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[XCX] source 1.4.x + issue fixes, Contrasty
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@ -0,0 +1,157 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 59df1c7e1806366c
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//contrasty AA shader
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uniform vec2 uf_fragCoordScale;
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const float hazeFactor = 0.1;
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const float gamma = $gamma; // 1.0 is neutral Botw is already colour graded at this stage
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const float exposure = $exposure; // 1.0 is neutral
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const float vibrance = $vibrance; // 0.0 is neutral
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const float crushContrast = $crushContrast; // 0.0 is neutral. Use small increments, loss of shadow detail
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const float contrastCurve = $contrastCurve;
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vec3 RGB_Lift = vec3($redShadows, $greenShadows , $blueSadows); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
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vec3 RGB_Gamma = vec3($redMid ,$greenMid, $blueMid); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
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vec3 RGB_Gain = vec3($redHilight, $greenHilight, $blueHilight); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
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//lumasharpen
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const float sharp_mix = $sharp_mix;
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const float sharp_strength = 2.0;
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const float sharp_clamp = 0.75;
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const float offset_bias = 1.0;
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float Sigmoid (float x) {
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return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5)));
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}
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#define px (1.0/1920.0*uf_fragCoordScale.x)
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#define py (1.0/1080.0*uf_fragCoordScale.y)
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#define CoefLuma vec3(0.2126, 0.7152, 0.0722)
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float lumasharping(sampler2D tex, vec2 pos) {
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vec4 colorInput = texture(tex, pos);
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vec3 ori = colorInput.rgb;
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// -- Combining the strength and luma multipliers --
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vec3 sharp_strength_luma = (CoefLuma * sharp_strength);
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// -- Gaussian filter --
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// [ .25, .50, .25] [ 1 , 2 , 1 ]
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// [ .50, 1, .50] = [ 2 , 4 , 2 ]
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// [ .25, .50, .25] [ 1 , 2 , 1 ]
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vec3 blur_ori = texture(tex, pos + vec2(px, -py) * 0.5 * offset_bias).rgb; // South East
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blur_ori += texture(tex, pos + vec2(-px, -py) * 0.5 * offset_bias).rgb; // South West
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blur_ori += texture(tex, pos + vec2(px, py) * 0.5 * offset_bias).rgb; // North East
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blur_ori += texture(tex, pos + vec2(-px, py) * 0.5 * offset_bias).rgb; // North West
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blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches
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// -- Calculate the sharpening --
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vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image
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// -- Adjust strength of the sharpening and clamp it--
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vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); //Roll part of the clamp into the dot
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float sharp_luma = clamp((dot(vec4(sharp, 1.0), sharp_strength_luma_clamp)), 0.0, 1.0); //Calculate the luma, adjust the strength, scale up and clamp
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sharp_luma = (sharp_clamp * 2.0) * sharp_luma - sharp_clamp; //scale down
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return sharp_luma;
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}
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vec3 LiftGammaGainPass(vec3 colorInput)
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{ //reshade BSD https://reshade.me , Alexkiri port
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vec3 color = colorInput;
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color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
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color = clamp(color, 0.0, 1.0);
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color *= RGB_Gain;
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color = pow(color, 1.0 / RGB_Gamma);
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return clamp(color, 0.0, 1.0);
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}
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vec3 contrasty(vec3 colour){
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vec3 fColour = (colour.xyz);
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//fColour = LiftGammaGainPass(fColour);
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fColour = clamp(exposure * fColour, 0.0, 1.0);
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fColour = pow(fColour, vec3(1.0 / gamma));
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float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
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float mn = min(min(fColour.r, fColour.g), fColour.b);
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float mx = max(max(fColour.r, fColour.g), fColour.b);
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float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0;
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vec3 lightness = vec3((mn + mx) / 2.0);
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fColour = LiftGammaGainPass(fColour);
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// vibrance
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fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
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fColour = max(vec3(0.0), fColour - vec3(crushContrast));
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return fColour;
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}
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uniform ivec4 uf_remappedPS[2];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 0) out vec4 passPixelColor0;
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//uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R3i = ivec4(0);
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ivec4 R4i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R126i = ivec4(0);
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ivec4 R127i = ivec4(0);
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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bool activeMaskStack[2];
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bool activeMaskStackC[3];
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activeMaskStack[0] = false;
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activeMaskStackC[0] = false;
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activeMaskStackC[1] = false;
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activeMaskStack[0] = true;
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activeMaskStackC[0] = true;
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activeMaskStackC[1] = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem0;
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R1f = passParameterSem1;
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R0f.xyzw = (texture(textureUnitPS1, R0f.xy).xyzw);
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R0f.xyz = contrasty(R0f.xyz);
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R0f.xyz = mix(R0f.xyz, smoothstep(0.0, 1.0, R0f.xyz), contrastCurve);
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float smask = lumasharping(textureUnitPS1, passParameterSem0.xy);
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vec3 temp3 = R0f.xyz;
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R0f.xyz = mix(R0f.xyz, (temp3.xyz += (smask)), sharp_mix);
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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}
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@ -2,8 +2,7 @@
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 497a209b49886520
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//align water depth
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// shader 497a209b49886520 //depth?
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0xf545c000 res 1x1x1 dim 1 tm: 2 format 081e compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 0
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@ -60,16 +59,17 @@ backupReg0f = R2f.x;
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backupReg1f = R2f.y;
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R2f.x = backupReg0f;
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R2f.y = backupReg1f;
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R0f.z = intBitsToFloat(0x3f000000);
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R0f.w = (mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedVS[0].x)) +intBitsToFloat(uf_remappedVS[0].z)*3);
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R0f.y = (mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedVS[0].y)) +intBitsToFloat(uf_remappedVS[0].w)*3);
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R0f.z = intBitsToFloat(0x3f000000)*0.25;
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R0f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[0].x)) + intBitsToFloat(uf_remappedVS[0].z));
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R0f.y = (mul_nonIEEE(backupReg1f,intBitsToFloat(uf_remappedVS[0].y)) + intBitsToFloat(uf_remappedVS[0].w));
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PS0f = R0f.y;
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R3f.xy = (textureLod(textureUnitVS0, R0f.zz,0.0).xy);
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R3f.xy = (textureLod(textureUnitVS0, R0f.zz,0.0).xy)*0.533335;
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// export
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gl_Position = vec4(R1f.x*(1.0 / 1.004), R1f.y*(1.0 / 1.006), R1f.z, R1f.w);
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gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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// export
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passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.z);
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// export
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// export
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passParameterSem2 = vec4(R0f.w, R0f.y, R0f.z, R0f.z);
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// 0
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backupReg0f = R3f.x;
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95
Enhancements/XenobladeX_Contrasty/rules.txt
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95
Enhancements/XenobladeX_Contrasty/rules.txt
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[Definition]
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titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
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name = Contrasty
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path = "Xenoblade Chronicles X/Contrasty"
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description = Colour and contrast - Replaces AA removal
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version = 3
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[Preset]
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name = default
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$redShadows = 1.0
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$greenShadows = 1.0
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$blueSadows = 1.0
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$redMid = 1.0
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$greenMid = 1.0
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$blueMid = 1.0
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$redHilight = 1.0
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$greenHilight =1.0
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$blueHilight = 1.0
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$contrastCurve = 0.0
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$hazeFactor = 1.0
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$bloom = 1.0
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$gamma = 1.0
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$exposure = 1.0
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$vibrance = 0.0
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$crushContrast = 0.0
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$bleach = 1.0
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$sharp_mix = 0.0
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[Preset]
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name = High Contrasty
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$redShadows = 1.0
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$greenShadows = 1.0
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$blueSadows = 1.0
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$redMid = 0.99
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$greenMid = 0.99
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$blueMid = 0.99
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$redHilight = 1.0
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$greenHilight =1.0
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$blueHilight = 1.0
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$contrastCurve = 0.4
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$hazeFactor = 0.25
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$bloom = 0.85
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$gamma = 1.12
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$exposure = 1.01
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$vibrance = 0.15
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$crushContrast = 0.00
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$bleach = 0.85
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$sharp_mix = 0.1
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[Preset]
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name = Colourfull
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$redShadows = 1.0
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$greenShadows = 1.0
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$blueSadows = 1.0
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$redMid = 0.99
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$greenMid = 0.98
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$blueMid = 0.99
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$redHilight = 1.0
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$greenHilight =0.99
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$blueHilight = 1.0
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$contrastCurve = 0.333
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$hazeFactor = 0.25
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$bloom = 0.85
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$gamma = 1.1
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$exposure = 1.01
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$vibrance = 0.35
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$crushContrast = 0.00
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$bleach = 0.85
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$sharp_mix = 0.1
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[Preset]
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name = Neutral Contrasty
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$redShadows = 1.01
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$greenShadows = 1.01
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$blueSadows = 1.01
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$redMid = 1.0
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$greenMid = 1.0
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$blueMid = 1.0
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$redHilight = 0.99
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$greenHilight =0.99
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$blueHilight = 0.99
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$contrastCurve = 0.25
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$hazeFactor = 1.0
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$bloom = 0.85
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$gamma = 1.05
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$exposure = 1.0
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$vibrance = 0.0
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$crushContrast = 0.00
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$bleach = 0.85
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$sharp_mix = 0.1
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@ -1,60 +0,0 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 037490dc03a83598
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//sun wite-out-de-band, pre-mix bloom brightness
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e76000 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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highp float lineRand(vec2 co)
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{
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highp float a = 12.9898;
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highp float b = 78.233;
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highp float c = 43758.5453;
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highp float dt = dot(co.xy, vec2(a, b));
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highp float sn = mod(dt, 3.14);
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return fract(sin(sn) * c);
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}
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem0;
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R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw)* (0.995 - (lineRand(gl_FragCoord.yx)*0.075));
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//R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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// 0
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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backupReg2f = R0f.z;
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backupReg3f = R0f.w;
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R0f.x = backupReg0f;
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R0f.x = clamp(R0f.x, 0.0, 1.0);
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R0f.y = backupReg1f;
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R0f.y = clamp(R0f.y, 0.0, 1.0);
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R0f.z = backupReg2f;
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R0f.z = clamp(R0f.z, 0.0, 1.0);
