0x008,0x19,0x1a # exclude the intro background texture +tileModesExcluded = 0x001 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] #TV2 +width = 1280 +height = 721 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] #TV3 +width = 1280 +height = 608 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] #TV4 #Scale to TV, not performance target +width = 1152 +height = 648 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] #half-res1 +width = 640 +height = 360 +formatsExcluded = 0x431 +tileModesExcluded = 0x001 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] #half-res2 +width = 640 +height = 290 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] #half-res3 +width = 640 +height = 288 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] #half-res4 +width = 640 +height = 361 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] #q-res1, main bloom, AO +width = 320 +height = 180 +overwriteWidth = +overwriteHeight = + +#[TextureRedefine] #q-res2 +#width = 320 +#height = 145 +#overwriteWidth = +#overwriteHeight = + +#[TextureRedefine] #q-res3 +#width = 320 +#height = 144 +#overwriteWidth = +#overwriteHeight = + +[TextureRedefine] #o-res1 +width = 160 +height = 90 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] # O +width = 80 +height = 45 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] # M +width = 80 +height = 44 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] # G +width = 40 +height = 22 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] #fog +width = 720 +height = 360 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] #dyeing inventory +width = 1280 +height = 400 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] #blur behind stable and shop menu +width = 960 +height = 540 +tileModesExcluded = 0x001 #for 1080p video +overwriteWidth = +overwriteHeight = + +[TextureRedefine] #dialog box +width = 612 +height = 128 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] #campfire ui box +width = 564 +height = 128 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] #selection boxes +width = 247 +height = 52 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] #new item box +width = 566 +height = 216 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] #some blur related shit +width = 480 +height = 270 +formatsExcluded = 0x431 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] #divine beast 3d minimap +width = 512 +height = 288 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] #minimap +width = 192 +height = 192 +formats = 0x019 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] #map +width = 1500 +height = 720 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] #hero mode path +width = 1920 +height = 912 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] #open inventory and use weapon boxes +width = 495 +height = 355 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] #choose weapon box +width = 555 +height = 355 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] #choose bow box +width = 675 +height = 355 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] #action blur +width = 416 +height = 233 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] #inventory background blur +width = 320 +height = 180 +formats = 0x19 +overwriteFormat = 0x823 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] #title menu background bloom +width = 320 +height = 180 +formats = 0x1a +overwriteFormat = 0x823 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] #lines on map +width = 13 +height = 305 +#overwriteFormat = 0x234 + +[TextureRedefine] #shadows +width = 360 +height = 360 +formats = 0x005 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] #shadows +width = 720 +height = 720 +formats = 0x005 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] #gamepad. optional +width = 854 +height = 480 +#overwriteWidth = +#overwriteHeight = \ No newline at end of file diff --git a/build.sh b/build.sh index 27c95777..aa27a8b0 100644 --- a/build.sh +++ b/build.sh @@ -41,4 +41,16 @@ build_dir "Source/SuperMario3DWorld" "Quality/SuperMario3DWorld_1080pUW" 2560 10 build_dir "Source/SuperMario3DWorld" "Quality/SuperMario3DWorld_1440p" 2560 1440 build_dir "Source/SuperMario3DWorld" "Quality/SuperMario3DWorld_1800p" 3200 1800 build_dir "Source/SuperMario3DWorld" "Quality/SuperMario3DWorld_2160p" 3840 2160 - +build_dir "Source/BreathOfTheWild" "Quality/BreathOfTheWild_1080p" 1920 1080 +build_dir "Source/BreathOfTheWild" "Quality/BreathOfTheWild_1080pUW" 2560 1080 +build_dir "Source/BreathOfTheWild" "Quality/BreathOfTheWild_1440p" 2560 1440 +build_dir "Source/BreathOfTheWild" "Quality/BreathOfTheWild_1440pUW" 3440 1440 +build_dir "Source/BreathOfTheWild" "Quality/BreathOfTheWild_1800p" 3200 1800 +build_dir "Source/BreathOfTheWild" "Quality/BreathOfTheWild_2160p" 3840 2160 +build_dir "Source/BreathOfTheWild" "Quality/BreathOfTheWild_2160pUW" 5120 2160 +build_dir "Source/BreathOfTheWild" "Quality/BreathOfTheWild_Switch" 1600 900 +build_dir "Source/BreathOfTheWild" "Enthusiast/BreathOfTheWild_2880p" 5120 2880 +build_dir "Source/BreathOfTheWild" "Enthusiast/BreathOfTheWild_4320p" 7680 4320 +build_dir "Source/BreathOfTheWild" "Enthusiast/BreathOfTheWild_5760p" 10240 5760 +build_dir "Source/BreathOfTheWild" "Performance/BreathOfTheWild_360p" 640 360 +build_dir "Source/BreathOfTheWild" "Performance/BreathOfTheWild_540p" 960 540 \ No newline at end of file