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R0f.w = backupReg3f;
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R0f.w = clamp(R0f.w, 0.0, 1.0);
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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}
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File diff suppressed because it is too large
Load Diff
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 430ac3a85ece61af // bloom sampling scale
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const float resScale = ($height/$gameHeight);
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highp float lineRand(vec2 co) //to reduce banding
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{
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highp float a = 12.9898;
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highp float b = 78.233;
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highp float c = 43758.5453;
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highp float dt = dot(co.xy, vec2(a, b));
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highp float sn = mod(dt, 3.14);
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return fract(sin(sn) * c);
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}
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//const float resScale = ($height/$gameHeight); // = 4.0;
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uniform ivec4 uf_remappedPS[2];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 256x144x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 6 6 6 border: 0
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
|
||||
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
|
||||
}
|
||||
float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
vec4 R3f = vec4(0.0);
|
||||
vec4 R4f = vec4(0.0);
|
||||
vec4 R5f = vec4(0.0);
|
||||
vec4 R6f = vec4(0.0);
|
||||
vec4 R7f = vec4(0.0);
|
||||
vec4 R8f = vec4(0.0);
|
||||
vec4 R9f = vec4(0.0);
|
||||
vec4 R10f = vec4(0.0);
|
||||
vec4 R123f = vec4(0.0);
|
||||
vec4 R127f = vec4(0.0);
|
||||
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
|
||||
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
|
||||
float PS0f = 0.0, PS1f = 0.0;
|
||||
vec4 tempf = vec4(0.0);
|
||||
float tempResultf;
|
||||
int tempResulti;
|
||||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0f = passParameterSem0;
|
||||
R0f.xy = R0f.xy + (lineRand(gl_FragCoord.xy)*0.005);
|
||||
// 0
|
||||
backupReg0f = R0f.y;
|
||||
backupReg1f = R0f.x;
|
||||
R0f.x = intBitsToFloat(uf_remappedPS[0].x);
|
||||
PV0f.y = backupReg0f + -(intBitsToFloat(uf_remappedPS[0].y)/ resScale);
|
||||
PV0f.z = backupReg1f + -(intBitsToFloat(uf_remappedPS[0].x)/ resScale);
|
||||
R0f.w = intBitsToFloat(uf_remappedPS[0].y);
|
||||
R1f.w = intBitsToFloat(uf_remappedPS[1].x) * intBitsToFloat(uf_remappedPS[1].y);
|
||||
PS0f = R1f.w;
|
||||
// 1
|
||||
R10f.x = PV0f.z * intBitsToFloat(0x3d000000);
|
||||
PV1f.x = R10f.x;
|
||||
R2f.z = PS0f * intBitsToFloat(uf_remappedPS[1].y);
|
||||
PV1f.z = R2f.z;
|
||||
R5f.w = PV0f.y * intBitsToFloat(0x3d000000);
|
||||
PV1f.w = R5f.w;
|
||||
// 2
|
||||
R1f.x = PV1f.x + intBitsToFloat(uf_remappedPS[0].x)/resScale;
|
||||
PV0f.x = R1f.x;
|
||||
R1f.y = PV1f.w + intBitsToFloat(uf_remappedPS[0].y) / resScale;
|
||||
PV0f.y = R1f.y;
|
||||
R2f.w = PV1f.z * intBitsToFloat(uf_remappedPS[1].y) ;
|
||||
PV0f.w = R2f.w;
|
||||
// 3
|
||||
R2f.x = R10f.x + PV0f.x;
|
||||
PV1f.x = R2f.x;
|
||||
R2f.y = R5f.w + PV0f.y;
|
||||
PV1f.y = R2f.y;
|
||||
R3f.w = PV0f.w * intBitsToFloat(uf_remappedPS[1].y);
|
||||
PV1f.w = R3f.w;
|
||||
// 4
|
||||
R3f.x = R10f.x + PV1f.x;
|
||||
R3f.y = R5f.w + PV1f.y;
|
||||
R4f.w = PV1f.w * intBitsToFloat(uf_remappedPS[1].y);
|
||||
R0f.xyz = (texture(textureUnitPS0, R0f.xw).xyz);
|
||||
R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
|
||||
R4f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);
|
||||
R5f.xyz = (texture(textureUnitPS0, R3f.xy).xyz);
|
||||
// 0
|
||||
backupReg0f = R0f.y;
|
||||
R123f.x = (R0f.z * intBitsToFloat(uf_remappedPS[1].x) + 0.0);
|
||||
PV0f.x = R123f.x;
|
||||
R0f.y = R5f.w + R3f.y;
|
||||
PV0f.y = R0f.y;
|
||||
R123f.z = (R0f.x * intBitsToFloat(uf_remappedPS[1].x) + 0.0);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (backupReg0f * intBitsToFloat(uf_remappedPS[1].x) + 0.0);
|
||||
PV0f.w = R123f.w;
|
||||
R0f.x = R10f.x + R3f.x;
|
||||
PS0f = R0f.x;
|
||||
// 1
|
||||
backupReg0f = R1f.z;
|
||||
R123f.x = (R1f.w * R1f.y + PV0f.w);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (R1f.w * R1f.x + PV0f.z);
|
||||
PV1f.y = R123f.y;
|
||||
R1f.z = R10f.x + PS0f;
|
||||
PV1f.z = R1f.z;
|
||||
R123f.w = (R1f.w * backupReg0f + PV0f.x);
|
||||
PV1f.w = R123f.w;
|
||||
R1f.y = R5f.w + PV0f.y;
|
||||
PS1f = R1f.y;
|
||||
// 2
|
||||
backupReg0f = R4f.x;
|
||||
R4f.x = R10f.x + PV1f.z;
|
||||
PV0f.x = R4f.x;
|
||||
R123f.y = (R2f.z * R4f.y + PV1f.x);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (R2f.z * R4f.z + PV1f.w);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (R2f.z * backupReg0f + PV1f.y);
|
||||
PV0f.w = R123f.w;
|
||||
R4f.y = R5f.w + PS1f;
|
||||
PS0f = R4f.y;
|
||||
// 3
|
||||
backupReg0f = R5f.x;
|
||||
backupReg1f = R5f.z;
|
||||
backupReg2f = R2f.w;
|
||||
backupReg3f = R5f.y;
|
||||
R5f.x = (R2f.w * backupReg0f + PV0f.w);
|
||||
R5f.y = R4f.w * intBitsToFloat(uf_remappedPS[1].y);
|
||||
PV1f.y = R5f.y;
|
||||
R5f.z = (R2f.w * backupReg1f + PV0f.z);
|
||||
R2f.w = (backupReg2f * backupReg3f + PV0f.y);
|
||||
R3f.x = R10f.x + PV0f.x;
|
||||
PS1f = R3f.x;
|
||||
// 4
|
||||
R6f.x = R10f.x + PS1f;
|
||||
R3f.y = R5f.w + R4f.y;
|
||||
R1f.w = PV1f.y * intBitsToFloat(uf_remappedPS[1].y);
|
||||
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
|
||||
R1f.xyz = (texture(textureUnitPS0, R1f.zy).xyz);
|
||||
R4f.xyz = (texture(textureUnitPS0, R4f.xy).xyz);
|
||||
R2f.xyz = (texture(textureUnitPS0, R3f.xy).xyz);
|
||||
// 0
|
||||
R123f.x = (R3f.w * R0f.y + R2f.w);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (R3f.w * R0f.x + R5f.x);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (R3f.w * R0f.z + R5f.z);
|
||||
PV0f.z = R123f.z;
|
||||
R6f.w = R5f.w + R3f.y;
|
||||
// 1
|
||||
R0f.x = R1f.w * intBitsToFloat(uf_remappedPS[1].y);
|
||||
PV1f.x = R0f.x;
|
||||
R123f.y = (R4f.w * R1f.z + PV0f.z);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (R4f.w * R1f.y + PV0f.x);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (R4f.w * R1f.x + PV0f.y);
|
||||
PV1f.w = R123f.w;
|
||||
R1f.x = R10f.x + R6f.x;
|
||||
PS1f = R1f.x;
|
||||
// 2
|
||||
R123f.x = (R5f.y * R4f.x + PV1f.w);
|
||||
PV0f.x = R123f.x;
|
||||
R1f.y = R5f.w + R6f.w;
|
||||
PV0f.y = R1f.y;
|
||||
R123f.z = (R5f.y * R4f.y + PV1f.z);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (R5f.y * R4f.z + PV1f.y);
|
||||
PV0f.w = R123f.w;
|
||||
R4f.w = PV1f.x * intBitsToFloat(uf_remappedPS[1].y);
|
||||
PS0f = R4f.w;
|
||||
// 3
|
||||
backupReg0f = R2f.x;
|
||||
R2f.x = (R1f.w * R2f.z + PV0f.w);
|
||||
R4f.y = (R1f.w * R2f.y + PV0f.z);
|
||||
R2f.z = (R1f.w * backupReg0f + PV0f.x);
|
||||
R2f.w = R10f.x + R1f.x;
|
||||
PV1f.w = R2f.w;
|
||||
R2f.y = R5f.w + PV0f.y;
|
||||
PS1f = R2f.y;
|
||||
// 4
|
||||
R5f.x = R10f.x + PV1f.w;
|
||||
R5f.y = R5f.w + PS1f;
|
||||
R4f.z = R4f.w * intBitsToFloat(uf_remappedPS[1].y);
|
||||
R6f.xyz = (texture(textureUnitPS0, R6f.xw).xyz);
|
||||
R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
|
||||
R3f.xyz = (texture(textureUnitPS0, R2f.wy).xyz);
|
||||
R7f.xyz = (texture(textureUnitPS0, R5f.xy).xyz);
|
||||
// 0
|
||||
R123f.x = (R0f.x * R6f.z + R2f.x);
|
||||
PV0f.x = R123f.x;
|
||||
R127f.y = R4f.z * intBitsToFloat(uf_remappedPS[1].y);
|
||||
PV0f.y = R127f.y;
|
||||
R123f.z = (R0f.x * R6f.x + R2f.z);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (R0f.x * R6f.y + R4f.y);
|
||||
PV0f.w = R123f.w;
|
||||
R2f.y = R5f.w + R5f.y;
|
||||
PS0f = R2f.y;
|
||||
// 1
|
||||
R123f.x = (R4f.w * R1f.y + PV0f.w);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (R4f.w * R1f.x + PV0f.z);
|
||||
PV1f.y = R123f.y;
|
||||
R2f.z = R10f.x + R5f.x;
|
||||
PV1f.z = R2f.z;
|
||||
R123f.w = (R4f.w * R1f.z + PV0f.x);
|
||||
PV1f.w = R123f.w;
|
||||
R2f.w = PV0f.y * intBitsToFloat(uf_remappedPS[1].y);
|
||||
PS1f = R2f.w;
|
||||
// 2
|
||||
backupReg0f = R3f.x;
|
||||
R3f.x = R10f.x + PV1f.z;
|
||||
PV0f.x = R3f.x;
|
||||
R123f.y = (R4f.z * R3f.y + PV1f.x);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (R4f.z * R3f.z + PV1f.w);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (R4f.z * backupReg0f + PV1f.y);
|
||||
PV0f.w = R123f.w;
|
||||
R3f.y = R5f.w + R2f.y;
|
||||
PS0f = R3f.y;
|
||||
// 3
|
||||
backupReg0f = R7f.z;
|
||||
R1f.x = (R127f.y * R7f.x + PV0f.w);
|
||||
R1f.y = R2f.w * intBitsToFloat(uf_remappedPS[1].y);
|
||||
PV1f.y = R1f.y;
|
||||
R7f.z = (R127f.y * backupReg0f + PV0f.z);
|
||||
R4f.w = (R127f.y * R7f.y + PV0f.y);
|
||||
R7f.x = R10f.x + PV0f.x;
|
||||
PS1f = R7f.x;
|
||||
// 4
|
||||
R5f.x = R10f.x + PS1f;
|
||||
PV0f.x = R5f.x;
|
||||
R7f.y = R5f.w + R3f.y;
|
||||
PV0f.y = R7f.y;
|
||||
R6f.w = PV1f.y * intBitsToFloat(uf_remappedPS[1].y);
|
||||
PV0f.w = R6f.w;
|
||||
// 5
|
||||
R8f.x = R10f.x + PV0f.x;
|
||||
R5f.y = R5f.w + PV0f.y;
|
||||
R1f.w = PV0f.w * intBitsToFloat(uf_remappedPS[1].y);
|
||||
R2f.xyz = (texture(textureUnitPS0, R2f.zy).xyz);
|
||||
R3f.xyz = (texture(textureUnitPS0, R3f.xy).xyz);
|
||||
R4f.xyz = (texture(textureUnitPS0, R7f.xy).xyz);
|
||||
R0f.xyz = (texture(textureUnitPS0, R5f.xy).xyz);
|
||||
// 0
|
||||
R123f.x = (R2f.w * R2f.y + R4f.w);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (R2f.w * R2f.x + R1f.x);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (R2f.w * R2f.z + R7f.z);
|
||||
PV0f.z = R123f.z;
|
||||
R8f.w = R5f.w + R5f.y;
|
||||
// 1
|
||||
backupReg0f = R3f.x;
|
||||
R3f.x = R1f.w * intBitsToFloat(uf_remappedPS[1].y);
|
||||
PV1f.x = R3f.x;
|
||||
R123f.y = (R1f.y * R3f.z + PV0f.z);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (R1f.y * R3f.y + PV0f.x);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (R1f.y * backupReg0f + PV0f.y);
|
||||
PV1f.w = R123f.w;
|
||||
R1f.x = R10f.x + R8f.x;
|
||||
PS1f = R1f.x;
|
||||
// 2
|
||||
R123f.x = (R6f.w * R4f.x + PV1f.w);
|
||||
PV0f.x = R123f.x;
|
||||
R1f.y = R5f.w + R8f.w;
|
||||
PV0f.y = R1f.y;
|
||||
R123f.z = (R6f.w * R4f.y + PV1f.z);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (R6f.w * R4f.z + PV1f.y);
|
||||
PV0f.w = R123f.w;
|
||||
R6f.w = PV1f.x * intBitsToFloat(uf_remappedPS[1].y);
|
||||
PS0f = R6f.w;
|
||||
// 3
|
||||
backupReg0f = R0f.x;
|
||||
R0f.x = (R1f.w * R0f.z + PV0f.w);
|
||||
R4f.y = (R1f.w * R0f.y + PV0f.z);
|
||||
R0f.z = (R1f.w * backupReg0f + PV0f.x);
|
||||
R0f.w = R10f.x + R1f.x;
|
||||
PV1f.w = R0f.w;
|
||||
R0f.y = R5f.w + PV0f.y;
|
||||
PS1f = R0f.y;
|
||||
// 4
|
||||
R2f.x = R10f.x + PV1f.w;
|
||||
R2f.y = R5f.w + PS1f;
|
||||
R4f.z = R6f.w * intBitsToFloat(uf_remappedPS[1].y);
|
||||
R8f.xyz = (texture(textureUnitPS0, R8f.xw).xyz);
|
||||
R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
|
||||
R5f.xyz = (texture(textureUnitPS0, R0f.wy).xyz);
|
||||
R7f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);
|
||||
// 0
|
||||
R123f.x = (R3f.x * R8f.z + R0f.x);
|
||||
PV0f.x = R123f.x;
|
||||
R127f.y = R4f.z * intBitsToFloat(uf_remappedPS[1].y);
|
||||
PV0f.y = R127f.y;
|
||||
R123f.z = (R3f.x * R8f.x + R0f.z);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (R3f.x * R8f.y + R4f.y);
|
||||
PV0f.w = R123f.w;
|
||||
R0f.y = R5f.w + R2f.y;
|
||||
PS0f = R0f.y;
|
||||
// 1
|
||||
R123f.x = (R6f.w * R1f.y + PV0f.w);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (R6f.w * R1f.x + PV0f.z);
|
||||
PV1f.y = R123f.y;
|
||||
R0f.z = R10f.x + R2f.x;
|
||||
PV1f.z = R0f.z;
|
||||
R123f.w = (R6f.w * R1f.z + PV0f.x);
|
||||
PV1f.w = R123f.w;
|
||||
R0f.w = PV0f.y * intBitsToFloat(uf_remappedPS[1].y);
|
||||
PS1f = R0f.w;
|
||||
// 2
|
||||
backupReg0f = R5f.x;
|
||||
R5f.x = R10f.x + PV1f.z;
|
||||
PV0f.x = R5f.x;
|
||||
R123f.y = (R4f.z * R5f.y + PV1f.x);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (R4f.z * R5f.z + PV1f.w);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (R4f.z * backupReg0f + PV1f.y);
|
||||
PV0f.w = R123f.w;
|
||||
R5f.y = R5f.w + R0f.y;
|
||||
PS0f = R5f.y;
|
||||
// 3
|
||||
backupReg0f = R7f.z;
|
||||
R1f.x = (R127f.y * R7f.x + PV0f.w);
|
||||
R1f.y = R0f.w * intBitsToFloat(uf_remappedPS[1].y);
|
||||
PV1f.y = R1f.y;
|
||||
R7f.z = (R127f.y * backupReg0f + PV0f.z);
|
||||
R6f.w = (R127f.y * R7f.y + PV0f.y);
|
||||
R7f.x = R10f.x + PV0f.x;
|
||||
PS1f = R7f.x;
|
||||
// 4
|
||||
R2f.x = R10f.x + PS1f;
|
||||
PV0f.x = R2f.x;
|
||||
R7f.y = R5f.w + R5f.y;
|
||||
PV0f.y = R7f.y;
|
||||
R8f.w = PV1f.y * intBitsToFloat(uf_remappedPS[1].y);
|
||||
PV0f.w = R8f.w;
|
||||
// 5
|
||||
R9f.x = R10f.x + PV0f.x;
|
||||
R2f.y = R5f.w + PV0f.y;
|
||||
R1f.w = PV0f.w * intBitsToFloat(uf_remappedPS[1].y);
|
||||
R0f.xyz = (texture(textureUnitPS0, R0f.zy).xyz);
|
||||
R5f.xyz = (texture(textureUnitPS0, R5f.xy).xyz);
|
||||
R4f.xyz = (texture(textureUnitPS0, R7f.xy).xyz);
|
||||
R3f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);
|
||||
// 0
|
||||
R123f.x = (R0f.w * R0f.y + R6f.w);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (R0f.w * R0f.x + R1f.x);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (R0f.w * R0f.z + R7f.z);
|
||||
PV0f.z = R123f.z;
|
||||
R9f.w = R5f.w + R2f.y;
|
||||
// 1
|
||||
backupReg0f = R5f.x;
|
||||
R5f.x = R1f.w * intBitsToFloat(uf_remappedPS[1].y);
|
||||
PV1f.x = R5f.x;
|
||||
R123f.y = (R1f.y * R5f.z + PV0f.z);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (R1f.y * R5f.y + PV0f.x);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (R1f.y * backupReg0f + PV0f.y);
|
||||
PV1f.w = R123f.w;
|
||||
R1f.x = R10f.x + R9f.x;
|
||||
PS1f = R1f.x;
|
||||
// 2
|
||||
R123f.x = (R8f.w * R4f.x + PV1f.w);
|
||||
PV0f.x = R123f.x;
|
||||
R1f.y = R5f.w + R9f.w;
|
||||
PV0f.y = R1f.y;
|
||||
R123f.z = (R8f.w * R4f.y + PV1f.z);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (R8f.w * R4f.z + PV1f.y);
|
||||
PV0f.w = R123f.w;
|
||||
R8f.w = PV1f.x * intBitsToFloat(uf_remappedPS[1].y);
|
||||
PS0f = R8f.w;
|
||||
// 3
|
||||
backupReg0f = R3f.x;
|
||||
R3f.x = (R1f.w * R3f.z + PV0f.w);
|
||||
R4f.y = (R1f.w * R3f.y + PV0f.z);
|
||||
R3f.z = (R1f.w * backupReg0f + PV0f.x);
|
||||
R3f.w = R10f.x + R1f.x;
|
||||
PV1f.w = R3f.w;
|
||||
R3f.y = R5f.w + PV0f.y;
|
||||
PS1f = R3f.y;
|
||||
// 4
|
||||
R0f.x = R10f.x + PV1f.w;
|
||||
R0f.y = R5f.w + PS1f;
|
||||
R4f.z = R8f.w * intBitsToFloat(uf_remappedPS[1].y);
|
||||
R6f.w = 1.0;
|
||||
R9f.xyz = (texture(textureUnitPS0, R9f.xw).xyz);
|
||||
R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
|
||||
R2f.xyz = (texture(textureUnitPS0, R3f.wy).xyz);
|
||||
R7f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
|
||||
// 0
|
||||
R123f.x = (R5f.x * R9f.z + R3f.x);
|
||||
PV0f.x = R123f.x;
|
||||
R127f.y = R4f.z * intBitsToFloat(uf_remappedPS[1].y);
|
||||
PV0f.y = R127f.y;
|
||||
R123f.z = (R5f.x * R9f.x + R3f.z);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (R5f.x * R9f.y + R4f.y);
|
||||
PV0f.w = R123f.w;
|
||||
R3f.y = R5f.w + R0f.y;
|
||||
PS0f = R3f.y;
|
||||
// 1
|
||||
R123f.x = (R8f.w * R1f.y + PV0f.w);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (R8f.w * R1f.x + PV0f.z);
|
||||
PV1f.y = R123f.y;
|
||||
R3f.z = R10f.x + R0f.x;
|
||||
PV1f.z = R3f.z;
|
||||
R123f.w = (R8f.w * R1f.z + PV0f.x);
|
||||
PV1f.w = R123f.w;
|
||||
R3f.w = PV0f.y * intBitsToFloat(uf_remappedPS[1].y);
|
||||
PS1f = R3f.w;
|
||||
// 2
|
||||
backupReg0f = R2f.x;
|
||||
R2f.x = R10f.x + PV1f.z;
|
||||
PV0f.x = R2f.x;
|
||||
R123f.y = (R4f.z * R2f.y + PV1f.x);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (R4f.z * R2f.z + PV1f.w);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (R4f.z * backupReg0f + PV1f.y);
|
||||
PV0f.w = R123f.w;
|
||||
R2f.y = R5f.w + R3f.y;
|
||||
PS0f = R2f.y;
|
||||
// 3
|
||||
backupReg0f = R7f.z;
|
||||
R0f.x = (R127f.y * R7f.x + PV0f.w);
|
||||
R0f.y = R3f.w * intBitsToFloat(uf_remappedPS[1].y);
|
||||
PV1f.y = R0f.y;
|
||||
R7f.z = (R127f.y * backupReg0f + PV0f.z);
|
||||
R8f.w = (R127f.y * R7f.y + PV0f.y);
|
||||
R7f.x = R10f.x + PV0f.x;
|
||||
PS1f = R7f.x;
|
||||
// 4
|
||||
backupReg0f = R10f.x;
|
||||
R10f.x = backupReg0f + PS1f;
|
||||
R7f.y = R5f.w + R2f.y;
|
||||
PV0f.y = R7f.y;
|
||||
R9f.w = PV1f.y * intBitsToFloat(uf_remappedPS[1].y);
|
||||
PV0f.w = R9f.w;
|
||||
// 5
|
||||
R10f.y = R5f.w + PV0f.y;
|
||||
R5f.w = PV0f.w * intBitsToFloat(uf_remappedPS[1].y);
|
||||
R3f.xyz = (texture(textureUnitPS0, R3f.zy).xyz);
|
||||
R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);
|
||||
R4f.xyz = (texture(textureUnitPS0, R7f.xy).xyz);
|
||||
R10f.xyz = (texture(textureUnitPS0, R10f.xy).xyz);
|
||||
// 0
|
||||
R123f.x = (R3f.w * R3f.y + R8f.w);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (R3f.w * R3f.x + R0f.x);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (R3f.w * R3f.z + R7f.z);
|
||||
PV0f.z = R123f.z;
|
||||
// 1
|
||||
R123f.y = (R0f.y * R2f.z + PV0f.z);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (R0f.y * R2f.y + PV0f.x);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (R0f.y * R2f.x + PV0f.y);
|
||||
PV1f.w = R123f.w;
|
||||
// 2
|
||||
R123f.x = (R9f.w * R4f.x + PV1f.w);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.z = (R9f.w * R4f.y + PV1f.z);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (R9f.w * R4f.z + PV1f.y);
|
||||
PV0f.w = R123f.w;
|
||||
// 3
|
||||
R123f.x = (R5f.w * R10f.z + PV0f.w);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (R5f.w * R10f.y + PV0f.z);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (R5f.w * R10f.x + PV0f.x);
|
||||
PV1f.z = R123f.z;
|
||||
// 4
|
||||
R6f.x = PV1f.z * intBitsToFloat(uf_remappedPS[1].z);
|
||||
R6f.y = PV1f.y * intBitsToFloat(uf_remappedPS[1].z);
|
||||
R6f.z = PV1f.x * intBitsToFloat(uf_remappedPS[1].z);
|
||||
// export
|
||||
passPixelColor0 = vec4(R6f.x, R6f.y, R6f.z, R6f.w);
|
||||
}
|
@ -1,554 +0,0 @@
|
||||
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 4d4b09634a7eab30
|
||||
// Last step vertical blend. half tv scaled + pre-blending = aprox half step reduction
|
||||
// To-do candidate for multi pass / bokeh replacement
|
||||
const float resScale = ($width/$gameWidth);
|
||||
uniform ivec4 uf_remappedPS[7];
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4fde000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf51aa000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4e12000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
//const float resScale = ($height/$gameHeight); // = 2.0;
|
||||
int clampFI32(int v)
|
||||
{
|
||||
if( v == 0x7FFFFFFF )
|
||||
return floatBitsToInt(1.0);
|
||||
else if( v == 0xFFFFFFFF )
|
||||
return floatBitsToInt(0.0);
|
||||
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
|
||||
}
|
||||
float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
vec4 R3f = vec4(0.0);
|
||||
vec4 R4f = vec4(0.0);
|
||||
vec4 R5f = vec4(0.0);
|
||||
vec4 R6f = vec4(0.0);
|
||||
vec4 R7f = vec4(0.0);
|
||||
vec4 R8f = vec4(0.0);
|
||||
vec4 R9f = vec4(0.0);
|
||||
vec4 R10f = vec4(0.0);
|
||||
vec4 R11f = vec4(0.0);
|
||||
vec4 R12f = vec4(0.0);
|
||||
vec4 R13f = vec4(0.0);
|
||||
vec4 R14f = vec4(0.0);
|
||||
vec4 R15f = vec4(0.0);
|
||||
vec4 R16f = vec4(0.0);
|
||||
vec4 R123f = vec4(0.0);
|
||||
vec4 R124f = vec4(0.0);
|
||||
vec4 R125f = vec4(0.0);
|
||||
vec4 R126f = vec4(0.0);
|
||||
vec4 R127f = vec4(0.0);
|
||||
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
|
||||
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
|
||||
float PS0f = 0.0, PS1f = 0.0;
|
||||
vec4 tempf = vec4(0.0);
|
||||
float tempResultf;
|
||||
int tempResulti;
|
||||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0f = passParameterSem0;
|
||||
R15f.xyzw = (texture(textureUnitPS2, R0f.xy).xyzw);
|
||||
// 0
|
||||
R1f.x = R0f.x + (intBitsToFloat(uf_remappedPS[0].x) / resScale);
|
||||
R1f.y = R0f.y + (intBitsToFloat(uf_remappedPS[0].y) / resScale);
|
||||
R0f.z = R0f.x + (intBitsToFloat(uf_remappedPS[0].z) / resScale);
|
||||
R0f.w = R0f.y + (intBitsToFloat(uf_remappedPS[0].w) / resScale);
|
||||
R16f.w = R15f.w;
|
||||
PS0f = R16f.w;
|
||||
// 1
|
||||
R2f.x = R0f.x + (intBitsToFloat(uf_remappedPS[1].x) / resScale);
|
||||
R2f.y = R0f.y + (intBitsToFloat(uf_remappedPS[1].y) / resScale);
|
||||
R1f.z = R0f.x + (intBitsToFloat(uf_remappedPS[1].z) / resScale);
|
||||
R1f.w = R0f.y + (intBitsToFloat(uf_remappedPS[1].w) / resScale);
|
||||
// 2
|
||||
R3f.x = R0f.x + (intBitsToFloat(uf_remappedPS[2].x) / resScale);
|
||||
R3f.y = R0f.y + (intBitsToFloat(uf_remappedPS[2].y) / resScale);
|
||||
R2f.z = R0f.x + (intBitsToFloat(uf_remappedPS[2].z) / resScale);
|
||||
R2f.w = R0f.y + (intBitsToFloat(uf_remappedPS[2].w) / resScale);
|
||||
// 3
|
||||
R4f.x = R0f.x + (intBitsToFloat(uf_remappedPS[3].x) / resScale);
|
||||
R4f.y = R0f.y + (intBitsToFloat(uf_remappedPS[3].y) / resScale);
|
||||
R3f.z = R0f.x + (intBitsToFloat(uf_remappedPS[3].z) / resScale);
|
||||
R3f.w = R0f.y + (intBitsToFloat(uf_remappedPS[3].w)/ resScale);
|
||||
R5f.xyzw = (texture(textureUnitPS1, R1f.xy).xyzw);
|
||||
R6f.xyzw = (texture(textureUnitPS1, R0f.zw).xyzw);
|
||||
R7f.xyzw = (texture(textureUnitPS1, R2f.xy).xyzw);
|
||||
R9f.xyzw = (texture(textureUnitPS1, R1f.zw).xyzw);
|
||||
R8f.xyzw = (texture(textureUnitPS1, R3f.xy).xyzw);
|
||||
R11f.xyzw = (texture(textureUnitPS1, R2f.zw).xyzw);
|
||||
R10f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw);
|
||||
R12f.xyzw = (texture(textureUnitPS0, R3f.zw).xyzw);
|
||||
// 0
|
||||
R4f.x = R0f.x + (intBitsToFloat(uf_remappedPS[4].x) / resScale);
|
||||
R4f.y = R0f.y + (intBitsToFloat(uf_remappedPS[4].y) / resScale);
|
||||
R3f.z = R0f.x + (intBitsToFloat(uf_remappedPS[4].z) / resScale);
|
||||
R3f.w = R0f.y + (intBitsToFloat(uf_remappedPS[4].w) / resScale);
|
||||
R127f.z = R5f.w + -(0.5);
|
||||
R127f.z *= 2.0;
|
||||
R127f.z = clamp(R127f.z, 0.0, 1.0);
|
||||
PS0f = R127f.z;
|
||||
// 1
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
R0f.x = backupReg0f + (intBitsToFloat(uf_remappedPS[5].x) / resScale);
|
||||
R0f.y = backupReg1f + (intBitsToFloat(uf_remappedPS[5].y) / resScale);
|
||||
R2f.z = backupReg0f + (intBitsToFloat(uf_remappedPS[5].z) / resScale);
|
||||
R2f.w = backupReg1f + (intBitsToFloat(uf_remappedPS[5].w) / resScale);
|
||||
PS1f = R5f.x + -(0.0);
|
||||
// 2
|
||||
PV0f.x = R5f.y + -(0.0);
|
||||
R127f.y = R6f.w + -(0.5);
|
||||
R127f.y *= 2.0;
|
||||
R127f.y = clamp(R127f.y, 0.0, 1.0);
|
||||
R126f.z = R127f.z + 1.0;
|
||||
PV0f.w = R5f.z + -(0.0);
|
||||
R125f.z = (R127f.z * PS1f + R15f.x);
|
||||
PS0f = R125f.z;
|
||||
// 3
|
||||
R123f.x = (R127f.z * PV0f.w + R15f.z);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (R127f.z * PV0f.x + R15f.y);
|
||||
PV1f.y = R123f.y;
|
||||
PV1f.z = R6f.x + -(0.0);
|
||||
PV1f.w = R6f.y + -(0.0);
|
||||
PS1f = R6f.z + -(0.0);
|
||||
// 4
|
||||
R3f.x = (R127f.y * PV1f.w + PV1f.y);
|
||||
R3f.y = (R127f.y * PV1f.z + R125f.z);
|
||||
R1f.z = R7f.w + -(0.5);
|
||||
R1f.z *= 2.0;
|
||||
R1f.z = clamp(R1f.z, 0.0, 1.0);
|
||||
R1f.w = R126f.z + R127f.y;
|
||||
R0f.w = (R127f.y * PS1f + PV1f.x);
|
||||
PS0f = R0f.w;
|
||||
R4f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw);
|
||||
R13f.xyzw = (texture(textureUnitPS0, R3f.zw).xyzw);
|
||||
R14f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
||||
R2f.xyzw = (texture(textureUnitPS0, R2f.zw).xyzw);
|
||||
// 0
|
||||
PV0f.x = R7f.y + -(0.0);
|
||||
PV0f.y = R7f.x + -(0.0);
|
||||
R126f.z = R1f.w + R1f.z;
|
||||
PV0f.w = R7f.z + -(0.0);
|
||||
R127f.x = R9f.w + -(0.5);
|
||||
R127f.x *= 2.0;
|
||||
R127f.x = clamp(R127f.x, 0.0, 1.0);
|
||||
PS0f = R127f.x;
|
||||
// 1
|
||||
R126f.x = (R1f.z * PV0f.w + R0f.w);
|
||||
R123f.y = (R1f.z * PV0f.x + R3f.x);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (R1f.z * PV0f.y + R3f.y);
|
||||
PV1f.z = R123f.z;
|
||||
PV1f.w = R9f.x + -(0.0);
|
||||
PS1f = R9f.y + -(0.0);
|
||||
// 2
|
||||
backupReg0f = R126f.z;
|
||||
R125f.x = R8f.w + -(0.5);
|
||||
R125f.x *= 2.0;
|
||||
R125f.x = clamp(R125f.x, 0.0, 1.0);
|
||||
PV0f.y = R9f.z + -(0.0);
|
||||
R126f.z = backupReg0f + R127f.x;
|
||||
R127f.w = (R127f.x * PV1f.w + PV1f.z);
|
||||
R126f.w = (R127f.x * PS1f + PV1f.y);
|
||||
PS0f = R126f.w;
|
||||
// 3
|
||||
PV1f.x = R8f.x + -(0.0);
|
||||
PV1f.y = R8f.y + -(0.0);
|
||||
R123f.z = (R127f.x * PV0f.y + R126f.x);
|
||||
PV1f.z = R123f.z;
|
||||
R125f.w = R5f.w + -(intBitsToFloat(0x3f666666));
|
||||
PS1f = R8f.z + -(0.0);
|
||||
// 4
|
||||
backupReg0f = R125f.x;
|
||||
backupReg0f = R125f.x;
|
||||
backupReg1f = R126f.z;
|
||||
backupReg0f = R125f.x;
|
||||
backupReg0f = R125f.x;
|
||||
R125f.x = (backupReg0f * PV1f.y + R126f.w);
|
||||
R127f.y = (backupReg0f * PV1f.x + R127f.w);
|
||||
R126f.z = backupReg1f + backupReg0f;
|
||||
R127f.w = R11f.w + -(0.5);
|
||||
R127f.w *= 2.0;
|
||||
R127f.w = clamp(R127f.w, 0.0, 1.0);
|
||||
R126f.w = (backupReg0f * PS1f + PV1f.z);
|
||||
PS0f = R126f.w;
|
||||
// 5
|
||||
R127f.x = -(R15f.y) + R5f.y;
|
||||
R126f.y = -(R15f.x) + R5f.x;
|
||||
R125f.z = R125f.w * intBitsToFloat(0x41200000);
|
||||
R125f.z = clamp(R125f.z, 0.0, 1.0);
|
||||
R125f.w = -(R15f.z) + R5f.z;
|
||||
R127f.z = R6f.w + -(intBitsToFloat(0x3f666666));
|
||||
PS1f = R127f.z;
|
||||
// 6
|
||||
PV0f.x = R11f.x + -(0.0);
|
||||
PV0f.y = R11f.y + -(0.0);
|
||||
R124f.z = R8f.w + -(intBitsToFloat(0x3f666666));
|
||||
R124f.w = R7f.w + -(intBitsToFloat(0x3f666666));
|
||||
PS0f = R11f.z + -(0.0);
|
||||
// 7
|
||||
backupReg0f = R125f.x;
|
||||
backupReg1f = R127f.w;
|
||||
backupReg2f = R127f.y;
|
||||
backupReg1f = R127f.w;
|
||||
R125f.x = R10f.w + -(0.5);
|
||||
R125f.x *= 2.0;
|
||||
R125f.x = clamp(R125f.x, 0.0, 1.0);
|
||||
R127f.y = R126f.z + R127f.w;
|
||||
R126f.z = (R127f.w * PV0f.y + backupReg0f);
|
||||
R127f.w = (backupReg1f * PV0f.x + backupReg2f);
|
||||
R125f.y = (backupReg1f * PS0f + R126f.w);
|
||||
PS1f = R125f.y;
|
||||
// 8
|
||||
backupReg0f = R127f.x;
|
||||
backupReg1f = R126f.y;
|
||||
backupReg2f = R127f.z;
|
||||
R127f.x = (R125f.w * R125f.z + R15f.z);
|
||||
R126f.y = (backupReg0f * R125f.z + R15f.y);
|
||||
R127f.z = (backupReg1f * R125f.z + R15f.x);
|
||||
R125f.w = backupReg2f * intBitsToFloat(0x41200000);
|
||||
R125f.w = clamp(R125f.w, 0.0, 1.0);
|
||||
R126f.x = -(R15f.x) + R6f.x;
|
||||
PS0f = R126f.x;
|
||||
// 9
|
||||
R6f.x = R124f.w * intBitsToFloat(0x41200000);
|
||||
R6f.x = clamp(R6f.x, 0.0, 1.0);
|
||||
R124f.y = -(R15f.x) + R7f.x;
|
||||
R125f.z = -(R15f.z) + R6f.z;
|
||||
R124f.w = -(R15f.y) + R6f.y;
|
||||
R124f.x = -(R15f.y) + R7f.y;
|
||||
PS1f = R124f.x;
|
||||
// 10
|
||||
R7f.x = R124f.z * intBitsToFloat(0x41200000);
|
||||
R7f.x = clamp(R7f.x, 0.0, 1.0);
|
||||
R7f.y = R9f.w + -(intBitsToFloat(0x3f666666));
|
||||
R124f.z = -(R15f.x) + R8f.x;
|
||||
R126f.w = -(R15f.z) + R7f.z;
|
||||
R7f.w = -(R15f.y) + R8f.y;
|
||||
PS0f = R7f.w;
|
||||
// 11
|
||||
backupReg0f = R8f.z;
|
||||
PV1f.x = R10f.y + -(0.0);
|
||||
PV1f.y = R10f.z + -(0.0);
|
||||
R8f.z = -(R15f.z) + backupReg0f;
|
||||
PV1f.w = R10f.x + -(0.0);
|
||||
R8f.y = R10f.w + -(intBitsToFloat(0x3f666666));
|
||||
PS1f = R8f.y;
|
||||
// 12
|
||||
backupReg0f = R125f.x;
|
||||
backupReg0f = R125f.x;
|
||||
backupReg1f = R127f.y;
|
||||
backupReg0f = R125f.x;
|
||||
backupReg0f = R125f.x;
|
||||
R125f.x = (backupReg0f * PV1f.w + R127f.w);
|
||||
R127f.y = (backupReg0f * PV1f.x + R126f.z);
|
||||
R126f.z = R12f.w + -(0.5);
|
||||
R126f.z *= 2.0;
|
||||
R126f.z = clamp(R126f.z, 0.0, 1.0);
|
||||
R127f.w = backupReg1f + backupReg0f;
|
||||
R7f.z = (backupReg0f * PV1f.y + R125f.y);
|
||||
PS0f = R7f.z;
|
||||
// 13
|
||||
backupReg0f = R126f.x;
|
||||
backupReg1f = R126f.y;
|
||||
backupReg2f = R127f.z;
|
||||
backupReg3f = R124f.w;
|
||||
R126f.x = max(R15f.z, R127f.x);
|
||||
R126f.y = (backupReg0f * R125f.w + R15f.x);
|
||||
R127f.z = max(R15f.y, backupReg1f);
|
||||
R124f.w = max(R15f.x, backupReg2f);
|
||||
R127f.x = (backupReg3f * R125f.w + R15f.y);
|
||||
PS1f = R127f.x;
|
||||
// 14
|
||||
backupReg0f = R6f.x;
|
||||
backupReg0f = R6f.x;
|
||||
backupReg1f = R124f.y;
|
||||
backupReg0f = R6f.x;
|
||||
backupReg2f = R125f.z;
|
||||
R6f.x = (R126f.w * backupReg0f + R15f.z);
|
||||
R124f.y = (R124f.x * backupReg0f + R15f.y);
|
||||
R125f.z = (backupReg1f * backupReg0f + R15f.x);
|
||||
R126f.w = (backupReg2f * R125f.w + R15f.z);
|
||||
R8f.x = R7f.y * intBitsToFloat(0x41200000);
|
||||
R8f.x = clamp(R8f.x, 0.0, 1.0);
|
||||
PS0f = R8f.x;
|
||||
// 15
|
||||
backupReg0f = R9f.x;
|
||||
R9f.x = (R124f.z * R7f.x + R15f.x);
|
||||
R125f.y = -(R15f.z) + R9f.z;
|
||||
R9f.z = -(R15f.y) + R9f.y;
|
||||
R9f.w = -(R15f.x) + backupReg0f;
|
||||
R124f.x = (R7f.w * R7f.x + R15f.y);
|
||||
PS1f = R124f.x;
|
||||
// 16
|
||||
backupReg0f = R8f.y;
|
||||
backupReg1f = R8f.z;
|
||||
backupReg2f = R7f.x;
|
||||
R7f.x = R11f.w + -(intBitsToFloat(0x3f666666));
|
||||
R8f.y = backupReg0f * intBitsToFloat(0x41200000);
|
||||
R8f.y = clamp(R8f.y, 0.0, 1.0);
|
||||
R8f.z = -(R15f.x) + R10f.x;
|
||||
R7f.w = (backupReg1f * backupReg2f + R15f.z);
|
||||
R6f.z = -(R15f.y) + R10f.y;
|
||||
PS0f = R6f.z;
|
||||
// 17
|
||||
PV1f.x = R12f.x + -(0.0);
|
||||
R10f.y = -(R15f.z) + R10f.z;
|
||||
R124f.z = R12f.y + -(0.0);
|
||||
R125f.w = R12f.z + -(0.0);
|
||||
R8f.w = R4f.w + -(0.5);
|
||||
R8f.w *= 2.0;
|
||||
R8f.w = clamp(R8f.w, 0.0, 1.0);
|
||||
PS1f = R8f.w;
|
||||
// 18
|
||||
R10f.x = R127f.w + R126f.z;
|
||||
R9f.y = R4f.w + -(intBitsToFloat(0x3f666666));
|
||||
R10f.z = max(R124f.w, R126f.y);
|
||||
R10f.w = max(R127f.z, R127f.x);
|
||||
R5f.z = (R126f.z * PV1f.x + R125f.x);
|
||||
PS0f = R5f.z;
|
||||
// 19
|
||||
backupReg0f = R7f.z;
|
||||
backupReg1f = R7f.w;
|
||||
backupReg2f = R6f.x;
|
||||
R6f.x = max(R126f.x, R126f.w);
|
||||
R7f.y = (R126f.z * R124f.z + R127f.y);
|
||||
R7f.z = (R126f.z * R125f.w + backupReg0f);
|
||||
R7f.w = max(R124f.x, R124f.y);
|
||||
R6f.w = max(backupReg1f, backupReg2f);
|
||||
PS1f = R6f.w;
|
||||
// 20
|
||||
backupReg0f = R8f.x;
|
||||
backupReg0f = R8f.x;
|
||||
backupReg1f = R9f.z;
|
||||
backupReg0f = R8f.x;
|
||||
R8f.x = (R9f.w * backupReg0f + R15f.x);
|
||||
R6f.y = max(R9f.x, R125f.z);
|
||||
R9f.z = (R125f.y * backupReg0f + R15f.z);
|
||||
R9f.w = (backupReg1f * backupReg0f + R15f.y);
|
||||
R5f.y = -(R15f.y) + R11f.y;
|
||||
PS0f = R5f.y;
|
||||
// 21
|
||||
backupReg0f = R7f.x;
|
||||
backupReg1f = R10f.y;
|
||||
R7f.x = -(R15f.z) + R11f.z;
|
||||
R10f.y = (R8f.z * R8f.y + R15f.x);
|
||||
R11f.z = -(R15f.x) + R11f.x;
|
||||
R11f.w = backupReg0f * intBitsToFloat(0x41200000);
|
||||
R11f.w = clamp(R11f.w, 0.0, 1.0);
|
||||
R8f.z = (backupReg1f * R8f.y + R15f.z);
|
||||
PS1f = R8f.z;
|
||||
// 0
|
||||
R124f.x = R12f.w + -(intBitsToFloat(0x3f666666));
|
||||
R125f.y = R4f.y + -(0.0);
|
||||
R125f.z = R4f.x + -(0.0);
|
||||
R126f.w = (R6f.z * R8f.y + R15f.y);
|
||||
R126f.x = R4f.z + -(0.0);
|
||||
PS0f = R126f.x;
|
||||
// 1
|
||||
R127f.x = -(R15f.z) + R4f.z;
|
||||
R127f.y = -(R15f.y) + R4f.y;
|
||||
R126f.z = -(R15f.x) + R4f.x;
|
||||
R125f.w = R9f.y * intBitsToFloat(0x41200000);
|
||||
R125f.w = clamp(R125f.w, 0.0, 1.0);
|
||||
R124f.z = R10f.x + R8f.w;
|
||||
PS1f = R124f.z;
|
||||
// 2
|
||||
R125f.x = max(R10f.z, R8f.x);
|
||||
R124f.y = R13f.w + -(0.5);
|
||||
R124f.y *= 2.0;
|
||||
R124f.y = clamp(R124f.y, 0.0, 1.0);
|
||||
R127f.z = max(R6f.x, R9f.z);
|
||||
R127f.w = R14f.w + -(intBitsToFloat(0x3f666666));
|
||||
R9f.z = (R8f.w * R125f.y + R7f.y);
|
||||
PS0f = R9f.z;
|
||||
// 3
|
||||
backupReg0f = R6f.y;
|
||||
backupReg1f = R125f.z;
|
||||
backupReg2f = R126f.x;
|
||||
R126f.x = max(R10f.w, R9f.w);
|
||||
R6f.y = R124f.x * intBitsToFloat(0x41200000);
|
||||
R6f.y = clamp(R6f.y, 0.0, 1.0);
|
||||
R125f.z = max(R10f.y, backupReg0f);
|
||||
R124f.w = (R8f.w * backupReg1f + R5f.z);
|
||||
R126f.y = (R8f.w * backupReg2f + R7f.z);
|
||||
PS1f = R126f.y;
|
||||
// 4
|
||||
backupReg0f = R12f.x;
|
||||
backupReg1f = R12f.y;
|
||||
R12f.x = max(R8f.z, R6f.w);
|
||||
R12f.y = max(R126f.w, R7f.w);
|
||||
R5f.z = -(R15f.x) + backupReg0f;
|
||||
R6f.w = -(R15f.y) + backupReg1f;
|
||||
R7f.w = -(R15f.z) + R12f.z;
|
||||
PS0f = R7f.w;
|
||||
// 5
|
||||
backupReg0f = R127f.y;
|
||||
R124f.x = (R126f.z * R125f.w + R15f.x);
|
||||
R127f.y = (R7f.x * R11f.w + R15f.z);
|
||||
R126f.z = (R5f.y * R11f.w + R15f.y);
|
||||
R126f.w = (R11f.z * R11f.w + R15f.x);
|
||||
R8f.z = (backupReg0f * R125f.w + R15f.y);
|
||||
PS1f = R8f.z;
|
||||
// 6
|
||||
backupReg0f = R127f.x;
|
||||
backupReg1f = R125f.w;
|
||||
R127f.x = R13f.x + -(0.0);
|
||||
R125f.y = R13f.y + -(0.0);
|
||||
R11f.z = R13f.z + -(0.0);
|
||||
R125f.w = (backupReg0f * backupReg1f + R15f.z);
|
||||
R12f.z = R13f.w + -(intBitsToFloat(0x3f666666));
|
||||
PS0f = R12f.z;
|
||||
// 7
|
||||
backupReg0f = R124f.z;
|
||||
R6f.x = R127f.w * intBitsToFloat(0x41200000);
|
||||
R6f.x = clamp(R6f.x, 0.0, 1.0);
|
||||
R5f.y = -(R15f.x) + R14f.x;
|
||||
R124f.z = R14f.w + -(0.5);
|
||||
R124f.z *= 2.0;
|
||||
R124f.z = clamp(R124f.z, 0.0, 1.0);
|
||||
R127f.w = backupReg0f + R124f.y;
|
||||
R7f.x = -(R15f.y) + R14f.y;
|
||||
PS1f = R7f.x;
|
||||
// 8
|
||||
backupReg0f = R126f.z;
|
||||
backupReg1f = R127f.x;
|
||||
R127f.x = max(R125f.x, R126f.w);
|
||||
R10f.y = R2f.w + -(intBitsToFloat(0x3f666666));
|
||||
R126f.z = max(R126f.x, backupReg0f);
|
||||
R126f.w = -(R15f.z) + R14f.z;
|
||||
R7f.y = (R124f.y * backupReg1f + R124f.w);
|
||||
PS0f = R7f.y;
|
||||
// 9
|
||||
backupReg0f = R127f.y;
|
||||
backupReg1f = R125f.z;
|
||||
R125f.x = (R124f.y * R125f.y + R9f.z);
|
||||
R127f.y = max(R125f.w, R12f.x);
|
||||
R125f.z = max(R127f.z, backupReg0f);
|
||||
R11f.w = max(R124f.x, backupReg1f);
|
||||
R125f.y = R14f.x + -(0.0);
|
||||
PS1f = R125f.y;
|
||||
// 10
|
||||
backupReg0f = R8f.z;
|
||||
backupReg1f = R12f.y;
|
||||
R12f.x = -(R15f.x) + R13f.x;
|
||||
R12f.y = R12f.z * intBitsToFloat(0x41200000);
|
||||
R12f.y = clamp(R12f.y, 0.0, 1.0);
|
||||
R8f.z = max(backupReg0f, backupReg1f);
|
||||
R124f.w = (R124f.y * R11f.z + R126f.y);
|
||||
R8f.x = R2f.w + -(0.5);
|
||||
R8f.x *= 2.0;
|
||||
R8f.x = clamp(R8f.x, 0.0, 1.0);
|
||||
PS0f = R8f.x;
|
||||
// 11
|
||||
R124f.x = (R7f.w * R6f.y + R15f.z);
|
||||
R126f.y = (R6f.w * R6f.y + R15f.y);
|
||||
R127f.z = (R5f.z * R6f.y + R15f.x);
|
||||
R6f.w = -(R15f.y) + R13f.y;
|
||||
R5f.z = -(R15f.z) + R13f.z;
|
||||
PS1f = R5f.z;
|
||||
// 12
|
||||
backupReg0f = R14f.z;
|
||||
backupReg1f = R126f.w;
|
||||
R126f.x = R14f.y + -(0.0);
|
||||
R124f.y = (R7f.x * R6f.x + R15f.y);
|
||||
R14f.z = (R5f.y * R6f.x + R15f.x);
|
||||
R125f.w = backupReg0f + -(0.0);
|
||||
R126f.w = (backupReg1f * R6f.x + R15f.z);
|
||||
PS0f = R126f.w;
|
||||
// 13
|
||||
R6f.x = R10f.y * intBitsToFloat(0x41200000);
|
||||
R6f.x = clamp(R6f.x, 0.0, 1.0);
|
||||
R10f.y = -(R15f.y) + R2f.y;
|
||||
R13f.z = R127f.w + R124f.z;
|
||||
R127f.w = -(R15f.x) + R2f.x;
|
||||
R5f.y = -(R15f.z) + R2f.z;
|
||||
PS1f = R5f.y;
|
||||
// 14
|
||||
backupReg0f = R127f.x;
|
||||
backupReg1f = R127f.z;
|
||||
R127f.x = max(R126f.w, R127f.y);
|
||||
R127f.y = max(R125f.z, R124f.x);
|
||||
R127f.z = max(R126f.z, R126f.y);
|
||||
R126f.w = max(backupReg0f, backupReg1f);
|
||||
R14f.w = R2f.x + -(0.0);
|
||||
PS0f = R14f.w;
|
||||
// 15
|
||||
backupReg0f = R126f.x;
|
||||
backupReg1f = R124f.z;
|
||||
backupReg2f = R125f.y;
|
||||
R126f.x = (R124f.z * R125f.w + R124f.w);
|
||||
R125f.y = (R124f.z * backupReg0f + R125f.x);
|
||||
R124f.z = (backupReg1f * backupReg2f + R7f.y);
|
||||
R124f.w = max(R14f.z, R11f.w);
|
||||
R11f.w = max(R124f.y, R8f.z);
|
||||
PS1f = R11f.w;
|
||||
// 16
|
||||
R123f.x = (R6f.w * R12f.y + R15f.y);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (R12f.x * R12f.y + R15f.x);
|
||||
PV0f.y = R123f.y;
|
||||
R126f.z = R2f.y + -(0.0);
|
||||
R125f.w = (R5f.z * R12f.y + R15f.z);
|
||||
R124f.y = R2f.z + -(0.0);
|
||||
PS0f = R124f.y;
|
||||
// 17
|
||||
backupReg0f = R127f.z;
|
||||
R125f.x = (R127f.w * R6f.x + R15f.x);
|
||||
R126f.y = max(R126f.w, PV0f.y);
|
||||
R127f.z = (R5f.y * R6f.x + R15f.z);
|
||||
R127f.w = (R10f.y * R6f.x + R15f.y);
|
||||
R5f.y = max(backupReg0f, PV0f.x);
|
||||
PS1f = R5f.y;
|
||||
// 18
|
||||
backupReg0f = R126f.z;
|
||||
backupReg1f = R126f.x;
|
||||
R126f.x = max(R127f.y, R125f.w);
|
||||
R127f.y = (R8f.x * R14f.w + R124f.z);
|
||||
R126f.z = (R8f.x * backupReg0f + R125f.y);
|
||||
PV0f.w = R13f.z + R8f.x;
|
||||
R124f.z = (R8f.x * R124f.y + backupReg1f);
|
||||
PS0f = R124f.z;
|
||||
// 19
|
||||
PV1f.x = max(R127f.w, R11f.w);
|
||||
PV1f.y = max(R125f.x, R124f.w);
|
||||
PV1f.w = max(R127f.z, R127f.x);
|
||||
R127f.z = 1.0 / PV0f.w;
|
||||
PS1f = R127f.z;
|
||||
// 20
|
||||
backupReg0f = R126f.x;
|
||||
R126f.x = max(backupReg0f, PV1f.w);
|
||||
PV0f.y = max(R5f.y, PV1f.x);
|
||||
PV0f.z = max(R126f.y, PV1f.y);
|
||||
R127f.w = R127f.y * PS1f;
|
||||
PV0f.w = R127f.w;
|
||||
R127f.x = R126f.z * PS1f;
|
||||
PS0f = R127f.x;
|
||||
// 21
|
||||
PV1f.y = PV0f.y + -(PS0f);
|
||||
PV1f.z = PV0f.z + -(PV0f.w);
|
||||
R124f.w = R124f.z * R127f.z;
|
||||
PV1f.w = R124f.w;
|
||||
// 22
|
||||
PV0f.x = R126f.x + -(PV1f.w);
|
||||
R16f.y = (PV1f.y * intBitsToFloat(uf_remappedPS[6].x) + R127f.x);
|
||||
R16f.x = (PV1f.z * intBitsToFloat(uf_remappedPS[6].x) + R127f.w);
|
||||
PS0f = R16f.x;
|
||||
// 23
|
||||
R16f.z = (PV0f.x * intBitsToFloat(uf_remappedPS[6].x) + R124f.w);
|
||||
// export
|
||||
passPixelColor0 = vec4(R16f.x, R16f.y, R16f.z, R16f.w);
|
||||
}
|
@ -1,95 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_packing : enable
|
||||
// shader 4f557f00a56c6358
|
||||
//test align edge alpha shadow
|
||||
uniform ivec4 uf_remappedVS[4];
|
||||
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 R123f = 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
|
||||
PV0f.x = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].y));
|
||||
PV0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].x));
|
||||
PV0f.z = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].w));
|
||||
PV0f.w = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].z));
|
||||
R0f.x = R2f.x;
|
||||
PS0f = R0f.x;
|
||||
// 1
|
||||
R123f.x = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].y)) + PV0f.x);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].x)) + PV0f.y);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].w)) + PV0f.z);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].z)) + PV0f.w);
|
||||
PV1f.w = R123f.w;
|
||||
R1f.z = 0.0;
|
||||
PS1f = R1f.z;
|
||||
// 2
|
||||
R123f.x = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].y)) + PV1f.x);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].x)) + PV1f.y);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].w)) + PV1f.z);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].z)) + PV1f.w);
|
||||
PV0f.w = R123f.w;
|
||||
R0f.y = R2f.y;
|
||||
PS0f = R0f.y;
|
||||
// 3
|
||||
R2f.x = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].x)) + PV0f.y);
|
||||
R2f.y = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].y)) + PV0f.x);
|
||||
R2f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].z)) + PV0f.w);
|
||||
R2f.w = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.z);
|
||||
// export
|
||||
gl_Position = vec4(R1f.x*(1/1.001), R1f.y*(1 / 1.001), R1f.z, R1f.w);
|
||||
// export
|
||||
passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
||||
// export
|
||||
passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.z);
|
||||
// 0
|
||||
}
|
@ -1,110 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 5098356af9ebfe85
|
||||
//AO pass 3 vertical blur
|
||||
const float resScale = ($height/$gameHeight);
|
||||
uniform ivec4 uf_remappedPS[2];
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5911000 res 640x360x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
int clampFI32(int v)
|
||||
{
|
||||
if( v == 0x7FFFFFFF )
|
||||
return floatBitsToInt(1.0);
|
||||
else if( v == 0xFFFFFFFF )
|
||||
return floatBitsToInt(0.0);
|
||||
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
|
||||
}
|
||||
float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
vec4 R3f = vec4(0.0);
|
||||
vec4 R4f = vec4(0.0);
|
||||
vec4 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;
|
||||
// 0
|
||||
PV0f.x = -(intBitsToFloat(uf_remappedPS[0].y)/ resScale);
|
||||
PV0f.x /= 2.0;
|
||||
R127f.y = intBitsToFloat(uf_remappedPS[0].y) / resScale;
|
||||
R127f.y /= 2.0;
|
||||
R127f.z = 0.0;
|
||||
PV0f.z = R127f.z;
|
||||
PV0f.w = intBitsToFloat(uf_remappedPS[0].y) / resScale * intBitsToFloat(0xbfc00000);
|
||||
R126f.z = intBitsToFloat(uf_remappedPS[0].y) / resScale*1.5;// *1.5 or blur won't sample between pixels
|
||||
PS0f = R126f.z;
|
||||
// 1
|
||||
R1f.x = PV0f.z + R0f.x;
|
||||
R1f.y = PV0f.w + R0f.y;
|
||||
R0f.z = PV0f.z + R0f.x;
|
||||
R0f.w = PV0f.x + R0f.y;
|
||||
R2f.x = PV0f.z + R0f.x;
|
||||
PS1f = R2f.x;
|
||||
// 2
|
||||
backupReg0f = R0f.x;
|
||||
R0f.x = intBitsToFloat(uf_remappedPS[1].z) * intBitsToFloat(0x40100000);
|
||||
R2f.y = R127f.y + R0f.y;
|
||||
R1f.z = intBitsToFloat(uf_remappedPS[1].z) * 0.25;
|
||||
R3f.w = R127f.z + backupReg0f;
|
||||
R3f.y = R126f.z + R0f.y;
|
||||
PS0f = R3f.y;
|
||||
R1f.x = (texture(textureUnitPS0, R1f.xy).x);
|
||||
R3f.x = (texture(textureUnitPS0, R0f.zw).x);
|
||||
R2f.x = (texture(textureUnitPS0, R2f.xy).x);
|
||||
R4f.x = (texture(textureUnitPS0, R3f.wy).x);
|
||||
// 0
|
||||
R127f.x = -(R1f.x) + 1.0;
|
||||
R127f.y = -(R1f.z) * intBitsToFloat(0x3fb8aa3b);
|
||||
PV0f.z = -(R0f.x) * intBitsToFloat(0x3fb8aa3b);
|
||||
R127f.w = -(R3f.x) + 1.0;
|
||||
R0f.w = 1.0;
|
||||
PS0f = R0f.w;
|
||||
// 1
|
||||
R126f.x = -(R2f.x) + 1.0;
|
||||
R126f.y = -(R4f.x) + 1.0;
|
||||
R125f.w = exp2(PV0f.z);
|
||||
PS1f = R125f.w;
|
||||
// 2
|
||||
PV0f.y = PS1f + 0.0;
|
||||
R123f.z = (R127f.x * PS1f + 0.0);
|
||||
PV0f.z = R123f.z;
|
||||
R126f.w = exp2(R127f.y);
|
||||
PS0f = R126f.w;
|
||||
// 3
|
||||
R123f.y = (R127f.w * PS0f + PV0f.z);
|
||||
PV1f.y = R123f.y;
|
||||
PV1f.z = PV0f.y + PS0f;
|
||||
// 4
|
||||
PV0f.z = R126f.w + PV1f.z;
|
||||
R123f.w = (R126f.w * R126f.x + PV1f.y);
|
||||
PV0f.w = R123f.w;
|
||||
// 5
|
||||
backupReg0f = R125f.w;
|
||||
PV1f.x = R125f.w + PV0f.z;
|
||||
R125f.w = (backupReg0f * R126f.y + PV0f.w);
|
||||
// 6
|
||||
PS0f = 1.0 / PV1f.x;
|
||||
// 7
|
||||
PV1f.y = R125f.w * PS0f;
|
||||
// 8
|
||||
R0f.x = (-(PV1f.y) * intBitsToFloat(uf_remappedPS[1].y) + 1.0);
|
||||
R0f.x = clamp(R0f.x, 0.0, 1.0);
|
||||
// export
|
||||
passPixelColor0 = vec4(R0f.x, R0f.x, R0f.x, R0f.w);
|
||||
}
|
@ -1,255 +0,0 @@
|
||||
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
const float sharpen_strength = 0.2; //0 off, 1 full (edge haloing) note, off = use only blur aa
|
||||
// shader 59df1c7e1806366c
|
||||
// aa-restore + sharpen pass. AA removal will override any setting here
|
||||
const float resScale = ($height/$gameHeight); // = 3.0;
|
||||
uniform ivec4 uf_remappedPS[2];
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
vec3 blurSample(in vec2 uv, in vec2 xoff, in vec2 yoff)
|
||||
{
|
||||
vec3 v11 = texture(textureUnitPS1, uv + xoff).rgb;
|
||||
vec3 v12 = texture(textureUnitPS1, uv + yoff).rgb;
|
||||
vec3 v21 = texture(textureUnitPS1, uv - xoff).rgb;
|
||||
vec3 v22 = texture(textureUnitPS1, uv - yoff).rgb;
|
||||
return (v11 + v12 + v21 + v22 + 2.0 * texture(textureUnitPS1, uv).rgb) * 0.166667;
|
||||
}
|
||||
|
||||
vec3 edgeStrength(in vec2 uv)
|
||||
{
|
||||
const float spread = 0.5;
|
||||
vec2 offset = vec2(1.0) / textureSize(textureUnitPS0, 0);
|
||||
vec2 up = vec2(0.0, offset.y) * spread;
|
||||
vec2 right = vec2(offset.x, 0.0) * spread;
|
||||
const float frad = 3.0;
|
||||
vec3 v11 = blurSample(uv + up - right, right, up);
|
||||
vec3 v12 = blurSample(uv + up, right, up);
|
||||
vec3 v13 = blurSample(uv + up + right, right, up);
|
||||
|
||||
vec3 v21 = blurSample(uv - right, right, up);
|
||||
vec3 v22 = blurSample(uv, right, up);
|
||||
vec3 v23 = blurSample(uv + right, right, up);
|
||||
|
||||
vec3 v31 = blurSample(uv - up - right, right, up);
|
||||
vec3 v32 = blurSample(uv - up, right, up);
|
||||
vec3 v33 = blurSample(uv - up + right, right, up);
|
||||
|
||||
vec3 laplacian_of_g = v11 * 0.0 + v12 * 1.0 + v13 * 0.0
|
||||
+ v21 * 1.0 + v22 * -4.0 + v23 * 1.0
|
||||
+ v31 * 0.0 + v32 * 1.0 + v33 * 0.0;
|
||||
laplacian_of_g = laplacian_of_g * 1.0;
|
||||
return laplacian_of_g.xyz;
|
||||
}
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
int clampFI32(int v)
|
||||
{
|
||||
if( v == 0x7FFFFFFF )
|
||||
return floatBitsToInt(1.0);
|
||||
else if( v == 0xFFFFFFFF )
|
||||
return floatBitsToInt(0.0);
|
||||
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
|
||||
}
|
||||
float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
|
||||
void main()
|
||||
{
|
||||
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 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(passParameterSem0);
|
||||
R1i = floatBitsToInt(passParameterSem1);
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
//R2i.xyzw = floatBitsToInt(textureGather(textureUnitPS0, intBitsToFloat(R0i.zw)).xyzw); // cemu bug? Review later
|
||||
//R0i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).x); // edge blur/chromatic
|
||||
}
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
activeMaskStack[1] = activeMaskStack[0];
|
||||
activeMaskStackC[2] = activeMaskStackC[1];
|
||||
// 0
|
||||
backupReg0i = R2i.x;
|
||||
R2i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(0x3aaaaaab)); //0.0026041667 / 2 0x3aaaaaab
|
||||
PV0i.x = R2i.x;
|
||||
R127i.y = floatBitsToInt(max(intBitsToFloat(R2i.y), intBitsToFloat(R2i.w)));
|
||||
R127i.z = floatBitsToInt(min(intBitsToFloat(R2i.y), intBitsToFloat(R2i.w)));
|
||||
// 1
|
||||
PV1i.y = floatBitsToInt(min(intBitsToFloat(R2i.z), intBitsToFloat(PV0i.x)));
|
||||
PV1i.w = floatBitsToInt(max(intBitsToFloat(R2i.z), intBitsToFloat(PV0i.x)));
|
||||
// 2
|
||||
R4i.y = floatBitsToInt(max(intBitsToFloat(R127i.y), intBitsToFloat(PV1i.w)));
|
||||
PV0i.y = R4i.y;
|
||||
R4i.z = floatBitsToInt(min(intBitsToFloat(R127i.z), intBitsToFloat(PV1i.y)));
|
||||
PV0i.z = R4i.z;
|
||||
// 3
|
||||
backupReg0i = R0i.x;
|
||||
backupReg0i = R0i.x;
|
||||
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(uf_remappedPS[0].x)/resScale);
|
||||
PV1i.y = floatBitsToInt(max(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.y)));
|
||||
PV1i.z = floatBitsToInt(min(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.z)));
|
||||
// 4
|
||||
R0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.y));
|
||||
R0i.w = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].y)));
|
||||
// 5
|
||||
backupReg0i = R0i.x;
|
||||
predResult = (intBitsToFloat(R0i.w) > intBitsToFloat(backupReg0i));
|
||||
activeMaskStack[1] = predResult;
|
||||
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
|
||||
}
|
||||
else {
|
||||
activeMaskStack[1] = false;
|
||||
activeMaskStackC[2] = false;
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
// 0
|
||||
if( (0 == 0)) discard;
|
||||
}
|
||||
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
// 0
|
||||
R127i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),intBitsToFloat(R2i.w)),vec4(-(1.0),1.0,1.0,-(1.0))));
|
||||
PV0i.x = R127i.x;
|
||||
PV0i.y = R127i.x;
|
||||
PV0i.z = R127i.x;
|
||||
PV0i.w = R127i.x;
|
||||
R127i.z = 0;
|
||||
PS0i = R127i.z;
|
||||
// 1
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),intBitsToFloat(R2i.w)),vec4(-(1.0),1.0,-(1.0),1.0)));
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R127i.y = tempi.x;
|
||||
R4i.w = 0x3f800000;
|
||||
PS1i = R4i.w;
|
||||
// 2
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.x),intBitsToFloat(R127i.z),-0.0),vec4(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.x),intBitsToFloat(R127i.z),0.0)));
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
// 3
|
||||
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
|
||||
PS1i = floatBitsToInt(tempResultf);
|
||||
// 4
|
||||
backupReg0i = R127i.x;
|
||||
R127i.x = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PS1i));
|
||||
PV0i.x = R127i.x;
|
||||
R127i.w = floatBitsToInt(intBitsToFloat(R127i.y) * intBitsToFloat(PS1i));
|
||||
PV0i.w = R127i.w;
|
||||
// 5
|
||||
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(uf_remappedPS[1].y)/ resScale);
|
||||
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(uf_remappedPS[1].x)/ resScale);
|
||||
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
|
||||
// 6
|
||||
R0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV1i.z)));
|
||||
R0i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV1i.y)));
|
||||
PV0i.z = floatBitsToInt(min(intBitsToFloat(PV1i.x), intBitsToFloat(PV1i.w)));
|
||||
R2i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(PV1i.z));
|
||||
R2i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(PV1i.y));
|
||||
PS0i = R2i.y;
|
||||
// 7
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(uf_remappedPS[0].z)/ resScale);
|
||||
// 8
|
||||
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.y));
|
||||
// 9
|
||||
PV1i.z = floatBitsToInt(intBitsToFloat(R127i.w) * intBitsToFloat(PS0i));
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(R127i.x) * intBitsToFloat(PS0i));
|
||||
// 10
|
||||
PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.z), intBitsToFloat(0xc0000000)));
|
||||
PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), intBitsToFloat(0xc0000000)));
|
||||
// 11
|
||||
PV1i.z = floatBitsToInt(min(intBitsToFloat(PV0i.x), 2.0));
|
||||
PV1i.w = floatBitsToInt(min(intBitsToFloat(PV0i.y), 2.0));
|
||||
// 12
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(uf_remappedPS[1].w)/ resScale);
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(uf_remappedPS[1].z)/ resScale);
|
||||
// 13
|
||||
backupReg0i = R1i.x;
|
||||
backupReg1i = R1i.y;
|
||||
backupReg0i = R1i.x;
|
||||
backupReg1i = R1i.y;
|
||||
R1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(PV0i.w)));
|
||||
R1i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(PV0i.x)));
|
||||
R0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.w));
|
||||
R0i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.x));
|
||||
}
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
R1i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).xyz);
|
||||
R3i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.zw)).xyz);
|
||||
R0i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).xyz);
|
||||
R2i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.wy)).xyz);
|
||||
}
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
// 0
|
||||
R127i.x = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R3i.z));
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R3i.y));
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R3i.x));
|
||||
// 1
|
||||
backupReg0i = R0i.x;
|
||||
PV1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R2i.x));
|
||||
R127i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(R2i.z));
|
||||
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) * 0.25);
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(R2i.y));
|
||||
PS1i = floatBitsToInt(intBitsToFloat(PV0i.z) * 0.25);
|
||||
// 2
|
||||
backupReg0i = R127i.x;
|
||||
R127i.x = floatBitsToInt((intBitsToFloat(PV1i.x) * 0.25 + intBitsToFloat(PS1i)));
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) * 0.25);
|
||||
R127i.z = PV1i.x;
|
||||
R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0);
|
||||
R127i.w = floatBitsToInt((intBitsToFloat(PV1i.w) * 0.25 + intBitsToFloat(PV1i.z)));
|
||||
PV0i.w = R127i.w;
|
||||
R126i.y = PV1i.w;
|
||||
R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) / 2.0);
|
||||
PS0i = R126i.y;
|
||||
// 3
|
||||
PV1i.x = ((intBitsToFloat(PV0i.w) > intBitsToFloat(R4i.y))?int(0xFFFFFFFF):int(0x0));
|
||||
PV1i.y = ((intBitsToFloat(R4i.z) > intBitsToFloat(PV0i.w))?int(0xFFFFFFFF):int(0x0));
|
||||
R126i.z = floatBitsToInt((intBitsToFloat(R127i.y) * 0.25 + intBitsToFloat(PV0i.y)));
|
||||
R126i.w = R127i.y;
|
||||
R126i.w = floatBitsToInt(intBitsToFloat(R126i.w) / 2.0);
|
||||
// 4
|
||||
R123i.w = ((PV1i.y == 0)?(PV1i.x):(int(-1)));
|
||||
PV0i.w = R123i.w;
|
||||
// 5
|
||||
R4i.x = ((PV0i.w == 0)?(R127i.x):(R127i.z));
|
||||
R4i.y = ((PV0i.w == 0)?(R127i.w):(R126i.y));
|
||||
R4i.z = ((PV0i.w == 0)?(R126i.z):(R126i.w));
|
||||
}
|
||||
vec2 uv = gl_FragCoord.xy / textureSize(textureUnitPS1, 0);
|
||||
vec4 sharpColour = vec4(texture(textureUnitPS1, uv).xyz - edgeStrength(uv) * sharpen_strength, 1.0);
|
||||
|
||||
// export
|
||||
//passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
|
||||
passPixelColor0 = mix(sharpColour, vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)), 0.5);
|
||||
|
||||
}
|
@ -1,114 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 5b5c7c2a52ed1459
|
||||
// AO step 2 horizontal blur
|
||||
const float resScale = ($height/$gameHeight);
|
||||
|
||||
uniform ivec4 uf_remappedPS[2];
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf589e000 res 640x360x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
int clampFI32(int v)
|
||||
{
|
||||
if( v == 0x7FFFFFFF )
|
||||
return floatBitsToInt(1.0);
|
||||
else if( v == 0xFFFFFFFF )
|
||||
return floatBitsToInt(0.0);
|
||||
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
|
||||
}
|
||||
float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
vec4 R3f = vec4(0.0);
|
||||
vec4 R4f = vec4(0.0);
|
||||
vec4 R5f = vec4(0.0);
|
||||
vec4 R123f = vec4(0.0);
|
||||
vec4 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;
|
||||
// 0
|
||||
PV0f.x = -(intBitsToFloat(uf_remappedPS[0].x) / resScale);
|
||||
PV0f.x /= 2.0 ;
|
||||
PV0f.y = 0.0;
|
||||
R126f.z = 0.0;
|
||||
PV0f.z = R126f.z;
|
||||
PV0f.w = intBitsToFloat(uf_remappedPS[0].x) / resScale * intBitsToFloat(0xbfc00000) ; //-1.5
|
||||
R127f.z = intBitsToFloat(uf_remappedPS[0].x) / resScale;
|
||||
R127f.z /= 2.0 ;
|
||||
PS0f = R127f.z ;
|
||||
// 1
|
||||
R1f.x = R0f.x + PV0f.w ;
|
||||
R1f.y = R0f.y + PV0f.z ;
|
||||
R0f.z = R0f.x + PV0f.x ;
|
||||
R0f.w = R0f.y + PV0f.y ;
|
||||
PS1f = 0.0;
|
||||
// 2
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
PV0f.x = intBitsToFloat(uf_remappedPS[1].z) * 0.25;
|
||||
PV0f.y = intBitsToFloat(uf_remappedPS[1].z) * intBitsToFloat(0x40100000); //2.25
|
||||
R1f.z = backupReg0f + R127f.z;
|
||||
R1f.w = backupReg1f + PS1f;
|
||||
PS0f = intBitsToFloat(uf_remappedPS[0].x) / resScale*1.5;// *1.5;
|
||||
// 3
|
||||
R3f.x = -(PV0f.x) * intBitsToFloat(0x3fb8aa3b); //1.442695
|
||||
R2f.y = R0f.y + R126f.z;
|
||||
R2f.z = R0f.x + PS0f;
|
||||
R2f.w = -(PV0f.y) * intBitsToFloat(0x3fb8aa3b); //1.442695
|
||||
R5f.y = 0.0;
|
||||
PS1f = R5f.y;
|
||||
|
||||
|
||||
R1f.x = (texture(textureUnitPS0, R1f.xy).x);
|
||||
R0f.x = (texture(textureUnitPS0, R0f.zw).x);
|
||||
R2f.x = (texture(textureUnitPS0, R1f.zw).x);
|
||||
R4f.x = (texture(textureUnitPS0, R2f.zy).x);
|
||||
// 0
|
||||
R127f.x = -(R2f.x) + 1.0;
|
||||
PV0f.z = -(R1f.x) + 1.0;
|
||||
R127f.w = -(R0f.x) + 1.0;
|
||||
R126f.x = exp2(R2f.w);
|
||||
PS0f = R126f.x;
|
||||
// 1
|
||||
R125f.x = -(R4f.x) + 1.0;
|
||||
R123f.y = (PV0f.z * PS0f + 0.0);
|
||||
PV1f.y = R123f.y;
|
||||
PV1f.z = PS0f + 0.0;
|
||||
R5f.w = 1.0;
|
||||
R126f.z = exp2(R3f.x);
|
||||
PS1f = R126f.z;
|
||||
// 2
|
||||
R123f.y = (R127f.w * PS1f + PV1f.y);
|
||||
PV0f.y = R123f.y;
|
||||
PV0f.w = PV1f.z + PS1f;
|
||||
// 3
|
||||
R123f.y = (R126f.z * R127f.x + PV0f.y);
|
||||
PV1f.y = R123f.y;
|
||||
PV1f.z = R126f.z + PV0f.w;
|
||||
// 4
|
||||
PV0f.y = R126f.x + PV1f.z;
|
||||
R127f.w = (R126f.x * R125f.x + PV1f.y);
|
||||
// 5
|
||||
PS1f = 1.0 / PV0f.y;
|
||||
// 6
|
||||
PV0f.z = R127f.w * PS1f;
|
||||
// 7
|
||||
R5f.x = -(PV0f.z) + 1.0;
|
||||
// export
|
||||
passPixelColor0 = vec4(R5f.x, R5f.y, R5f.y, R5f.w);
|
||||
}
|
@ -1,12 +1,10 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 5eb82314ffb8484e // bg scale, probably overkill to scale
|
||||
// Last step vertical blend
|
||||
|
||||
const float resScale = ($height/$gameHeight); // = 1.5;
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader 5eb82314ffb8484e
|
||||
//cross fade blur prel
|
||||
uniform ivec4 uf_remappedPS[7];
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 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: 0
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 320x180x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
layout(location = 1) out vec4 passPixelColor1;
|
||||
@ -58,29 +56,29 @@ int cubeMapFaceId;
|
||||
R0f = passParameterSem0;
|
||||
R14f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
||||
// 0
|
||||
R1f.x = R0f.x + (intBitsToFloat(uf_remappedPS[0].x) / resScale);
|
||||
R1f.y = R0f.y + (intBitsToFloat(uf_remappedPS[0].y) / resScale);
|
||||
R0f.z = R0f.x + (intBitsToFloat(uf_remappedPS[0].z) / resScale);
|
||||
R0f.w = R0f.y + (intBitsToFloat(uf_remappedPS[0].w) / resScale);
|
||||
R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x);
|
||||
R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y);
|
||||
R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[0].z);
|
||||
R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[0].w);
|
||||
R17f.w = R14f.w;
|
||||
PS0f = R17f.w;
|
||||
// 1
|
||||
R2f.x = R0f.x + (intBitsToFloat(uf_remappedPS[1].x) / resScale);
|
||||
R2f.y = R0f.y + (intBitsToFloat(uf_remappedPS[1].y) / resScale);
|
||||
R1f.z = R0f.x + (intBitsToFloat(uf_remappedPS[1].z) / resScale);
|
||||
R1f.w = R0f.y + (intBitsToFloat(uf_remappedPS[1].w) / resScale);
|
||||
R2f.x = R0f.x + intBitsToFloat(uf_remappedPS[1].x);
|
||||
R2f.y = R0f.y + intBitsToFloat(uf_remappedPS[1].y);
|
||||
R1f.z = R0f.x + intBitsToFloat(uf_remappedPS[1].z);
|
||||
R1f.w = R0f.y + intBitsToFloat(uf_remappedPS[1].w);
|
||||
R16f.w = R14f.w;
|
||||
PS1f = R16f.w;
|
||||
// 2
|
||||
R3f.x = R0f.x + (intBitsToFloat(uf_remappedPS[2].x) / resScale);
|
||||
R3f.y = R0f.y + (intBitsToFloat(uf_remappedPS[2].y) / resScale);
|
||||
R2f.z = R0f.x + (intBitsToFloat(uf_remappedPS[2].z) / resScale);
|
||||
R2f.w = R0f.y + (intBitsToFloat(uf_remappedPS[2].w) / resScale);
|
||||
R3f.x = R0f.x + intBitsToFloat(uf_remappedPS[2].x);
|
||||
R3f.y = R0f.y + intBitsToFloat(uf_remappedPS[2].y);
|
||||
R2f.z = R0f.x + intBitsToFloat(uf_remappedPS[2].z);
|
||||
R2f.w = R0f.y + intBitsToFloat(uf_remappedPS[2].w);
|
||||
// 3
|
||||
R4f.x = R0f.x + (intBitsToFloat(uf_remappedPS[3].x) / resScale);
|
||||
R4f.y = R0f.y + (intBitsToFloat(uf_remappedPS[3].y) / resScale);
|
||||
R3f.z = R0f.x + (intBitsToFloat(uf_remappedPS[3].z) / resScale);
|
||||
R3f.w = R0f.y + (intBitsToFloat(uf_remappedPS[3].w) / resScale);
|
||||
R4f.x = R0f.x + intBitsToFloat(uf_remappedPS[3].x);
|
||||
R4f.y = R0f.y + intBitsToFloat(uf_remappedPS[3].y);
|
||||
R3f.z = R0f.x + intBitsToFloat(uf_remappedPS[3].z);
|
||||
R3f.w = R0f.y + intBitsToFloat(uf_remappedPS[3].w);
|
||||
R5f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
|
||||
R6f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
|
||||
R7f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw);
|
||||
@ -90,10 +88,10 @@ R10f.xyzw = (texture(textureUnitPS0, R2f.zw).xyzw);
|
||||
R11f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw);
|
||||
R12f.xyzw = (texture(textureUnitPS0, R3f.zw).xyzw);
|
||||
// 0
|
||||
R4f.x = R0f.x + (intBitsToFloat(uf_remappedPS[4].x) / resScale);
|
||||
R4f.y = R0f.y + (intBitsToFloat(uf_remappedPS[4].y) / resScale);
|
||||
R3f.z = R0f.x + (intBitsToFloat(uf_remappedPS[4].z) / resScale);
|
||||
R3f.w = R0f.y + (intBitsToFloat(uf_remappedPS[4].w) / resScale);
|
||||
R4f.x = R0f.x + intBitsToFloat(uf_remappedPS[4].x);
|
||||
R4f.y = R0f.y + intBitsToFloat(uf_remappedPS[4].y);
|
||||
R3f.z = R0f.x + intBitsToFloat(uf_remappedPS[4].z);
|
||||
R3f.w = R0f.y + intBitsToFloat(uf_remappedPS[4].w);
|
||||
R127f.x = R5f.w + -(0.5);
|
||||
R127f.x *= 2.0;
|
||||
R127f.x = clamp(R127f.x, 0.0, 1.0);
|
||||
@ -103,10 +101,10 @@ backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
R0f.x = backupReg0f + (intBitsToFloat(uf_remappedPS[5].z) / resScale);
|
||||
R0f.y = backupReg1f + (intBitsToFloat(uf_remappedPS[5].w) / resScale);
|
||||
R2f.z = backupReg0f + (intBitsToFloat(uf_remappedPS[5].x) / resScale);
|
||||
R2f.w = backupReg1f + (intBitsToFloat(uf_remappedPS[5].y) / resScale);
|
||||
R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[5].z);
|
||||
R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[5].w);
|
||||
R2f.z = backupReg0f + intBitsToFloat(uf_remappedPS[5].x);
|
||||
R2f.w = backupReg1f + intBitsToFloat(uf_remappedPS[5].y);
|
||||
PS1f = R5f.x + -(0.0);
|
||||
// 2
|
||||
R126f.x = R127f.x + 1.0;
|
||||
|
@ -1,7 +1,9 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 810cde937ebbdf9f // Tiny rand dithering fixing sky banding
|
||||
// To-do incremental seed would be lovely... except from using previous pass as input I have no idea..
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader 810cde937ebbdf9f
|
||||
//de-band sky
|
||||
const float dither = $dither ;
|
||||
uniform ivec4 uf_remappedPS[5];
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
@ -17,6 +19,7 @@ highp float lineRand(vec2 co)
|
||||
return fract(sin(sn) * c);
|
||||
}
|
||||
|
||||
|
||||
int clampFI32(int v)
|
||||
{
|
||||
if( v == 0x7FFFFFFF )
|
||||
@ -44,7 +47,8 @@ bool predResult = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0f = passParameterSem0;
|
||||
R0f.xy = R0f.xy - (lineRand(gl_FragCoord.xy)*0.015);
|
||||
R0f.xy = R0f.xy - (lineRand(gl_FragCoord.xy)*0.042 *dither);
|
||||
R0f.xy = R0f.xy + (lineRand(gl_FragCoord.xy*vec2(0.1, 0.09))*0.041 *dither);
|
||||
// 0
|
||||
backupReg0f = R0f.x;
|
||||
backupReg0f = R0f.x;
|
||||
|
@ -1,10 +1,26 @@
|
||||
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 840947e29015aa9a // Looking at LA cut-scene base blur
|
||||
//
|
||||
//const float resScale = ($height/$gameHeight);
|
||||
const float resScale = ($height/$gameHeight);
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader 840947e29015aa9a
|
||||
//BB cliff
|
||||
|
||||
const float dither = $dither ;
|
||||
const float scaleShader = $scaleShader;
|
||||
const float scaleBlur = $scaleBlur;
|
||||
|
||||
const int sampleScale = 4;
|
||||
|
||||
highp float lineRand(vec2 co)
|
||||
{
|
||||
highp float a = 12.9898;
|
||||
highp float b = 78.233;
|
||||
highp float c = 43758.5453;
|
||||
highp float dt = dot(co.xy, vec2(a, b));
|
||||
highp float sn = mod(dt, 3.14);
|
||||
return fract(sin(sn) * c);
|
||||
}
|
||||
|
||||
|
||||
uniform ivec4 uf_remappedPS[3];
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
|
||||
@ -12,6 +28,29 @@ layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG
|
||||
const int samples = 8 * sampleScale, //8 or 4 balances xy position
|
||||
LOD = 2, // gaussian done on MIPmap at scale LOD
|
||||
sLOD = 1 << LOD; // tile size = 2^LOD
|
||||
const float sigma = float(samples) * .25;
|
||||
|
||||
float gaussian(vec2 i) {
|
||||
return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma);
|
||||
}
|
||||
|
||||
vec4 blur(sampler2D sp, vec2 U, vec2 scale) {
|
||||
vec4 O = vec4(0);
|
||||
int s = samples / sLOD;
|
||||
|
||||
for (int i = 0; i < s*s; i++) {
|
||||
vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.;
|
||||
O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD));
|
||||
}
|
||||
|
||||
return O / O.a;
|
||||
}
|
||||
|
||||
int clampFI32(int v)
|
||||
{
|
||||
if( v == 0x7FFFFFFF )
|
||||
@ -46,26 +85,38 @@ vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0f = passParameterSem0;
|
||||
R1f = passParameterSem1;
|
||||
R0f.xy = R0f.xy - (lineRand(gl_FragCoord.xy)*0.0012 *dither);
|
||||
R0f.xy = R0f.xy + (lineRand(gl_FragCoord.xy*vec2(0.1, 0.09))*0.0011 *dither);
|
||||
// 0
|
||||
R2f.x = R1f.x + (intBitsToFloat(uf_remappedPS[0].x) / resScale);
|
||||
R2f.y = R1f.y + (intBitsToFloat(uf_remappedPS[0].y) / resScale);
|
||||
R0f.z = R1f.x + (intBitsToFloat(uf_remappedPS[0].z) / resScale);
|
||||
R0f.w = R1f.y + (intBitsToFloat(uf_remappedPS[0].w) / resScale);
|
||||
R2f.x = R1f.x + intBitsToFloat(uf_remappedPS[0].x);
|
||||
R2f.y = R1f.y + intBitsToFloat(uf_remappedPS[0].y);
|
||||
R0f.z = R1f.x + intBitsToFloat(uf_remappedPS[0].z);
|
||||
R0f.w = R1f.y + intBitsToFloat(uf_remappedPS[0].w);
|
||||
// 1
|
||||
backupReg0f = R1f.x;
|
||||
backupReg1f = R1f.y;
|
||||
backupReg0f = R1f.x;
|
||||
backupReg1f = R1f.y;
|
||||
R1f.xyz = vec3(backupReg0f,backupReg1f,backupReg0f) + vec3(intBitsToFloat(uf_remappedPS[1].x) / resScale,intBitsToFloat(uf_remappedPS[1].y) / resScale,intBitsToFloat(uf_remappedPS[1].z) / resScale);
|
||||
R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w) / resScale;
|
||||
R1f.xyz = vec3(backupReg0f,backupReg1f,backupReg0f) + vec3(intBitsToFloat(uf_remappedPS[1].x),intBitsToFloat(uf_remappedPS[1].y),intBitsToFloat(uf_remappedPS[1].z));
|
||||
R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w);
|
||||
|
||||
vec2 coord = passParameterSem0.xy*textureSize(textureUnitPS0, 0);
|
||||
vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0);
|
||||
vec2 uv = coord * ps;
|
||||
|
||||
|
||||
R3f.xyz = (texture(textureUnitPS1, R2f.xy).xyz);
|
||||
R4f.xyz = (texture(textureUnitPS1, R0f.zw).xyz);
|
||||
R5f.xyz = (texture(textureUnitPS1, R1f.xy).xyz);
|
||||
R6f.xyz = (texture(textureUnitPS1, R1f.zw).xyz);
|
||||
R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);
|
||||
R7f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
|
||||
R8f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
|
||||
R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
|
||||
R2f.xyz = blur(textureUnitPS0, R2f.xy, ps*scaleBlur).xyz;
|
||||
R7f.xyz = R2f.xyz;
|
||||
R8f.xyz = R2f.xyz;
|
||||
R1f.xyz = R2f.xyz;
|
||||
//R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);
|
||||
//R7f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
|
||||
//R8f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
|
||||
//R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
|
||||
// 0
|
||||
tempf.x = dot(vec4(R3f.x,R3f.y,R3f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
|
||||
PV0f.x = tempf.x;
|
||||
|
@ -1,140 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 8b8ade20f1ae78e7
|
||||
//light bleed, waterfall fog
|
||||
uniform ivec4 uf_remappedPS[5];
|
||||
const float resScale = ($height/$gameHeight);
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5196000 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
int clampFI32(int v)
|
||||
{
|
||||
if( v == 0x7FFFFFFF )
|
||||
return floatBitsToInt(1.0);
|
||||
else if( v == 0xFFFFFFFF )
|
||||
return floatBitsToInt(0.0);
|
||||
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
|
||||
}
|
||||
float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
vec4 R3f = vec4(0.0);
|
||||
vec4 R4f = vec4(0.0);
|
||||
vec4 R123f = vec4(0.0);
|
||||
vec4 R124f = vec4(0.0);
|
||||
vec4 R125f = vec4(0.0);
|
||||
vec4 R126f = vec4(0.0);
|
||||
vec4 R127f = vec4(0.0);
|
||||
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
|
||||
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
|
||||
float PS0f = 0.0, PS1f = 0.0;
|
||||
vec4 tempf = vec4(0.0);
|
||||
float tempResultf;
|
||||
int tempResulti;
|
||||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0f = passParameterSem0;
|
||||
// 0
|
||||
R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x)/ resScale;
|
||||
R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y)/ resScale;
|
||||
R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[1].x)/ resScale;
|
||||
R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[1].y)/ resScale;
|
||||
// 1
|
||||
R2f.x = R0f.x + intBitsToFloat(uf_remappedPS[2].x)/ resScale;
|
||||
R2f.y = R0f.y + intBitsToFloat(uf_remappedPS[2].y)/ resScale;
|
||||
R1f.z = R0f.x + intBitsToFloat(uf_remappedPS[3].x)/ resScale;
|
||||
R1f.w = R0f.y + intBitsToFloat(uf_remappedPS[3].y)/ resScale;
|
||||
// 2
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[4].x)/ resScale;
|
||||
R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[4].y)/ resScale;
|
||||
R4f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
|
||||
R3f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
|
||||
R2f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw);
|
||||
R1f.xyzw = (texture(textureUnitPS0, R1f.zw).xyzw);
|
||||
R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
||||
// 0
|
||||
PV0f.x = R4f.w * intBitsToFloat(uf_remappedPS[0].z);
|
||||
PV0f.y = R4f.z * intBitsToFloat(uf_remappedPS[0].z);
|
||||
PV0f.z = R4f.y * intBitsToFloat(uf_remappedPS[0].z);
|
||||
PV0f.w = R4f.x * intBitsToFloat(uf_remappedPS[0].z);
|
||||
R127f.w = max(R3f.x, R4f.x);
|
||||
PS0f = R127f.w;
|
||||
// 1
|
||||
R123f.x = (R3f.z * intBitsToFloat(uf_remappedPS[1].z) + PV0f.y);
|
||||
PV1f.x = R123f.x;
|
||||
R127f.y = (R3f.w * intBitsToFloat(uf_remappedPS[1].z) + PV0f.x);
|
||||
R123f.z = (R3f.y * intBitsToFloat(uf_remappedPS[1].z) + PV0f.z);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (R3f.x * intBitsToFloat(uf_remappedPS[1].z) + PV0f.w);
|
||||
PV1f.w = R123f.w;
|
||||
R127f.z = max(R3f.y, R4f.y);
|
||||
PS1f = R127f.z;
|
||||
// 2
|
||||
PV0f.x = max(R3f.w, R4f.w);
|
||||
PV0f.y = max(R3f.z, R4f.z);
|
||||
R126f.z = (R2f.x * intBitsToFloat(uf_remappedPS[2].z) + PV1f.w);
|
||||
R126f.w = (R2f.y * intBitsToFloat(uf_remappedPS[2].z) + PV1f.z);
|
||||
R125f.w = (R2f.z * intBitsToFloat(uf_remappedPS[2].z) + PV1f.x);
|
||||
PS0f = R125f.w;
|
||||
// 3
|
||||
backupReg0f = R127f.y;
|
||||
R127f.x = max(R127f.z, R2f.y);
|
||||
R127f.y = max(R127f.w, R2f.x);
|
||||
R123f.z = (R2f.w * intBitsToFloat(uf_remappedPS[2].z) + backupReg0f);
|
||||
PV1f.z = R123f.z;
|
||||
R127f.w = max(PV0f.y, R2f.z);
|
||||
R127f.z = max(PV0f.x, R2f.w);
|
||||
PS1f = R127f.z;
|
||||
// 4
|
||||
backupReg0f = R0f.x;
|
||||
R126f.x = (R1f.y * intBitsToFloat(uf_remappedPS[3].z) + R126f.w);
|
||||
R123f.y = (R1f.x * intBitsToFloat(uf_remappedPS[3].z) + R126f.z);
|
||||
PV0f.y = R123f.y;
|
||||
R126f.z = (R1f.w * intBitsToFloat(uf_remappedPS[3].z) + PV1f.z);
|
||||
R126f.w = (R1f.z * intBitsToFloat(uf_remappedPS[3].z) + R125f.w);
|
||||
PS0f = max(backupReg0f, R1f.x);
|
||||
// 5
|
||||
backupReg0f = R0f.y;
|
||||
backupReg1f = R0f.x;
|
||||
PV1f.x = max(R0f.w, R1f.w);
|
||||
PV1f.y = max(R0f.z, R1f.z);
|
||||
PV1f.z = max(backupReg0f, R1f.y);
|
||||
R125f.w = max(R127f.y, PS0f);
|
||||
R124f.w = (backupReg1f * intBitsToFloat(uf_remappedPS[4].z) + PV0f.y);
|
||||
PS1f = R124f.w;
|
||||
// 6
|
||||
backupReg0f = R127f.x;
|
||||
backupReg1f = R0f.y;
|
||||
backupReg2f = R0f.z;
|
||||
R127f.x = max(R127f.z, PV1f.x);
|
||||
PV0f.y = max(R127f.w, PV1f.y);
|
||||
PV0f.z = max(backupReg0f, PV1f.z);
|
||||
R127f.w = (backupReg1f * intBitsToFloat(uf_remappedPS[4].z) + R126f.x);
|
||||
PV0f.w = R127f.w;
|
||||
R127f.y = (backupReg2f * intBitsToFloat(uf_remappedPS[4].z) + R126f.w);
|
||||
PS0f = R127f.y;
|
||||
// 7
|
||||
R126f.x = (R0f.w * intBitsToFloat(uf_remappedPS[4].z) + R126f.z);
|
||||
PV1f.x = R126f.x;
|
||||
PV1f.y = PV0f.y + -(PS0f);
|
||||
PV1f.z = PV0f.z + -(PV0f.w);
|
||||
PV1f.w = R125f.w + -(R124f.w);
|
||||
// 8
|
||||
PV0f.x = R127f.x + -(PV1f.x);
|
||||
R0f.y = (PV1f.z * 0.25 + R127f.w);
|
||||
R0f.z = (PV1f.y * 0.25 + R127f.y);
|
||||
R0f.x = (PV1f.w * 0.25 + R124f.w);
|
||||
PS0f = R0f.x;
|
||||
// 9
|
||||
R0f.w = (PV0f.x * 0.25 + R126f.x);
|
||||
// export
|
||||
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||
}
|
@ -1,183 +0,0 @@
|
||||
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 8c1e55fd967b0496
|
||||
// 1/4 -> 1/16 bloom pyramid . Pixelated unless scaled but still needs blur for light bleed..
|
||||
// To-do. Check if screen res is * samples stable
|
||||
const float resScale = ($height/$gameHeight); // = 3.0;
|
||||
const int sampleScale = 3;
|
||||
const float lightBloom = 0.95;
|
||||
highp float lineRand(vec2 co)
|
||||
{
|
||||
highp float a = 12.9898;
|
||||
highp float b = 78.233;
|
||||
highp float c = 43758.5453;
|
||||
highp float dt = dot(co.xy, vec2(a, b));
|
||||
highp float sn = mod(dt, 3.14);
|
||||
return fract(sin(sn) * c);
|
||||
}
|
||||
|
||||
uniform ivec4 uf_remappedPS[5];
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e76000 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 6 6 6 border: 0
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
// FabriceNeyret2, single pass gaussian by intermediate MIPmap level. https://www.shadertoy.com/view/ltScRG
|
||||
// I hereby pledge my loyalty to the FabriceNeyret2 fanclub, this is bloody beautiful!
|
||||
|
||||
const int samples = 8 * sampleScale, //8 or 4 balances xy position
|
||||
LOD = 2, // gaussian done on MIPmap at scale LOD
|
||||
sLOD = 1 << LOD; // tile size = 2^LOD
|
||||
const float sigma = float(samples) * .25;
|
||||
|
||||
float gaussian(vec2 i) {
|
||||
return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma);
|
||||
}
|
||||
|
||||
vec4 blur(sampler2D sp, vec2 U, vec2 scale) {
|
||||
vec4 O = vec4(0);
|
||||
int s = samples / sLOD;
|
||||
|
||||
for (int i = 0; i < s*s; i++) {
|
||||
vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.;
|
||||
O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD));
|
||||
}
|
||||
|
||||
return O / O.a;
|
||||
}
|
||||
|
||||
|
||||
int clampFI32(int v)
|
||||
{
|
||||
if (v == 0x7FFFFFFF)
|
||||
return floatBitsToInt(1.0);
|
||||
else if (v == 0xFFFFFFFF)
|
||||
return floatBitsToInt(0.0);
|
||||
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
|
||||
}
|
||||
float mul_nonIEEE(float a, float b) { return min(a*b, min(abs(a)*3.40282347E+38F, abs(b)*3.40282347E+38F)); }
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
vec4 R3f = vec4(0.0);
|
||||
vec4 R4f = vec4(0.0);
|
||||
vec4 R5f = vec4(0.0);
|
||||
vec4 R123f = vec4(0.0);
|
||||
vec4 R126f = vec4(0.0);
|
||||
vec4 R127f = vec4(0.0);
|
||||
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
|
||||
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
|
||||
float PS0f = 0.0, PS1f = 0.0;
|
||||
vec4 tempf = vec4(0.0);
|
||||
float tempResultf;
|
||||
int tempResulti;
|
||||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0f = passParameterSem0;
|
||||
//R0f.xy = R0f.xy - (lineRand(gl_FragCoord.xy)*0.015);
|
||||
//R0f.xy = vec2((passParameterSem0.x + passParameterSem0.z), (passParameterSem0.y + passParameterSem0.w));
|
||||
// 0
|
||||
R1f.x = R0f.x + (intBitsToFloat(uf_remappedPS[0].x) / resScale);
|
||||
R1f.y = R0f.y + (intBitsToFloat(uf_remappedPS[0].y) / resScale);
|
||||
R0f.z = R0f.x + (intBitsToFloat(uf_remappedPS[1].x) / resScale);
|
||||
R0f.w = R0f.y + (intBitsToFloat(uf_remappedPS[1].y) / resScale);
|
||||
R5f.w = 1.0;
|
||||
PS0f = R5f.w;
|
||||
// 1
|
||||
R2f.x = R0f.x + (intBitsToFloat(uf_remappedPS[2].x) / resScale);
|
||||
R2f.y = R0f.y + (intBitsToFloat(uf_remappedPS[2].y) / resScale);
|
||||
R1f.z = R0f.x + (intBitsToFloat(uf_remappedPS[3].x) / resScale);
|
||||
R1f.w = R0f.y + (intBitsToFloat(uf_remappedPS[3].y) / resScale);
|
||||
// 2
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
R0f.x = backupReg0f + (intBitsToFloat(uf_remappedPS[4].x) / resScale);
|
||||
R0f.y = backupReg1f + (intBitsToFloat(uf_remappedPS[4].y) / resScale);
|
||||
|
||||
|
||||
vec2 coord = passParameterSem0.xy*textureSize(textureUnitPS0, 0); // R0f.xy;// vec2(0.5, 0.5);
|
||||
vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0);
|
||||
vec2 uv = coord * ps;
|
||||
|
||||
R4f.xyz = blur(textureUnitPS0, uv, ps*0.25).xyz;
|
||||
R4f.xyz += (texture(textureUnitPS0, R1f.xy).xyz)/2;
|
||||
R3f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
|
||||
R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);// prob?
|
||||
R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
|
||||
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
|
||||
|
||||
/* //org
|
||||
R4f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
|
||||
R3f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
|
||||
R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);// prob?
|
||||
R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
|
||||
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
|
||||
|
||||
*/
|
||||
// 0
|
||||
PV0f.x = R4f.y * intBitsToFloat(uf_remappedPS[0].z);
|
||||
PV0f.y = R4f.x * intBitsToFloat(uf_remappedPS[0].z);
|
||||
PV0f.z = R4f.z * intBitsToFloat(uf_remappedPS[0].z);
|
||||
PV0f.w = max(R3f.x, R4f.x);
|
||||
R127f.z = max(R3f.y, R4f.y);
|
||||
PS0f = R127f.z;
|
||||
// 1
|
||||
R123f.x = (R3f.z * intBitsToFloat(uf_remappedPS[1].z) + PV0f.z);
|
||||
PV1f.x = R123f.x;
|
||||
PV1f.y = max(R3f.z, R4f.z);
|
||||
R123f.z = (R3f.y * intBitsToFloat(uf_remappedPS[1].z) + PV0f.x);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (R3f.x * intBitsToFloat(uf_remappedPS[1].z) + PV0f.y);
|
||||
PV1f.w = R123f.w;
|
||||
R127f.y = max(PV0f.w, R2f.x);
|
||||
PS1f = R127f.y;
|
||||
// 2
|
||||
R127f.x = max(R127f.z, R2f.y);
|
||||
R123f.y = (R2f.y * intBitsToFloat(uf_remappedPS[2].z) + PV1f.z);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (R2f.x * intBitsToFloat(uf_remappedPS[2].z) + PV1f.w);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (R2f.z * intBitsToFloat(uf_remappedPS[2].z) + PV1f.x);
|
||||
PV0f.w = R123f.w;
|
||||
R127f.w = max(PV1f.y, R2f.z);
|
||||
PS0f = R127f.w;
|
||||
// 3
|
||||
backupReg0f = R0f.y;
|
||||
R123f.x = (R1f.x * intBitsToFloat(uf_remappedPS[3].z) + PV0f.z);
|
||||
PV1f.x = R123f.x;
|
||||
PV1f.y = max(R0f.x, R1f.x);
|
||||
R123f.z = (R1f.y * intBitsToFloat(uf_remappedPS[3].z) + PV0f.y);
|
||||
PV1f.z = R123f.z;
|
||||
R126f.w = (R1f.z * intBitsToFloat(uf_remappedPS[3].z) + PV0f.w);
|
||||
PS1f = max(backupReg0f, R1f.y);
|
||||
// 4
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
PV0f.x = max(R127f.y, PV1f.y);
|
||||
PV0f.y = max(R0f.z, R1f.z);
|
||||
R127f.z = (backupReg0f * intBitsToFloat(uf_remappedPS[4].z) + PV1f.x);
|
||||
PV0f.z = R127f.z;
|
||||
PV0f.w = max(R127f.x, PS1f);
|
||||
R127f.x = (backupReg1f * intBitsToFloat(uf_remappedPS[4].z) + PV1f.z);
|
||||
PS0f = R127f.x;
|
||||
// 5
|
||||
backupReg0f = R0f.z;
|
||||
PV1f.x = PV0f.x + -(PV0f.z);
|
||||
PV1f.y = PV0f.w + -(PS0f);
|
||||
PV1f.z = max(R127f.w, PV0f.y);
|
||||
R127f.w = (backupReg0f * intBitsToFloat(uf_remappedPS[4].z) + R126f.w);
|
||||
PV1f.w = R127f.w;
|
||||
// 6
|
||||
PV0f.x = PV1f.z + -(PV1f.w);
|
||||
R5f.y = (PV1f.y * 0.275 + R127f.x)*lightBloom;//degree of bloom
|
||||
R5f.x = (PV1f.x * 0.275 + R127f.z)*lightBloom;
|
||||
PS0f = R5f.x;
|
||||
// 7
|
||||
R5f.z = (PV0f.x * 0.275 + R127f.w)*lightBloom;
|
||||
// export
|
||||
passPixelColor0 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
|
||||
}
|
@ -1,448 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 986b29629873321d
|
||||
/// AO 1st pass detection
|
||||
//2 = 8, 3 = 16
|
||||
const float AOScale = 1.5; // AO detail vs volume 1.5 as a compromise 1.0 default. Scale to res = 100% detail but sharp and tiny. lines 357, 360 for comments: Needs blur++
|
||||
const float noiseScale = 4.5; // 8 banding for vertical objects, 4 is more random,less details
|
||||
//const float noiseScale = 4.0; //multiple of noise texture samples ie banding vs details
|
||||
|
||||
uniform ivec4 uf_remappedPS[4];
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5f0a000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5984000 res 4x4x1 dim 1 tm: 2 format 081e compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
int clampFI32(int v)
|
||||
{
|
||||
if( v == 0x7FFFFFFF )
|
||||
return floatBitsToInt(1.0);
|
||||
else if( v == 0xFFFFFFFF )
|
||||
return floatBitsToInt(0.0);
|
||||
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
|
||||
}
|
||||
float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
|
||||
void main()
|
||||
{
|
||||
ivec4 R0i = ivec4(0);
|
||||
ivec4 R1i = ivec4(0);
|
||||
ivec4 R2i = ivec4(0);
|
||||
ivec4 R3i = ivec4(0);
|
||||
ivec4 R4i = ivec4(0);
|
||||
ivec4 R5i = ivec4(0);
|
||||
ivec4 R6i = ivec4(0);
|
||||
ivec4 R7i = ivec4(0);
|
||||
ivec4 R8i = ivec4(0);
|
||||
ivec4 R9i = ivec4(0);
|
||||
ivec4 R10i = ivec4(0);
|
||||
ivec4 R11i = ivec4(0);
|
||||
ivec4 R12i = ivec4(0);
|
||||
ivec4 R13i = ivec4(0);
|
||||
ivec4 R14i = ivec4(0);
|
||||
ivec4 R15i = ivec4(0);
|
||||
ivec4 R16i = ivec4(0);
|
||||
ivec4 R17i = ivec4(0);
|
||||
ivec4 R18i = ivec4(0);
|
||||
ivec4 R19i = ivec4(0);
|
||||
ivec4 R20i = ivec4(0);
|
||||
ivec4 R21i = ivec4(0);
|
||||
ivec4 R22i = ivec4(0);
|
||||
ivec4 R23i = ivec4(0);
|
||||
ivec4 R24i = ivec4(0);
|
||||
ivec4 R25i = ivec4(0);
|
||||
ivec4 R26i = ivec4(0);
|
||||
ivec4 R27i = ivec4(0);
|
||||
ivec4 R28i = ivec4(0);
|
||||
ivec4 R29i = ivec4(0);
|
||||
ivec4 R30i = ivec4(0);
|
||||
ivec4 R31i = ivec4(0);
|
||||
ivec4 R32i = ivec4(0);
|
||||
ivec4 R33i = ivec4(0);
|
||||
ivec4 R34i = ivec4(0);
|
||||
ivec4 R35i = ivec4(0);
|
||||
ivec4 R36i = ivec4(0);
|
||||
ivec4 R37i = ivec4(0);
|
||||
ivec4 R38i = ivec4(0);
|
||||
ivec4 R39i = ivec4(0);
|
||||
ivec4 R40i = ivec4(0);
|
||||
ivec4 R41i = ivec4(0);
|
||||
ivec4 R42i = ivec4(0);
|
||||
ivec4 R43i = ivec4(0);
|
||||
ivec4 R44i = ivec4(0);
|
||||
ivec4 R45i = ivec4(0);
|
||||
ivec4 R46i = ivec4(0);
|
||||
ivec4 R47i = ivec4(0);
|
||||
ivec4 R48i = ivec4(0);
|
||||
ivec4 R49i = ivec4(0);
|
||||
ivec4 R50i = ivec4(0);
|
||||
ivec4 R51i = ivec4(0);
|
||||
ivec4 R52i = ivec4(0);
|
||||
ivec4 R53i = ivec4(0);
|
||||
ivec4 R54i = ivec4(0);
|
||||
ivec4 R55i = ivec4(0);
|
||||
ivec4 R56i = ivec4(0);
|
||||
ivec4 R57i = ivec4(0);
|
||||
ivec4 R58i = ivec4(0);
|
||||
ivec4 R59i = ivec4(0);
|
||||
ivec4 R60i = ivec4(0);
|
||||
ivec4 R61i = ivec4(0);
|
||||
ivec4 R62i = ivec4(0);
|
||||
ivec4 R63i = ivec4(0);
|
||||
ivec4 R64i = ivec4(0);
|
||||
ivec4 R65i = ivec4(0);
|
||||
ivec4 R66i = ivec4(0);
|
||||
ivec4 R67i = ivec4(0);
|
||||
ivec4 R68i = ivec4(0);
|
||||
ivec4 R69i = ivec4(0);
|
||||
ivec4 R70i = ivec4(0);
|
||||
ivec4 R71i = ivec4(0);
|
||||
ivec4 R72i = ivec4(0);
|
||||
ivec4 R73i = ivec4(0);
|
||||
ivec4 R74i = ivec4(0);
|
||||
ivec4 R75i = ivec4(0);
|
||||
ivec4 R76i = ivec4(0);
|
||||
ivec4 R77i = ivec4(0);
|
||||
ivec4 R78i = ivec4(0);
|
||||
ivec4 R79i = ivec4(0);
|
||||
ivec4 R80i = ivec4(0);
|
||||
ivec4 R81i = ivec4(0);
|
||||
ivec4 R82i = ivec4(0);
|
||||
ivec4 R83i = ivec4(0);
|
||||
ivec4 R84i = ivec4(0);
|
||||
ivec4 R85i = ivec4(0);
|
||||
ivec4 R86i = ivec4(0);
|
||||
ivec4 R87i = ivec4(0);
|
||||
ivec4 R88i = ivec4(0);
|
||||
ivec4 R89i = ivec4(0);
|
||||
ivec4 R90i = ivec4(0);
|
||||
ivec4 R91i = ivec4(0);
|
||||
ivec4 R92i = ivec4(0);
|
||||
ivec4 R93i = ivec4(0);
|
||||
ivec4 R94i = ivec4(0);
|
||||
ivec4 R95i = ivec4(0);
|
||||
ivec4 R96i = ivec4(0);
|
||||
ivec4 R97i = ivec4(0);
|
||||
ivec4 R98i = ivec4(0);
|
||||
ivec4 R99i = ivec4(0);
|
||||
ivec4 R100i = ivec4(0);
|
||||
ivec4 R101i = ivec4(0);
|
||||
ivec4 R102i = ivec4(0);
|
||||
ivec4 R103i = ivec4(0);
|
||||
ivec4 R104i = ivec4(0);
|
||||
ivec4 R105i = ivec4(0);
|
||||
ivec4 R106i = ivec4(0);
|
||||
ivec4 R107i = ivec4(0);
|
||||
ivec4 R108i = ivec4(0);
|
||||
ivec4 R109i = ivec4(0);
|
||||
ivec4 R110i = ivec4(0);
|
||||
ivec4 R111i = ivec4(0);
|
||||
ivec4 R112i = ivec4(0);
|
||||
ivec4 R113i = ivec4(0);
|
||||
ivec4 R114i = ivec4(0);
|
||||
ivec4 R115i = ivec4(0);
|
||||
ivec4 R116i = ivec4(0);
|
||||
ivec4 R117i = ivec4(0);
|
||||
ivec4 R118i = ivec4(0);
|
||||
ivec4 R119i = ivec4(0);
|
||||
ivec4 R120i = ivec4(0);
|
||||
ivec4 R121i = ivec4(0);
|
||||
ivec4 R122i = 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(passParameterSem0 );
|
||||
|
||||
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
R9i.xy = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy) ).xx);
|
||||
}
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
|
||||
R1i.x = 0xbe000000;
|
||||
R1i.y = 0x3e5db3c0 ; // to be tweaked later, cut off points
|
||||
R0i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[0].z) * intBitsToFloat(0x3c75c28f)); //n
|
||||
PV0i.z = R0i.z;
|
||||
R2i.x = 0xbe800000;
|
||||
PS0i = R2i.x;
|
||||
// 1
|
||||
R3i.x = 0x3f400000;
|
||||
R2i.y = 0xbeddb3e1; // NNN
|
||||
R0i.w = floatBitsToInt((intBitsToFloat(uf_remappedPS[1].w) * intBitsToFloat(0x3c75c28f) + intBitsToFloat(PV0i.z))); //n
|
||||
R3i.y = 0x3f000000;
|
||||
PS1i = R3i.y;
|
||||
|
||||
R4i.x = 0x3dff4eb9 ; // to be tweaked later, cut off points 0x3e304eb9
|
||||
R5i.x = 0x3e474d45;
|
||||
PS0i = R5i.x;
|
||||
// 3
|
||||
R6i.x = 0x3e157895; //NN
|
||||
PS1i = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedPS[0].x));//n
|
||||
PS1i = floatBitsToInt(intBitsToFloat(PS1i) / 2.0);
|
||||
// 4
|
||||
R10i.x = 0x3ff7d5aa;
|
||||
R123i.w = floatBitsToInt((intBitsToFloat(R0i.x) * intBitsToFloat(uf_remappedPS[0].x) + -(intBitsToFloat(PS1i))));//N
|
||||
PV0i.w = R123i.w;
|
||||
PS0i = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedPS[0].y));
|
||||
PS0i = floatBitsToInt(intBitsToFloat(PS0i) / 2.0);
|
||||
// 5
|
||||
R7i.x = 0x3fdda0c7;
|
||||
R1i.z = floatBitsToInt((intBitsToFloat(R0i.y) * intBitsToFloat(uf_remappedPS[0].y) + -(intBitsToFloat(PS0i))));//N
|
||||
R4i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 0.25*noiseScale); //NNN
|
||||
R8i.x = 0x3fa95400; /// to be tweaked later, cut off points
|
||||
PS1i = R8i.x;
|
||||
// 6
|
||||
R13i.x = R1i.x;
|
||||
R13i.y = R1i.y;
|
||||
// 7
|
||||
R14i.x = R2i.x;
|
||||
R14i.y = R2i.y;
|
||||
// 8
|
||||
R15i.x = R3i.x;
|
||||
R15i.y = R3i.y;
|
||||
// 9
|
||||
R16i.x = R4i.x;
|
||||
// 10
|
||||
R17i.x = R5i.x;
|
||||
// 11
|
||||
R18i.x = R6i.x;
|
||||
// 12
|
||||
R19i.x = R10i.x;
|
||||
// 13
|
||||
R20i.x = R7i.x;
|
||||
// 14
|
||||
R4i.y = floatBitsToInt(intBitsToFloat(R1i.z) * 0.25*noiseScale);
|
||||
}
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
R3i.xy = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R4i.wy)).xy);// insert better noise here.. some day
|
||||
}
|
||||
|
||||
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
activeMaskStack[1] = activeMaskStack[0];
|
||||
activeMaskStackC[2] = activeMaskStackC[1];
|
||||
// 0
|
||||
R21i.x = R8i.x;
|
||||
// 1
|
||||
R4i.x = floatBitsToInt(-(intBitsToFloat(R3i.x))); //pos
|
||||
|
||||
R1i.y = R3i.y ; //Don't scale here
|
||||
|
||||
// 2
|
||||
predResult = (intBitsToFloat(R9i.x) >= intBitsToFloat(R0i.w));
|
||||
activeMaskStack[1] = predResult;
|
||||
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
|
||||
}
|
||||
else {
|
||||
activeMaskStack[1] = false;
|
||||
activeMaskStackC[2] = false;
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
// 0
|
||||
R0i.x = 0x3f800000;
|
||||
R0i.y = 0;
|
||||
}
|
||||
activeMaskStack[1] = activeMaskStack[1] == false;
|
||||
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
// 0
|
||||
R127i.x = floatBitsToInt(intBitsToFloat(R9i.y) + 1.0);
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(R9i.y) * intBitsToFloat(uf_remappedPS[2].z));//n
|
||||
PV0i.z = uf_remappedPS[2].y;//n
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
|
||||
R5i.x = 0;
|
||||
PS0i = R5i.x;
|
||||
// 1
|
||||
R6i.x = PV0i.z;
|
||||
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[2].z)));//n
|
||||
R6i.y = PV0i.z;
|
||||
PS1i = R6i.y;
|
||||
// 2
|
||||
R0i.w = floatBitsToInt(min(intBitsToFloat(PV1i.y), intBitsToFloat(0x42c80000)));
|
||||
PS0i = floatBitsToInt(1.0 / intBitsToFloat(R127i.x));
|
||||
// 3
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(uf_remappedPS[1].x));//prob
|
||||
R3i.w = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(uf_remappedPS[1].z)); //*4 prob
|
||||
R3i.w = clampFI32(R3i.w);
|
||||
// 4
|
||||
PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.y), intBitsToFloat(0x3cf5c28f)));
|
||||
// 5
|
||||
R3i.z = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(0x3e19999a)));
|
||||
}
|
||||
while( activeMaskStackC[2] == true )
|
||||
{
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
// 0
|
||||
R1i.z = (0x00000003 > R5i.x)?int(0xFFFFFFFF):int(0x0);
|
||||
// 1
|
||||
predResult = (R1i.z != 0);
|
||||
if( predResult == false ) break;
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
// 0
|
||||
R2i.x = R5i.x;
|
||||
R1i.x = R5i.x + 0x00000006; //5?
|
||||
PS0i = R1i.x;
|
||||
// 1
|
||||
tempResulti = R2i.x;
|
||||
tempResulti = clamp(tempResulti, -256, 255);
|
||||
ARi.x = tempResulti;
|
||||
PV1i.x = tempResulti;
|
||||
// 2
|
||||
R2i.x = ((ARi.x==0)?R13i.x:(ARi.x==1)?R14i.x:(ARi.x==2)?R15i.x:(ARi.x==3)?R16i.x:(ARi.x==4)?R17i.x:(ARi.x==5)?R18i.x:(ARi.x==6)?R19i.x:(ARi.x==7)?R20i.x:(ARi.x==8)?R21i.x:(ARi.x==110)?R123i.x:(ARi.x==113)?R126i.x:(ARi.x==114)?R127i.x:0);
|
||||
R2i.y = ((ARi.x==0)?R13i.y:(ARi.x==1)?R14i.y:(ARi.x==2)?R15i.y:(ARi.x==3)?R16i.y:(ARi.x==4)?R17i.y:(ARi.x==5)?R18i.y:(ARi.x==6)?R19i.y:(ARi.x==7)?R20i.y:(ARi.x==8)?R21i.y:(ARi.x==110)?R123i.y:(ARi.x==113)?R126i.y:(ARi.x==114)?R127i.y:0);
|
||||
// 3
|
||||
tempResulti = R1i.x;
|
||||
tempResulti = clamp(tempResulti, -256, 255);
|
||||
ARi.x = tempResulti;
|
||||
PV1i.x = tempResulti;
|
||||
// 4
|
||||
R1i.x = ((ARi.x==0)?R13i.x:(ARi.x==1)?R14i.x:(ARi.x==2)?R15i.x:(ARi.x==3)?R16i.x:(ARi.x==4)?R17i.x:(ARi.x==5)?R18i.x:(ARi.x==6)?R19i.x:(ARi.x==7)?R20i.x:(ARi.x==8)?R21i.x:(ARi.x==110)?R123i.x:(ARi.x==113)?R126i.x:(ARi.x==114)?R127i.x:0);
|
||||
// 5
|
||||
backupReg0i = R0i.w;
|
||||
PV1i.x = floatBitsToInt(intBitsToFloat(R4i.x) * intBitsToFloat(R2i.y));
|
||||
PV1i.y = R1i.x;
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(R1i.y) * intBitsToFloat(R2i.y));
|
||||
R2i.w = floatBitsToInt(1.0 / intBitsToFloat(backupReg0i));
|
||||
PS1i = R2i.w;
|
||||
// 6
|
||||
backupReg0i = R5i.x;
|
||||
R1i.x = R5i.x + 0x00000003; // //3
|
||||
R123i.y = floatBitsToInt((intBitsToFloat(R2i.x) * intBitsToFloat(R3i.x) + intBitsToFloat(PV1i.w)));
|
||||
PV0i.y = R123i.y;
|
||||
R123i.z = floatBitsToInt((intBitsToFloat(R2i.x) * intBitsToFloat(R3i.y) + intBitsToFloat(PV1i.x)));
|
||||
PV0i.z = R123i.z;
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(R3i.z) * intBitsToFloat(PV1i.y));
|
||||
R5i.x = backupReg0i + int(1);
|
||||
PS0i = R5i.x;
|
||||
// 7
|
||||
PV1i.z = PV0i.y;
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(uf_remappedPS[1].y)/AOScale);
|
||||
PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w));
|
||||
// 8
|
||||
//scale here
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(R3i.z) * intBitsToFloat(PV1i.w) / AOScale);
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x40400000) * AOScale);//intensity
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(R3i.z) * intBitsToFloat(PV1i.z) / AOScale); //
|
||||
// 9
|
||||
R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.x) / AOScale);
|
||||
R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.w) / AOScale); //
|
||||
R1i.z = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(PV0i.x) / AOScale));
|
||||
R1i.w = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(PV0i.w) / AOScale));
|
||||
R2i.z = floatBitsToInt(intBitsToFloat(R3i.w) * intBitsToFloat(PV0i.z)* AOScale);
|
||||
PS1i = R2i.z;
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
R2i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).x);
|
||||
R2i.y = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.zw)).x);
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
// 0
|
||||
tempResulti = R1i.x;
|
||||
tempResulti = clamp(tempResulti, -256, 255);
|
||||
ARi.x = tempResulti;
|
||||
PV0i.x = tempResulti;
|
||||
// 1
|
||||
R1i.x = ((ARi.x==0)?R13i.x:(ARi.x==1)?R14i.x:(ARi.x==2)?R15i.x:(ARi.x==3)?R16i.x:(ARi.x==4)?R17i.x:(ARi.x==5)?R18i.x:(ARi.x==6)?R19i.x:(ARi.x==7)?R20i.x:(ARi.x==8)?R21i.x:(ARi.x==110)?R123i.x:(ARi.x==113)?R126i.x:(ARi.x==114)?R127i.x:0);
|
||||
// 2
|
||||
PV0i.y = floatBitsToInt(-(intBitsToFloat(R9i.y)) + intBitsToFloat(R2i.x));
|
||||
PV0i.w = floatBitsToInt(-(intBitsToFloat(R9i.y)) + intBitsToFloat(R2i.y));
|
||||
// 3
|
||||
R127i.x = floatBitsToInt((intBitsToFloat(R2i.z) * intBitsToFloat(PV0i.y) + 0.5));
|
||||
R127i.x = clampFI32(R127i.x);
|
||||
PV1i.x = R127i.x;
|
||||
R127i.y = floatBitsToInt((intBitsToFloat(R2i.z) * intBitsToFloat(PV0i.w) + 0.5));
|
||||
R127i.y = clampFI32(R127i.y);
|
||||
PV1i.y = R127i.y;
|
||||
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
|
||||
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
|
||||
// 4
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(R0i.w) + -(intBitsToFloat(PV1i.w)));
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(R0i.w) + -(intBitsToFloat(PV1i.z)));
|
||||
PV0i.z = floatBitsToInt(-(intBitsToFloat(PV1i.y)) + 1.0);
|
||||
PV0i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
|
||||
// 5
|
||||
R126i.x = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(R2i.w));
|
||||
R126i.x = clampFI32(R126i.x);
|
||||
PV1i.x = R126i.x;
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + -(0.5));
|
||||
R127i.z = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(R2i.w));
|
||||
R127i.z = clampFI32(R127i.z);
|
||||
PV1i.z = R127i.z;
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + -(0.5));
|
||||
// 6
|
||||
R126i.y = floatBitsToInt((intBitsToFloat(PV1i.y) * intBitsToFloat(PV1i.x) + 0.5));
|
||||
PV0i.y = R126i.y;
|
||||
R127i.w = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(PV1i.z) + 0.5));
|
||||
PV0i.w = R127i.w;
|
||||
// 7
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(R127i.y) + -(intBitsToFloat(PV0i.w)));
|
||||
PV1i.z = floatBitsToInt(intBitsToFloat(R127i.x) + -(intBitsToFloat(PV0i.y)));
|
||||
// 8
|
||||
R123i.z = floatBitsToInt((intBitsToFloat(PV1i.y) * intBitsToFloat(R126i.x) + intBitsToFloat(R127i.w)));
|
||||
PV0i.z = R123i.z;
|
||||
R123i.w = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(R127i.z) + intBitsToFloat(R126i.y)));
|
||||
PV0i.w = R123i.w;
|
||||
// 9
|
||||
backupReg0i = R6i.x;
|
||||
backupReg1i = R6i.y;
|
||||
R6i.x = floatBitsToInt((intBitsToFloat(PV0i.w) * intBitsToFloat(R1i.x) + intBitsToFloat(backupReg0i)));
|
||||
R6i.y = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(R1i.x) + intBitsToFloat(backupReg1i)));
|
||||
}
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
// 0
|
||||
backupReg0i = R0i.z;
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(R6i.y) + -(0.5));
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
|
||||
PV0i.x = clampFI32(PV0i.x);
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(R6i.x) + -(0.5));
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
|
||||
PV0i.y = clampFI32(PV0i.y);
|
||||
PV0i.z = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(R9i.y));
|
||||
// 1
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(uf_remappedPS[3].x) ); //nope
|
||||
PV1i.y = clampFI32(PV1i.y);
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(PV0i.x));
|
||||
PV1i.w = clampFI32(PV1i.w);
|
||||
// 2
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(PV1i.y));
|
||||
PV0i.x = clampFI32(PV0i.x);
|
||||
// 3
|
||||
tempResultf = log2(intBitsToFloat(PV0i.x));
|
||||
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
||||
PS1i = floatBitsToInt(tempResultf);
|
||||
// 4
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(uf_remappedPS[2].w)); //nope
|
||||
// 5
|
||||
R0i.y = 0;
|
||||
R0i.x = floatBitsToInt(exp2(intBitsToFloat(PV0i.z)));
|
||||
PS1i = R0i.x;
|
||||
}
|
||||
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
|
||||
// export
|
||||
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.y), intBitsToFloat(R0i.y));
|
||||
|
||||
//passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.y), intBitsToFloat(R0i.y));
|
||||
|
||||
}
|
@ -1,60 +0,0 @@
|
||||
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 9ae7833e513d2c25 // bloom sampling scale
|
||||
const float resScale = ($height/$gameHeight);
|
||||
uniform ivec4 uf_remappedPS[1];
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4f4c800 res 80x46x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
int clampFI32(int v)
|
||||
{
|
||||
if( v == 0x7FFFFFFF )
|
||||
return floatBitsToInt(1.0);
|
||||
else if( v == 0xFFFFFFFF )
|
||||
return floatBitsToInt(0.0);
|
||||
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
|
||||
}
|
||||
float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
|
||||
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
|
||||
float PS0f = 0.0, PS1f = 0.0;
|
||||
vec4 tempf = vec4(0.0);
|
||||
float tempResultf;
|
||||
int tempResulti;
|
||||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0f = passParameterSem0;
|
||||
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
|
||||
// 0
|
||||
backupReg0f = R0f.y;
|
||||
backupReg1f = R0f.z;
|
||||
PV0f.y = backupReg0f + -(intBitsToFloat(uf_remappedPS[0].x)/ resScale);
|
||||
PV0f.z = R0f.x + -(intBitsToFloat(uf_remappedPS[0].x)/ resScale);
|
||||
PV0f.w = backupReg1f + -(intBitsToFloat(uf_remappedPS[0].x)/ resScale);
|
||||
R1f.w = 1.0;
|
||||
PS0f = R1f.w;
|
||||
// 1
|
||||
PV1f.x = max(PV0f.z, 0.0);
|
||||
PV1f.y = max(PV0f.y, 0.0);
|
||||
PV1f.z = max(PV0f.w, 0.0);
|
||||
// 2
|
||||
tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[0].y)/resScale,intBitsToFloat(uf_remappedPS[0].y) / resScale,intBitsToFloat(uf_remappedPS[0].y) / resScale,-0.0),vec4(PV1f.x,PV1f.y,PV1f.z,0.0));
|
||||
PV0f.x = tempf.x;
|
||||
PV0f.y = tempf.x;
|
||||
PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
// 3
|
||||
R1f.x = R0f.x * PV0f.x;
|
||||
R1f.y = R0f.y * PV0f.x;
|
||||
R1f.z = R0f.z * PV0f.x;
|
||||
// export
|
||||
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
}
|
@ -2,8 +2,9 @@
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_packing : enable
|
||||
const float resXScale = ($width/$gameWidth);
|
||||
const float resYScale = ($height/$gameHeight);
|
||||
// shader 9dc2d340255dee89
|
||||
//align bloom 1
|
||||
uniform ivec4 uf_remappedVS[1];
|
||||
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
@ -22,7 +23,7 @@ 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; }
|
||||
float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
|
||||
void main()
|
||||
{
|
||||
vec4 R1f = vec4(0.0);
|
||||
@ -50,10 +51,10 @@ R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)
|
||||
// 0
|
||||
backupReg0f = R2f.x;
|
||||
backupReg1f = R2f.y;
|
||||
R2f.x = (mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedVS[0].x)));// +intBitsToFloat(uf_remappedVS[0].z) / 8);
|
||||
R2f.y = (mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedVS[0].y)));// +intBitsToFloat(uf_remappedVS[0].w) / 8);
|
||||
R2f.x = (backupReg0f * intBitsToFloat(uf_remappedVS[0].x) + intBitsToFloat(uf_remappedVS[0].z) /resXScale);
|
||||
R2f.y = (backupReg1f * intBitsToFloat(uf_remappedVS[0].y) + intBitsToFloat(uf_remappedVS[0].w) /resXScale);
|
||||
// export
|
||||
gl_Position = vec4(R1f.x*(1.0/1.006), R1f.y*(1.0/1.006), R1f.z, R1f.w);
|
||||
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
// export
|
||||
passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.z);
|
||||
// 0
|
||||
|
133
Source/XenobladeX/_b253dca415790207_0000000000000079_ps.txt
Normal file
133
Source/XenobladeX/_b253dca415790207_0000000000000079_ps.txt
Normal file
@ -0,0 +1,133 @@
|
||||
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader b253dca415790207
|
||||
// motion blur alpha
|
||||
|
||||
const float resScale = 2.0;
|
||||
//const float resScale = 3;
|
||||
uniform ivec4 uf_remappedPS[5];
|
||||
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
int clampFI32(int v)
|
||||
{
|
||||
if( v == 0x7FFFFFFF )
|
||||
return floatBitsToInt(1.0);
|
||||
else if( v == 0xFFFFFFFF )
|
||||
return floatBitsToInt(0.0);
|
||||
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
|
||||
}
|
||||
float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
vec4 R3f = vec4(0.0);
|
||||
vec4 R4f = vec4(0.0);
|
||||
vec4 R5f = vec4(0.0);
|
||||
vec4 R123f = vec4(0.0);
|
||||
vec4 R126f = vec4(0.0);
|
||||
vec4 R127f = vec4(0.0);
|
||||
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
|
||||
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
|
||||
float PS0f = 0.0, PS1f = 0.0;
|
||||
vec4 tempf = vec4(0.0);
|
||||
float tempResultf;
|
||||
int tempResulti;
|
||||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0f = passParameterSem0;
|
||||
// 0
|
||||
R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x)/ resScale;
|
||||
R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y)/ resScale;
|
||||
R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[1].x)/ resScale;
|
||||
R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[1].y)/ resScale;
|
||||
R5f.w = 1.0;
|
||||
PS0f = R5f.w;
|
||||
// 1
|
||||
R2f.x = R0f.x + intBitsToFloat(uf_remappedPS[2].x)/ resScale;
|
||||
R2f.y = R0f.y + intBitsToFloat(uf_remappedPS[2].y)/ resScale;
|
||||
R1f.z = R0f.x + intBitsToFloat(uf_remappedPS[3].x)/ resScale;
|
||||
R1f.w = R0f.y + intBitsToFloat(uf_remappedPS[3].y)/ resScale;
|
||||
// 2
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[4].x)/ resScale;
|
||||
R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[4].y)/resScale;
|
||||
R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
|
||||
R4f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
|
||||
R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);
|
||||
R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
|
||||
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
|
||||
// 0
|
||||
PV0f.x = R3f.y + -(0.5);
|
||||
PV0f.x *= 2.0;
|
||||
PV0f.y = R3f.x + -(0.5);
|
||||
PV0f.y *= 2.0;
|
||||
R127f.z = R4f.x + -(0.5);
|
||||
R127f.z *= 2.0;
|
||||
R127f.w = R4f.y + -(0.5);
|
||||
R127f.w *= 2.0;
|
||||
PS0f = R3f.z * intBitsToFloat(uf_remappedPS[0].z);
|
||||
// 1
|
||||
R123f.x = (R4f.z * intBitsToFloat(uf_remappedPS[1].z) + PS0f);
|
||||
PV1f.x = R123f.x;
|
||||
R127f.y = R2f.x + -(0.5);
|
||||
R127f.y *= 2.0;
|
||||
PV1f.z = PV0f.y * intBitsToFloat(uf_remappedPS[0].z);
|
||||
PV1f.w = PV0f.x * intBitsToFloat(uf_remappedPS[0].z);
|
||||
R126f.z = R2f.y + -(0.5);
|
||||
R126f.z *= 2.0;
|
||||
PS1f = R126f.z;
|
||||
// 2
|
||||
R123f.x = (R127f.z * intBitsToFloat(uf_remappedPS[1].z) + PV1f.z);
|
||||
PV0f.x = R123f.x;
|
||||
R126f.y = R1f.x + -(0.5);
|
||||
R126f.y *= 2.0;
|
||||
R123f.z = (R127f.w * intBitsToFloat(uf_remappedPS[1].z) + PV1f.w);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (R2f.z * intBitsToFloat(uf_remappedPS[2].z) + PV1f.x);
|
||||
PV0f.w = R123f.w;
|
||||
R127f.w = R1f.y + -(0.5);
|
||||
R127f.w *= 2.0;
|
||||
PS0f = R127f.w;
|
||||
// 3
|
||||
R123f.x = (R126f.z * intBitsToFloat(uf_remappedPS[2].z) + PV0f.z);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (R127f.y * intBitsToFloat(uf_remappedPS[2].z) + PV0f.x);
|
||||
PV1f.y = R123f.y;
|
||||
R126f.z = R0f.x + -(0.5);
|
||||
R126f.z *= 2.0;
|
||||
R123f.w = (R1f.z * intBitsToFloat(uf_remappedPS[3].z) + PV0f.w);
|
||||
PV1f.w = R123f.w;
|
||||
R126f.w = R0f.y + -(0.5);
|
||||
R126f.w *= 2.0;
|
||||
PS1f = R126f.w;
|
||||
// 4
|
||||
R123f.x = (R0f.z * intBitsToFloat(uf_remappedPS[4].z) + PV1f.w);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (R126f.y * intBitsToFloat(uf_remappedPS[3].z) + PV1f.y);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (R127f.w * intBitsToFloat(uf_remappedPS[3].z) + PV1f.x);
|
||||
PV0f.z = R123f.z;
|
||||
// 5
|
||||
R123f.y = (R126f.w * intBitsToFloat(uf_remappedPS[4].z) + PV0f.z);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (R126f.z * intBitsToFloat(uf_remappedPS[4].z) + PV0f.y);
|
||||
PV1f.z = R123f.z;
|
||||
R5f.z = PV0f.x;
|
||||
PS1f = R5f.z;
|
||||
// 6
|
||||
R5f.x = PV1f.z + 1.0;
|
||||
R5f.x /= 2.0;
|
||||
R5f.y = PV1f.y + 1.0;
|
||||
R5f.y /= 2.0;
|
||||
// export
|
||||
passPixelColor0 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
|
||||
}
|
276
Source/XenobladeX/_ed70de7fe7542f87_00000000000003c9_ps.txt
Normal file
276
Source/XenobladeX/_ed70de7fe7542f87_00000000000003c9_ps.txt
Normal file
@ -0,0 +1,276 @@
|
||||
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader ed70de7fe7542f87
|
||||
//motion blur sample spread scaling
|
||||
const float resScale = 2.0;
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e12000 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
int clampFI32(int v)
|
||||
{
|
||||
if( v == 0x7FFFFFFF )
|
||||
return floatBitsToInt(1.0);
|
||||
else if( v == 0xFFFFFFFF )
|
||||
return floatBitsToInt(0.0);
|
||||
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
|
||||
}
|
||||
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
||||
void main()
|
||||
{
|
||||
ivec4 R0i = ivec4(0);
|
||||
ivec4 R1i = ivec4(0);
|
||||
ivec4 R2i = ivec4(0);
|
||||
ivec4 R3i = ivec4(0);
|
||||
ivec4 R4i = ivec4(0);
|
||||
ivec4 R5i = ivec4(0);
|
||||
ivec4 R6i = ivec4(0);
|
||||
ivec4 R7i = ivec4(0);
|
||||
ivec4 R8i = ivec4(0);
|
||||
ivec4 R9i = ivec4(0);
|
||||
ivec4 R10i = ivec4(0);
|
||||
ivec4 R11i = ivec4(0);
|
||||
ivec4 R12i = ivec4(0);
|
||||
ivec4 R13i = ivec4(0);
|
||||
ivec4 R14i = ivec4(0);
|
||||
ivec4 R15i = ivec4(0);
|
||||
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
|
||||
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
|
||||
int PS0i = 0, PS1i = 0;
|
||||
ivec4 tempi = ivec4(0);
|
||||
float tempResultf;
|
||||
int tempResulti;
|
||||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
bool activeMaskStack[2];
|
||||
bool activeMaskStackC[3];
|
||||
activeMaskStack[0] = false;
|
||||
activeMaskStackC[0] = false;
|
||||
activeMaskStackC[1] = false;
|
||||
activeMaskStack[0] = true;
|
||||
activeMaskStackC[0] = true;
|
||||
activeMaskStackC[1] = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0i = floatBitsToInt(passParameterSem0);
|
||||
R1i = floatBitsToInt(passParameterSem1);
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
R12i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).xyzw);
|
||||
}
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
activeMaskStack[1] = activeMaskStack[0];
|
||||
activeMaskStackC[2] = activeMaskStackC[1];
|
||||
// 0
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(R12i.y) + -(0.5));
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(R12i.x) + -(0.5));
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
|
||||
R0i.z = ((0.0 >= intBitsToFloat(R12i.z))?int(0xFFFFFFFF):int(0x0));
|
||||
// 1
|
||||
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0xbd4ccccd)/resScale);
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(0x3d4ccccd)/resScale);
|
||||
// 2
|
||||
R12i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R12i.w), intBitsToFloat(PV1i.w)));
|
||||
R12i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R12i.w), intBitsToFloat(PV1i.z)));
|
||||
// 3
|
||||
predResult = (R0i.z == 0);
|
||||
activeMaskStack[1] = predResult;
|
||||
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
|
||||
}
|
||||
else {
|
||||
activeMaskStack[1] = false;
|
||||
activeMaskStackC[2] = false;
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
// 0
|
||||
R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(R12i.x)));
|
||||
PV0i.x = R1i.x;
|
||||
R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R12i.y)));
|
||||
PV0i.y = R1i.y;
|
||||
// 1
|
||||
R2i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x));
|
||||
PV1i.x = R2i.x;
|
||||
R2i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y));
|
||||
PV1i.y = R2i.y;
|
||||
// 2
|
||||
R3i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV1i.x));
|
||||
PV0i.x = R3i.x;
|
||||
R3i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV1i.y));
|
||||
PV0i.y = R3i.y;
|
||||
// 3
|
||||
R4i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x));
|
||||
PV1i.x = R4i.x;
|
||||
R4i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y));
|
||||
PV1i.y = R4i.y;
|
||||
// 4
|
||||
R5i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV1i.x));
|
||||
PV0i.x = R5i.x;
|
||||
R5i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV1i.y));
|
||||
PV0i.y = R5i.y;
|
||||
// 5
|
||||
R6i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x));
|
||||
PV1i.x = R6i.x;
|
||||
R6i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y));
|
||||
PV1i.y = R6i.y;
|
||||
// 6
|
||||
R7i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV1i.x));
|
||||
PV0i.x = R7i.x;
|
||||
R7i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV1i.y));
|
||||
PV0i.y = R7i.y;
|
||||
// 7
|
||||
R15i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x));
|
||||
PV1i.x = R15i.x;
|
||||
R15i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y));
|
||||
PV1i.y = R15i.y;
|
||||
// 8
|
||||
R11i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV1i.x));
|
||||
PV0i.x = R11i.x;
|
||||
R11i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV1i.y));
|
||||
PV0i.y = R11i.y;
|
||||
// 9
|
||||
R10i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x));
|
||||
PV1i.x = R10i.x;
|
||||
R10i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y));
|
||||
PV1i.y = R10i.y;
|
||||
// 10
|
||||
R9i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV1i.x));
|
||||
PV0i.x = R9i.x;
|
||||
R9i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV1i.y));
|
||||
PV0i.y = R9i.y;
|
||||
// 11
|
||||
R8i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x));
|
||||
PV1i.x = R8i.x;
|
||||
R8i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y));
|
||||
PV1i.y = R8i.y;
|
||||
// 12
|
||||
R14i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV1i.x));
|
||||
PV0i.x = R14i.x;
|
||||
R14i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV1i.y));
|
||||
PV0i.y = R14i.y;
|
||||
// 13
|
||||
R13i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x));
|
||||
PV1i.x = R13i.x;
|
||||
R13i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y));
|
||||
PV1i.y = R13i.y;
|
||||
// 14
|
||||
backupReg0i = R12i.x;
|
||||
backupReg1i = R12i.y;
|
||||
R12i.x = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(PV1i.x));
|
||||
R12i.y = floatBitsToInt(-(intBitsToFloat(backupReg1i)) + intBitsToFloat(PV1i.y));
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
R1i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyz);
|
||||
R0i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyz);
|
||||
R2i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).xyz);
|
||||
R3i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R3i.xy)).xyz);
|
||||
R4i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R4i.xy)).xyz);
|
||||
R5i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R5i.xy)).xyz);
|
||||
R6i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R6i.xy)).xyz);
|
||||
R7i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R7i.xy)).xyz);
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
// 0
|
||||
backupReg0i = R0i.y;
|
||||
backupReg1i = R0i.x;
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(R1i.z));
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R1i.y));
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(R1i.x));
|
||||
// 1
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R2i.z));
|
||||
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R2i.y));
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R2i.x));
|
||||
// 2
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R3i.x));
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R3i.z));
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R3i.y));
|
||||
// 3
|
||||
backupReg0i = R4i.x;
|
||||
R4i.x = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R4i.y));
|
||||
R4i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(backupReg0i));
|
||||
R0i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R4i.z));
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
R3i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R15i.xy)).xyz);
|
||||
R2i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R11i.xy)).xyz);
|
||||
R0i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R10i.xy)).xyz);
|
||||
R1i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R9i.xy)).xyz);
|
||||
R8i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R8i.xy)).xyz);
|
||||
R9i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R14i.xy)).xyz);
|
||||
R10i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R13i.xy)).xyz);
|
||||
R11i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R12i.xy)).xyz);
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
// 0
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(R0i.w) + intBitsToFloat(R5i.z));
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R5i.y));
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R5i.x));
|
||||
// 1
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R6i.z));
|
||||
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R6i.y));
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R6i.x));
|
||||
// 2
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R7i.x));
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R7i.z));
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R7i.y));
|
||||
// 3
|
||||
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.y));
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R3i.x));
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R3i.z));
|
||||
// 4
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R2i.z));
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R2i.y));
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R2i.x));
|
||||
// 5
|
||||
backupReg0i = R0i.y;
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R0i.z));
|
||||
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(backupReg0i));
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R0i.x));
|
||||
// 6
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R1i.x));
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R1i.z));
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R1i.y));
|
||||
// 7
|
||||
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R8i.y));
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R8i.x));
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R8i.z));
|
||||
// 8
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R9i.z));
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R9i.y));
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R9i.x));
|
||||
// 9
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R10i.z));
|
||||
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R10i.y));
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R10i.x));
|
||||
// 10
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R11i.x));
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R11i.z));
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R11i.y));
|
||||
// 11
|
||||
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x3d800000));
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3d800000));
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(0x3d800000));
|
||||
// 12
|
||||
PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.w), 0.0));
|
||||
PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), 0.0));
|
||||
PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.y), 0.0));
|
||||
// 13
|
||||
R0i.x = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(0x41000000)));
|
||||
R0i.y = floatBitsToInt(min(intBitsToFloat(PV0i.y), intBitsToFloat(0x41000000)));
|
||||
R0i.z = floatBitsToInt(min(intBitsToFloat(PV0i.x), intBitsToFloat(0x41000000)));
|
||||
R0i.w = R12i.z;
|
||||
}
|
||||
activeMaskStack[1] = activeMaskStack[1] == false;
|
||||
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
// 0
|
||||
R0i.xyz = ivec3(0,0,0);
|
||||
R0i.w = 0;
|
||||
}
|
||||
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
|
||||
// export
|
||||
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
|
||||
}
|
@ -4,8 +4,11 @@
|
||||
// shader af7acf7fb6dca1be
|
||||
//cutscene shadow scaling
|
||||
//to do - extra edge smooth pass,
|
||||
|
||||
const float resScaleDetail = ($width/$gameWidth);
|
||||
const float resScale = ($height/$gameHeight);
|
||||
const float resScaleDetail = ($height/$gameHeight)*0.75;
|
||||
//const float resScaleDetail = 2.0;
|
||||
//const float resScale = 3.0;
|
||||
const float shadowExposure = 0.85; //By truncating shadow, we decrease overall exposure during day only.
|
||||
uniform ivec4 uf_remappedPS[31];
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
||||
|
@ -1,17 +1,35 @@
|
||||
|
||||
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader b3fb199c73caa796 // bloom pyramid sample 1st
|
||||
const float resScale = ($height/$gameHeight);
|
||||
//const float resScale = ($height/$gameHeight);
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader b3fb199c73caa796
|
||||
//BB title
|
||||
|
||||
const float dither = $dither ;
|
||||
const float scaleShader = $scaleShader;
|
||||
const float scaleBlur = $scaleBlur;
|
||||
|
||||
|
||||
const int sampleScale = 4;
|
||||
const float lightBloom = 0.95;
|
||||
highp float lineRand(vec2 co)
|
||||
{
|
||||
highp float a = 12.9898;
|
||||
highp float b = 78.233;
|
||||
highp float c = 43758.5453;
|
||||
highp float dt = dot(co.xy, vec2(a, b));
|
||||
highp float sn = mod(dt, 3.14);
|
||||
return fract(sin(sn) * c);
|
||||
}
|
||||
|
||||
uniform ivec4 uf_remappedPS[4];
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf551a000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
const int samples = 8, //check if must scale to pascal levels 8 balances 13 is smooth.
|
||||
|
||||
// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG
|
||||
const int samples = 8 * sampleScale, //8 or 4 balances xy position
|
||||
LOD = 2, // gaussian done on MIPmap at scale LOD
|
||||
sLOD = 1 << LOD; // tile size = 2^LOD
|
||||
const float sigma = float(samples) * .25;
|
||||
@ -68,46 +86,43 @@ bool predResult = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0f = passParameterSem0;
|
||||
R0f.xy = R0f.xy - (lineRand(gl_FragCoord.xy)*0.0012 *dither);
|
||||
R0f.xy = R0f.xy + (lineRand(gl_FragCoord.xy*vec2(0.1, 0.09))*0.0011 *dither);
|
||||
// 0
|
||||
R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x)/resScale;
|
||||
R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y)/resScale;
|
||||
R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[0].z)/resScale;
|
||||
R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[0].w)/resScale;
|
||||
R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x);
|
||||
R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y);
|
||||
R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[0].z);
|
||||
R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[0].w);
|
||||
// 1
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[1].x)/resScale;
|
||||
R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[1].y) /resScale;
|
||||
R1f.z = backupReg0f + intBitsToFloat(uf_remappedPS[1].z) /resScale;
|
||||
R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w) /resScale;
|
||||
|
||||
vec2 coord = passParameterSem0.xy*textureSize(textureUnitPS0, 0); // R0f.xy;// vec2(0.5, 0.5);
|
||||
R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[1].x);
|
||||
R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[1].y);
|
||||
R1f.z = backupReg0f + intBitsToFloat(uf_remappedPS[1].z);
|
||||
R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w);
|
||||
|
||||
vec2 coord = passParameterSem0.xy*textureSize(textureUnitPS0, 0); //
|
||||
vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0);
|
||||
vec2 uv = coord * ps;
|
||||
|
||||
R2f.xyzw = blur(textureUnitPS1, uv, ps);
|
||||
|
||||
R3f = R2f;
|
||||
R4f = R2f;
|
||||
R5f = R2f;
|
||||
|
||||
/*
|
||||
R2f.xyzw = (texture(textureUnitPS1, R1f.xy).xyzw);
|
||||
R3f.xyzw = (texture(textureUnitPS1, R0f.zw).xyzw);
|
||||
R4f.xyzw = (texture(textureUnitPS1, R0f.xy).xyzw);
|
||||
R5f.xyzw = (texture(textureUnitPS1, R1f.zw).xyzw);
|
||||
*/
|
||||
//R1f.xyzw = blur(textureUnitPS0, uv, ps);
|
||||
//R7f = R6f;
|
||||
//R0f = R6f;
|
||||
//R1f = R6f;
|
||||
|
||||
R6f.xyz = blur(textureUnitPS0, R1f.xy, ps*scaleBlur).xyz; //1.0 4k //.66 2k //0.075 1k
|
||||
R7f.xyz = R6f.xyz;
|
||||
R0f.xyz = R6f.xyz;
|
||||
R1f.xyz = R6f.xyz;
|
||||
/*
|
||||
R6f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
|
||||
R7f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
|
||||
R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
||||
R1f.xyzw = (texture(textureUnitPS0, R1f.zw).xyzw);
|
||||
*/
|
||||
// 0
|
||||
PV0f.x = R2f.z + R3f.z;
|
||||
PV0f.y = R2f.y + R3f.y;
|
||||
@ -226,5 +241,5 @@ R0f.y = max(R126f.y, PV0f.z);
|
||||
R0f.z = max(R125f.x, PV0f.y);
|
||||
R0f.w = max(R127f.w, PV0f.x);
|
||||
// export
|
||||
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)*1.5;
|
||||
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)*0.33; //.25 4k
|
||||
}
|
||||
|
@ -1,275 +0,0 @@
|
||||
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader b77e14af90eec1bd
|
||||
//skell view separate AA fix
|
||||
const float resScale = ($height/$gameHeight);
|
||||
uniform ivec4 uf_remappedPS[3];
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5f0a000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 2) 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 R7i = ivec4(0);
|
||||
ivec4 R123i = 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(passParameterSem0);
|
||||
R1i = floatBitsToInt(passParameterSem1);
|
||||
R2i = floatBitsToInt(passParameterSem2);
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
R3i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zy)).xyz);
|
||||
R4i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).xyz);
|
||||
R5i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xw)).xyz);
|
||||
R1i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).xyz);
|
||||
R6i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.xy)).xyz);
|
||||
R7i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).x);
|
||||
}
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
// 0
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R3i.z),-0.0),vec4(intBitsToFloat(0x3e991687)/resScale,intBitsToFloat(0x3f1645a2)/resScale,intBitsToFloat(0x3de978d5)/resScale,0.0)));
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R127i.w = tempi.x;
|
||||
R127i.z = 0;
|
||||
PS0i = R127i.z;
|
||||
// 1
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R4i.y),intBitsToFloat(R4i.z),-0.0),vec4(intBitsToFloat(0x3e991687)/resScale,intBitsToFloat(0x3f1645a2)/resScale,intBitsToFloat(0x3de978d5)/resScale,0.0)));
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R126i.w = tempi.x;
|
||||
PS1i = floatBitsToInt(intBitsToFloat(R5i.z) * intBitsToFloat(0x3de978d5)/resScale);
|
||||
// 2
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(PS1i),-0.0),vec4(intBitsToFloat(0x3e991687)/resScale,intBitsToFloat(0x3f1645a2)/resScale,1.0,0.0)));
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R127i.y = tempi.x;
|
||||
R127i.x = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(0x3b2aaaab)/resScale);
|
||||
PS0i = R127i.x;
|
||||
// 3
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z),-0.0),vec4(intBitsToFloat(0x3e991687)/resScale,intBitsToFloat(0x3f1645a2)/resScale,intBitsToFloat(0x3de978d5)/resScale,0.0)));
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R126i.z = tempi.x;
|
||||
R126i.y = floatBitsToInt(min(intBitsToFloat(R126i.w), intBitsToFloat(PV0i.x)));
|
||||
PS1i = R126i.y;
|
||||
// 4
|
||||
R126i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(PV1i.x),intBitsToFloat(R126i.w)),vec4(-(1.0),1.0,1.0,-(1.0))));
|
||||
PV0i.x = R126i.x;
|
||||
PV0i.y = R126i.x;
|
||||
PV0i.z = R126i.x;
|
||||
PV0i.w = R126i.x;
|
||||
R125i.x = floatBitsToInt(min(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.x)));
|
||||
PS0i = R125i.x;
|
||||
// 5
|
||||
backupReg0i = R127i.y;
|
||||
backupReg1i = R126i.w;
|
||||
backupReg0i = R127i.y;
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(backupReg0i),intBitsToFloat(R126i.z),intBitsToFloat(R126i.w)),vec4(-(1.0),1.0,-(1.0),1.0)));
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R127i.y = tempi.x;
|
||||
R126i.w = floatBitsToInt(max(intBitsToFloat(backupReg1i), intBitsToFloat(backupReg0i)));
|
||||
PS1i = R126i.w;
|
||||
// 6
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R126i.x),intBitsToFloat(PV1i.x),intBitsToFloat(R127i.z),-0.0),vec4(intBitsToFloat(R126i.x),intBitsToFloat(PV1i.x),intBitsToFloat(R127i.z),0.0)));
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R127i.z = floatBitsToInt(max(intBitsToFloat(R127i.x), intBitsToFloat(R126i.z)));
|
||||
PS0i = R127i.z;
|
||||
// 7
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R6i.x),intBitsToFloat(R6i.y),intBitsToFloat(R6i.z),-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0)));
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R126i.z = tempi.x;
|
||||
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
|
||||
PS1i = floatBitsToInt(tempResultf);
|
||||
// 8
|
||||
R0i.y = floatBitsToInt(max(intBitsToFloat(R126i.w), intBitsToFloat(R127i.z)));
|
||||
PV0i.y = R0i.y;
|
||||
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(PS1i)));
|
||||
PV0i.z = R125i.z;
|
||||
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS1i)));
|
||||
PV0i.w = R126i.w;
|
||||
R0i.w = floatBitsToInt(min(intBitsToFloat(R126i.y), intBitsToFloat(R125i.x)));
|
||||
PS0i = R0i.w;
|
||||
// 9
|
||||
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w))));
|
||||
PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
|
||||
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[0].x)/resScale));
|
||||
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].y)/resScale));
|
||||
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[1].x)/resScale));
|
||||
PS1i = R127i.z;
|
||||
// 10
|
||||
R1i.x = floatBitsToInt(intBitsToFloat(R2i.x) + -(intBitsToFloat(PV1i.z)));
|
||||
R1i.y = floatBitsToInt(intBitsToFloat(R2i.y) + -(intBitsToFloat(PV1i.w)));
|
||||
R5i.z = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(PV1i.z));
|
||||
PV0i.w = floatBitsToInt(min(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.x)));
|
||||
R5i.y = floatBitsToInt(intBitsToFloat(R2i.y) + intBitsToFloat(PV1i.w));
|
||||
PS0i = R5i.y;
|
||||
// 11
|
||||
backupReg0i = R0i.y;
|
||||
PV1i.y = floatBitsToInt(min(intBitsToFloat(R126i.z), intBitsToFloat(R0i.w)));
|
||||
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[1].z)));
|
||||
PV1i.w = floatBitsToInt(max(intBitsToFloat(R126i.z), intBitsToFloat(backupReg0i)));
|
||||
R3i.y = floatBitsToInt(max(intBitsToFloat(R127i.z), intBitsToFloat(uf_remappedPS[1].y)));
|
||||
PS1i = R3i.y;
|
||||
// 12
|
||||
R0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.w));
|
||||
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.z));
|
||||
// 13
|
||||
PV1i.x = floatBitsToInt(intBitsToFloat(R125i.z) * intBitsToFloat(PS0i));
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(R126i.w) * intBitsToFloat(PS0i));
|
||||
// 14
|
||||
PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), intBitsToFloat(0xc0000000)/resScale));
|
||||
PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(0xc0000000)/resScale));
|
||||
// 15
|
||||
PV1i.x = floatBitsToInt(min(intBitsToFloat(PV0i.z), 2.0));
|
||||
PV1i.w = floatBitsToInt(min(intBitsToFloat(PV0i.y), 2.0));
|
||||
// 16
|
||||
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].z)/resScale));
|
||||
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(uf_remappedPS[0].w)/resScale));
|
||||
// 17
|
||||
backupReg0i = R2i.x;
|
||||
backupReg1i = R2i.y;
|
||||
backupReg0i = R2i.x;
|
||||
backupReg1i = R2i.y;
|
||||
R2i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(PV0i.z)));
|
||||
R2i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(PV0i.w)));
|
||||
R1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.z));
|
||||
R1i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.w));
|
||||
}
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
R4i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).xyz);
|
||||
R5i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R5i.zy)).xyz);
|
||||
R2i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.xy)).xyz);
|
||||
R1i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).xyz);
|
||||
}
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
activeMaskStack[1] = activeMaskStack[0];
|
||||
activeMaskStackC[2] = activeMaskStackC[1];
|
||||
// 0
|
||||
backupReg0i = R0i.x;
|
||||
predResult = (intBitsToFloat(R3i.y) > intBitsToFloat(backupReg0i));
|
||||
activeMaskStack[1] = predResult;
|
||||
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
|
||||
}
|
||||
else {
|
||||
activeMaskStack[1] = false;
|
||||
activeMaskStackC[2] = false;
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
// 0
|
||||
R6i.w = 0x3f800000;
|
||||
}
|
||||
activeMaskStack[1] = activeMaskStack[1] == false;
|
||||
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
// 0
|
||||
R127i.x = floatBitsToInt(intBitsToFloat(R2i.z) + intBitsToFloat(R1i.z));
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(R2i.y) + intBitsToFloat(R1i.y));
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(R1i.x));
|
||||
// 1
|
||||
PV1i.x = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R5i.y));
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R5i.x));
|
||||
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) * 0.25);
|
||||
R127i.w = floatBitsToInt(intBitsToFloat(R4i.z) + intBitsToFloat(R5i.z));
|
||||
PS1i = floatBitsToInt(intBitsToFloat(PV0i.z) * 0.25);
|
||||
// 2
|
||||
backupReg0i = R127i.x;
|
||||
R127i.x = floatBitsToInt((intBitsToFloat(PV1i.y) * 0.25 + intBitsToFloat(PS1i)));
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) * 0.25);
|
||||
R127i.z = PV1i.y;
|
||||
R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0);
|
||||
R126i.w = floatBitsToInt((intBitsToFloat(PV1i.x) * 0.25 + intBitsToFloat(PV1i.z)));
|
||||
PV0i.w = R126i.w;
|
||||
R127i.y = PV1i.x;
|
||||
R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) / 2.0);
|
||||
PS0i = R127i.y;
|
||||
// 3
|
||||
backupReg0i = R127i.w;
|
||||
PV1i.x = ((intBitsToFloat(PV0i.w) > intBitsToFloat(R0i.y))?int(0xFFFFFFFF):int(0x0));
|
||||
PV1i.y = ((intBitsToFloat(R0i.w) > intBitsToFloat(PV0i.w))?int(0xFFFFFFFF):int(0x0));
|
||||
R126i.z = floatBitsToInt((intBitsToFloat(R127i.w) * 0.25 + intBitsToFloat(PV0i.y)));
|
||||
R127i.w = backupReg0i;
|
||||
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
|
||||
// 4
|
||||
R123i.w = ((PV1i.y == 0)?(PV1i.x):(int(-1)));
|
||||
PV0i.w = R123i.w;
|
||||
// 5
|
||||
R6i.x = ((PV0i.w == 0)?(R127i.x):(R127i.z));
|
||||
R6i.y = ((PV0i.w == 0)?(R126i.w):(R127i.y));
|
||||
R6i.z = ((PV0i.w == 0)?(R126i.z):(R127i.w));
|
||||
R6i.w = 0x3f800000;
|
||||
}
|
||||
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
// 0
|
||||
PV0i.w = floatBitsToInt(-(intBitsToFloat(R7i.x)));
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
|
||||
// 1
|
||||
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(uf_remappedPS[2].y)) + intBitsToFloat(uf_remappedPS[2].z)));
|
||||
PV1i.z = R123i.z;
|
||||
PS1i = floatBitsToInt(1.0 / -(intBitsToFloat(PV0i.w)));
|
||||
// 2
|
||||
R0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(PS1i));
|
||||
}
|
||||
// export
|
||||
passPixelColor0 = vec4(intBitsToFloat(R6i.x), intBitsToFloat(R6i.y), intBitsToFloat(R6i.z), intBitsToFloat(R6i.w));
|
||||
// export
|
||||
gl_FragDepth = vec4(intBitsToFloat(R0i.x), 0, 0, 0).x;
|
||||
}
|
@ -1,343 +0,0 @@
|
||||
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader ba19276703190072
|
||||
//point light scaling v2,
|
||||
const float resScale = ($height/$gameHeight);
|
||||
uniform ivec4 uf_remappedPS[11];
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5196000 res 1280x720x1 dim 1 tm: 4 format 0810 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(binding = 2) uniform sampler2DShadow textureUnitPS2;// Tex2 addr 0xf551a000 res 512x512x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 6 6 6 border: 2
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
int clampFI32(int v)
|
||||
{
|
||||
if( v == 0x7FFFFFFF )
|
||||
return floatBitsToInt(1.0);
|
||||
else if( v == 0xFFFFFFFF )
|
||||
return floatBitsToInt(0.0);
|
||||
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
|
||||
}
|
||||
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
||||
void main()
|
||||
{
|
||||
ivec4 R0i = ivec4(0);
|
||||
ivec4 R1i = ivec4(0);
|
||||
ivec4 R2i = ivec4(0);
|
||||
ivec4 R3i = ivec4(0);
|
||||
ivec4 R4i = ivec4(0);
|
||||
ivec4 R5i = ivec4(0);
|
||||
ivec4 R6i = ivec4(0);
|
||||
ivec4 R122i = ivec4(0);
|
||||
ivec4 R123i = 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(passParameterSem0);
|
||||
R1i = floatBitsToInt(passParameterSem1);
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
R2i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).xyzw);
|
||||
}
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
activeMaskStack[1] = activeMaskStack[0];
|
||||
activeMaskStackC[2] = activeMaskStackC[1];
|
||||
// 0
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),-0.0),vec4(intBitsToFloat(0xbe000000),intBitsToFloat(0xc1ff0000),intBitsToFloat(0xc5fe0100),0.0)));
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R127i.w = tempi.x;
|
||||
PS0i = floatBitsToInt(1.0 / intBitsToFloat(R1i.z));
|
||||
// 1
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(PS0i));
|
||||
R0i.z = floatBitsToInt(intBitsToFloat(R2i.w) * intBitsToFloat(0x42c80000));
|
||||
// 2
|
||||
backupReg0i = R1i.x;
|
||||
backupReg1i = R1i.y;
|
||||
R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.y)));
|
||||
PV0i.x = R1i.x;
|
||||
R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(PV1i.y)));
|
||||
PV0i.y = R1i.y;
|
||||
R1i.z = R127i.w;
|
||||
PV0i.z = R1i.z;
|
||||
// 3
|
||||
R2i.xyz = floatBitsToInt(vec3(-(intBitsToFloat(PV0i.x)),-(intBitsToFloat(PV0i.y)),-(intBitsToFloat(PV0i.z))) + vec3(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z)));
|
||||
PV1i.x = R2i.x;
|
||||
PV1i.y = R2i.y;
|
||||
PV1i.z = R2i.z;
|
||||
// 4
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),-0.0),vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),0.0)));
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
// 5
|
||||
R0i.w = floatBitsToInt(sqrt(intBitsToFloat(PV0i.x)));
|
||||
PS1i = R0i.w;
|
||||
// 6
|
||||
R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS1i), intBitsToFloat(uf_remappedPS[1].x)));
|
||||
// 7
|
||||
predResult = (intBitsToFloat(R1i.w) >= 1.0);
|
||||
activeMaskStack[1] = predResult;
|
||||
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
|
||||
}
|
||||
else {
|
||||
activeMaskStack[1] = false;
|
||||
activeMaskStackC[2] = false;
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
// 0
|
||||
if( (0 == 0)) discard;
|
||||
}
|
||||
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
activeMaskStack[1] = activeMaskStack[0];
|
||||
activeMaskStackC[2] = activeMaskStackC[1];
|
||||
// 0
|
||||
PS0i = floatBitsToInt(1.0 / intBitsToFloat(R0i.w));
|
||||
// 1
|
||||
R6i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(PS0i)));
|
||||
PV1i.x = R6i.x;
|
||||
R6i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(PS0i)));
|
||||
PV1i.y = R6i.y;
|
||||
R5i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(PS0i)));
|
||||
PV1i.z = R5i.z;
|
||||
// 2
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z),-0.0),vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),0.0)));
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
// 3
|
||||
R0i.w = floatBitsToInt(intBitsToFloat(PV0i.x) + -(intBitsToFloat(uf_remappedPS[1].z)));
|
||||
R0i.w = clampFI32(R0i.w);
|
||||
// 4
|
||||
predResult = (0.0 >= intBitsToFloat(R0i.w));
|
||||
activeMaskStack[1] = predResult;
|
||||
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
|
||||
}
|
||||
else {
|
||||
activeMaskStack[1] = false;
|
||||
activeMaskStackC[2] = false;
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
// 0
|
||||
if( (0 == 0)) discard;
|
||||
}
|
||||
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
R5i.xy = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xy);
|
||||
}
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
// 0
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[3].z) * 1.0);
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[3].y) * 1.0);
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[3].x) * 1.0);
|
||||
R127i.w = 0;
|
||||
R126i.y = 0;
|
||||
PS0i = R126i.y;
|
||||
// 1
|
||||
R127i.x = 0;
|
||||
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(uf_remappedPS[4].z)) + intBitsToFloat(PV0i.x)));
|
||||
PV1i.y = R123i.y;
|
||||
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(uf_remappedPS[4].y)) + intBitsToFloat(PV0i.y)));
|
||||
PV1i.z = R123i.z;
|
||||
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(uf_remappedPS[4].x)) + intBitsToFloat(PV0i.z)));
|
||||
PV1i.w = R123i.w;
|
||||
R2i.y = floatBitsToInt(-(intBitsToFloat(R1i.w)) + 1.0);
|
||||
R2i.y = clampFI32(R2i.y);
|
||||
PS1i = R2i.y;
|
||||
// 2
|
||||
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(uf_remappedPS[5].x)) + intBitsToFloat(PV1i.w)));
|
||||
PV0i.x = R123i.x;
|
||||
PV0i.y = floatBitsToInt(max(intBitsToFloat(R0i.z), 2.0));
|
||||
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(PV1i.y)));
|
||||
PV0i.z = R123i.z;
|
||||
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(PV1i.z)));
|
||||
PV0i.w = R123i.w;
|
||||
PS0i = floatBitsToInt(intBitsToFloat(R1i.z) * intBitsToFloat(R1i.z));
|
||||
// 3
|
||||
R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(PV0i.w)));
|
||||
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(uf_remappedPS[6].x)) + intBitsToFloat(PV0i.x)));
|
||||
R4i.z = floatBitsToInt(min(intBitsToFloat(PV0i.y), intBitsToFloat(0x42a00000)));
|
||||
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(PV0i.z)));
|
||||
PV1i.w = R123i.w;
|
||||
R122i.x = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(R1i.y) + intBitsToFloat(PS0i)));
|
||||
PS1i = R122i.x;
|
||||
// 4
|
||||
backupReg0i = R127i.x;
|
||||
R127i.x = floatBitsToInt((intBitsToFloat(R1i.x) * intBitsToFloat(R1i.x) + intBitsToFloat(PS1i)));
|
||||
R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(uf_remappedPS[7].y)) + intBitsToFloat(uf_remappedPS[8].z)));
|
||||
PV0i.y = R125i.y;
|
||||
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R5i.y)));
|
||||
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.w));
|
||||
// 5
|
||||
PV1i.x = floatBitsToInt(intBitsToFloat(R126i.x) * intBitsToFloat(PS0i));
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(R127i.y) * intBitsToFloat(PS0i));
|
||||
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R127i.w));
|
||||
R127i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[7].z)));
|
||||
R126i.z = uf_remappedPS[7].z;
|
||||
PS1i = R126i.z;
|
||||
// 6
|
||||
backupReg0i = R127i.x;
|
||||
R127i.x = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(R125i.y));
|
||||
PV0i.y = PV1i.z;
|
||||
PV0i.y = clampFI32(PV0i.y);
|
||||
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(uf_remappedPS[7].x)) + intBitsToFloat(uf_remappedPS[8].y)));
|
||||
PV0i.z = R123i.z;
|
||||
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(uf_remappedPS[7].x)) + intBitsToFloat(uf_remappedPS[8].x)));
|
||||
PV0i.w = R123i.w;
|
||||
tempResultf = 1.0 / sqrt(intBitsToFloat(backupReg0i));
|
||||
R125i.x = floatBitsToInt(tempResultf);
|
||||
PS0i = R125i.x;
|
||||
// 7
|
||||
R123i.x = floatBitsToInt((intBitsToFloat(PV0i.w) * 2.0 + -(1.0)));
|
||||
PV1i.x = R123i.x;
|
||||
R126i.y = uf_remappedPS[7].z;
|
||||
R0i.z = PV0i.y;
|
||||
R123i.w = floatBitsToInt((intBitsToFloat(PV0i.z) * 2.0 + -(1.0)));
|
||||
PV1i.w = R123i.w;
|
||||
R1i.w = PV0i.y;
|
||||
PS1i = R1i.w;
|
||||
// 8
|
||||
backupReg0i = R127i.x;
|
||||
R127i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[7].z)));
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(uf_remappedPS[9].y));
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(uf_remappedPS[9].x));
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
|
||||
PV0i.w = backupReg0i;
|
||||
PV0i.w = clampFI32(PV0i.w);
|
||||
R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R5i.y)) + intBitsToFloat(R127i.z)));
|
||||
PS0i = R122i.x;
|
||||
// 9
|
||||
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[9].z)));
|
||||
PV1i.x = R126i.x;
|
||||
R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(R5i.x)) + intBitsToFloat(PS0i)));
|
||||
R2i.z = PV0i.w;
|
||||
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[9].w)));
|
||||
R3i.w = PV0i.w;
|
||||
PS1i = R3i.w;
|
||||
// 10
|
||||
R0i.x = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R127i.w) / resScale);
|
||||
R4i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R1i.x)),intBitsToFloat(R125i.x)) + intBitsToFloat(R6i.x)));
|
||||
R127i.z = floatBitsToInt(-(intBitsToFloat(PV1i.w)) + 1.0);
|
||||
PV0i.z = R127i.z;
|
||||
R2i.w = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PV1i.x));
|
||||
R1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R127i.w) / resScale);
|
||||
PS0i = R1i.x;
|
||||
// 11
|
||||
R2i.x = floatBitsToInt(intBitsToFloat(R127i.x) + intBitsToFloat(PV0i.z));
|
||||
R0i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R127i.w) / resScale);
|
||||
R3i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[7].z) / resScale + intBitsToFloat(R126i.x)); //
|
||||
R4i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R1i.y)),intBitsToFloat(R125i.x)) + intBitsToFloat(R6i.y)));
|
||||
R1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R126i.z));
|
||||
PS1i = R1i.y;
|
||||
// 12
|
||||
backupReg0i = R1i.z;
|
||||
backupReg1i = R0i.w;
|
||||
R3i.x = floatBitsToInt(-(intBitsToFloat(R125i.y)) + 1.0);
|
||||
R3i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[7].z) / resScale + intBitsToFloat(R127i.z)); //
|
||||
R1i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(backupReg0i)),intBitsToFloat(R125i.x)) + intBitsToFloat(R5i.z)));
|
||||
R0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(uf_remappedPS[1].w)));//N
|
||||
}
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
R0i.x = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R0i.xy), intBitsToFloat(R0i.w))));
|
||||
R1i.x = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R1i.xy), intBitsToFloat(R1i.w))));
|
||||
R2i.x = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R2i.wx), intBitsToFloat(R2i.w))));
|
||||
R4i.x = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R3i.zy), intBitsToFloat(R3i.w))));
|
||||
}
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
// 0
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.y),intBitsToFloat(R4i.w),intBitsToFloat(R1i.z),-0.0),vec4(intBitsToFloat(R4i.y),intBitsToFloat(R4i.w),intBitsToFloat(R1i.z),0.0)));
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R127i.w = floatBitsToInt(max(intBitsToFloat(R3i.x), -(intBitsToFloat(R3i.x))));
|
||||
PS0i = R127i.w;
|
||||
// 1
|
||||
backupReg0i = R0i.x;
|
||||
PV1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R1i.x));
|
||||
R125i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[2].w)) + 1.0);
|
||||
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R0i.w)));
|
||||
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
|
||||
PS1i = floatBitsToInt(tempResultf);
|
||||
// 2
|
||||
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(PS1i)));
|
||||
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.w), intBitsToFloat(PS1i)));
|
||||
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PS1i)));
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R2i.x));
|
||||
R127i.z = floatBitsToInt(sqrt(intBitsToFloat(R127i.w)));
|
||||
PS0i = R127i.z;
|
||||
// 3
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(PS0i),-0.0),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),0.0)));
|
||||
tempi.x = clampFI32(tempi.x);
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R126i.z = tempi.x;
|
||||
PS1i = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R4i.x));
|
||||
// 4
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(PS1i) * 0.25);
|
||||
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.z), intBitsToFloat(R127i.z)));
|
||||
tempResultf = log2(intBitsToFloat(R126i.w));
|
||||
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
||||
PS0i = floatBitsToInt(tempResultf);
|
||||
// 5
|
||||
backupReg0i = R126i.z;
|
||||
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.y),intBitsToFloat(R5i.y)) + intBitsToFloat(PV0i.y)));
|
||||
PV1i.x = R123i.x;
|
||||
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(uf_remappedPS[1].y)));
|
||||
R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(PV0i.x)) + intBitsToFloat(uf_remappedPS[2].w)));
|
||||
tempResultf = log2(intBitsToFloat(backupReg0i));
|
||||
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
||||
PS1i = floatBitsToInt(tempResultf);
|
||||
// 6
|
||||
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(PS1i)));
|
||||
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.x),intBitsToFloat(R5i.x)) + intBitsToFloat(PV1i.x)));
|
||||
R123i.y = clampFI32(R123i.y);
|
||||
PV0i.y = R123i.y;
|
||||
PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.y)));
|
||||
// 7
|
||||
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[10].z)));
|
||||
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(R126i.z)));
|
||||
PV1i.y = R125i.y;
|
||||
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[10].y)));
|
||||
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[10].x)));
|
||||
PS1i = floatBitsToInt(exp2(intBitsToFloat(PV0i.x)));
|
||||
// 8
|
||||
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS1i), intBitsToFloat(uf_remappedPS[10].w)));
|
||||
R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.z)));
|
||||
R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.x)));
|
||||
R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.w)));
|
||||
PS0i = R4i.x;
|
||||
// 9
|
||||
R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), intBitsToFloat(PV0i.x)));
|
||||
}
|
||||
// export
|
||||
passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
|
||||
}
|
@ -1,21 +1,15 @@
|
||||
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#define pow2(x) (x * x)
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader d8e69e8df8c227f5
|
||||
// Bloom/blur 1st step, 1280->640->1280
|
||||
|
||||
uniform ivec4 uf_remappedPS[3];
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
const float resScale = ($height/$gameHeight);
|
||||
const int sampleScale = 3;
|
||||
//BB grid n char select
|
||||
const float dither = $dither ;
|
||||
const float scaleShader = $scaleShader;
|
||||
const float scaleBlur = $scaleBlur;
|
||||
|
||||
|
||||
const int sampleScale = 4;
|
||||
const float lightBloom = 0.95;
|
||||
highp float lineRand(vec2 co)
|
||||
{
|
||||
highp float a = 12.9898;
|
||||
@ -27,9 +21,15 @@ highp float lineRand(vec2 co)
|
||||
}
|
||||
|
||||
|
||||
// FabriceNeyret2, single pass gaussian by intermediate MIPmap level. https://www.shadertoy.com/view/ltScRG
|
||||
// I hereby pledge my loyalty to the FabriceNeyret2 fanclub, this is bloody beautiful!
|
||||
|
||||
uniform ivec4 uf_remappedPS[3];
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG
|
||||
const int samples = 8 * sampleScale, //8 or 4 balances xy position
|
||||
LOD = 2, // gaussian done on MIPmap at scale LOD
|
||||
sLOD = 1 << LOD; // tile size = 2^LOD
|
||||
@ -52,8 +52,6 @@ vec4 blur(sampler2D sp, vec2 U, vec2 scale) {
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
int clampFI32(int v)
|
||||
{
|
||||
if( v == 0x7FFFFFFF )
|
||||
@ -86,47 +84,44 @@ void main()
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0f = passParameterSem0;
|
||||
R0f.xy = vec2((passParameterSem0.x + passParameterSem0.z), (passParameterSem0.y + passParameterSem0.w));
|
||||
|
||||
R0f.xy = R0f.xy - (lineRand(gl_FragCoord.xy)*0.0012 *dither);
|
||||
R0f.xy = R0f.xy + (lineRand(gl_FragCoord.xy*vec2(0.1, 0.09))*0.0011 *dither);
|
||||
// 0
|
||||
R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x) / resScale;
|
||||
R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y) / resScale;
|
||||
R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[0].z) / resScale;
|
||||
R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[0].w) / resScale;
|
||||
R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x);
|
||||
R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y);
|
||||
R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[0].z);
|
||||
R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[0].w);
|
||||
// 1
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[1].x) / resScale;
|
||||
R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[1].y) / resScale;
|
||||
R1f.z = backupReg0f + intBitsToFloat(uf_remappedPS[1].z) / resScale;
|
||||
R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w) / resScale;
|
||||
R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[1].x);
|
||||
R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[1].y);
|
||||
R1f.z = backupReg0f + intBitsToFloat(uf_remappedPS[1].z);
|
||||
R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w);
|
||||
|
||||
vec2 coord = passParameterSem0.xy*textureSize(textureUnitPS0, 0); //
|
||||
vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0);
|
||||
vec2 uv = coord * ps;
|
||||
|
||||
//color.a = 1.0;
|
||||
|
||||
R2f.xyz = (texture(textureUnitPS1, R1f.xy).xyz);
|
||||
R3f.xyz = (texture(textureUnitPS1, R0f.zw).xyz);
|
||||
R4f.xyz = (texture(textureUnitPS1, R0f.xy).xyz);
|
||||
R5f.xyz = (texture(textureUnitPS1, R1f.zw).xyz);
|
||||
|
||||
|
||||
|
||||
vec2 coord = passParameterSem0.xy*textureSize(textureUnitPS0, 0); // R0f.xy;// vec2(0.5, 0.5);
|
||||
|
||||
vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0);
|
||||
vec2 uv = coord * ps;
|
||||
|
||||
R6f.xyzw = blur(textureUnitPS0, uv, ps);
|
||||
|
||||
// R6f.xyz = blur(textureUnitPS0, uv, ps);
|
||||
// R6f.w = 1.0;
|
||||
R7f = R6f;
|
||||
R0f = R6f;
|
||||
R1f = R6f;
|
||||
|
||||
|
||||
R6f.xyz = blur(textureUnitPS0, R1f.xy, ps*scaleBlur).xyz; //1.0 4k //.66 2k //0.075 1k //.51 4kx2
|
||||
R7f.xyz = R6f.xyz;
|
||||
R0f.xyz = R6f.xyz;
|
||||
R1f.xyz = R6f.xyz;
|
||||
/*
|
||||
R6f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
|
||||
R7f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
|
||||
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
|
||||
R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
|
||||
*/
|
||||
// 0
|
||||
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
|
||||
PV0f.x = tempf.x;
|
||||
PV0f.y = tempf.x;
|
||||
@ -197,5 +192,5 @@ void main()
|
||||
// 11
|
||||
R1f.w = PS0f * intBitsToFloat(uf_remappedPS[2].z);
|
||||
// export
|
||||
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w)*1.0;
|
||||
}
|
||||
|
@ -1,59 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_packing : enable
|
||||
// shader dfd8991cfe6e6bbe
|
||||
//align AO
|
||||
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 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
uvec4 attrDecoder;
|
||||
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
|
||||
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
|
||||
float PS0f = 0.0, PS1f = 0.0;
|
||||
vec4 tempf = vec4(0.0);
|
||||
float tempResultf;
|
||||
int tempResulti;
|
||||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
attrDecoder.xyz = attrDataSem0.xyz;
|
||||
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
|
||||
attrDecoder.w = 0;
|
||||
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
attrDecoder.xy = attrDataSem1.xy;
|
||||
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
|
||||
attrDecoder.z = 0;
|
||||
attrDecoder.w = 0;
|
||||
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
// 0
|
||||
backupReg0f = R2f.x;
|
||||
backupReg1f = R2f.y;
|
||||
R2f.x = backupReg0f;
|
||||
R2f.y = backupReg1f;
|
||||
// export
|
||||
gl_Position = vec4(R1f.x*(1 / 1.002), R1f.y*(1 / 1.003), R1f.z, R1f.w);
|
||||
// export
|
||||
passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.z);
|
||||
// 0
|
||||
}
|
@ -3,7 +3,8 @@
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_packing : enable
|
||||
// shader e412d30f981be3b5
|
||||
//char select dof
|
||||
//stasis cinematic align 0.5. .1 better right side..butprobalby breaks left
|
||||
//2.0 for grid align
|
||||
uniform ivec4 uf_remappedVS[1];
|
||||
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
@ -22,7 +23,7 @@ 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; }
|
||||
float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
|
||||
void main()
|
||||
{
|
||||
vec4 R1f = vec4(0.0);
|
||||
@ -50,11 +51,10 @@ R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)
|
||||
// 0
|
||||
backupReg0f = R2f.x;
|
||||
backupReg1f = R2f.y;
|
||||
R2f.x = (mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedVS[0].x)));// +intBitsToFloat(uf_remappedVS[0].z));
|
||||
R2f.y = (mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedVS[0].y)));// +intBitsToFloat(uf_remappedVS[0].w));
|
||||
R2f.x = (backupReg0f * intBitsToFloat(uf_remappedVS[0].x) + intBitsToFloat(uf_remappedVS[0].z)*0.5);
|
||||
R2f.y = (backupReg1f * intBitsToFloat(uf_remappedVS[0].y) + intBitsToFloat(uf_remappedVS[0].w)*0.5);
|
||||
// export
|
||||
gl_Position = vec4(R1f.x*(1.0 / 1.004), R1f.y*(1.0 / 1.006), R1f.z, R1f.w);
|
||||
//gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
// export
|
||||
passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.z);
|
||||
// 0
|
||||
|
@ -1,12 +1,9 @@
|
||||
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader fdb5a87dd0368c6b
|
||||
// shadows scaling, ie 4096 = x4
|
||||
// To do - some nice edge smoothing at higher res
|
||||
const float resScale = ($height/$gameHeight);
|
||||
const float resScaleDetail = ($height/$gameHeight) * 0.75;
|
||||
const float shadowExposure = 0.85;
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
const float resXScale = ($width/$gameWidth);
|
||||
const float resYScale = ($height/$gameHeight);
|
||||
// shader fdb5a87dd0368c6b //shadow scaling
|
||||
uniform ivec4 uf_remappedPS[23];
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(binding = 1) uniform sampler2DShadow textureUnitPS1;// Tex1 addr 0xf551a000 res 1024x1024x1 dim 1 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 6 6 6 border: 2
|
||||
@ -131,42 +128,42 @@ R2i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x))));
|
||||
PS0i = R2i.x;
|
||||
// 9
|
||||
R127i.x = ((0.5 > intBitsToFloat(PS0i))?int(0xFFFFFFFF):int(0x0));
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[9].z) / resScaleDetail);
|
||||
PV1i.z = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[10].z)/ resScaleDetail);
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[9].z) /resXScale);
|
||||
PV1i.z = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[10].z) /resXScale);
|
||||
R0i.y = floatBitsToInt(max(intBitsToFloat(R126i.y), -(intBitsToFloat(R126i.y))));
|
||||
PS1i = R0i.y;
|
||||
// 10
|
||||
R126i.x = ((0.5 > intBitsToFloat(PS1i))?int(0xFFFFFFFF):int(0x0));
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[11].z) / resScaleDetail);
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[12].z) / resScaleDetail);
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[11].z) /resXScale);
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(uf_remappedPS[12].z) /resXScale);
|
||||
R0i.w = PV1i.y;
|
||||
R0i.w = clampFI32(R0i.w);
|
||||
R1i.w = PV1i.z;
|
||||
R1i.w = clampFI32(R1i.w);
|
||||
PS0i = R1i.w;
|
||||
// 11
|
||||
R0i.x = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(uf_remappedPS[9].x) / resScale);
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[13].z)/ resScale);
|
||||
R0i.z = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[9].y) / resScale);
|
||||
R0i.x = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(uf_remappedPS[9].x) /resXScale);
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[13].z) /resXScale);
|
||||
R0i.z = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[9].y) /resXScale);
|
||||
R2i.w = PV0i.z;
|
||||
R2i.w = clampFI32(R2i.w);
|
||||
R3i.w = PV0i.y;
|
||||
R3i.w = clampFI32(R3i.w);
|
||||
PS1i = R3i.w;
|
||||
// 12
|
||||
R1i.x = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(uf_remappedPS[10].x) / resScale);
|
||||
R1i.y = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[10].y) / resScale);
|
||||
R2i.z = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(uf_remappedPS[12].x) / resScale);
|
||||
R1i.x = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(uf_remappedPS[10].x) /resXScale);
|
||||
R1i.y = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[10].y) /resXScale);
|
||||
R2i.z = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(uf_remappedPS[12].x) /resXScale);
|
||||
R4i.w = PV1i.y;
|
||||
R4i.w = clampFI32(R4i.w);
|
||||
R2i.y = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[12].y) / resScale);
|
||||
R2i.y = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[12].y) /resXScale);
|
||||
PS0i = R2i.y;
|
||||
// 13
|
||||
R3i.x = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(uf_remappedPS[11].x) / resScale);
|
||||
R3i.y = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[11].y) / resScale);
|
||||
R4i.z = floatBitsToInt(intBitsToFloat(R6i.x) + intBitsToFloat(uf_remappedPS[13].x) / resScale);
|
||||
R3i.x = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(uf_remappedPS[11].x) /resXScale);
|
||||
R3i.y = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(uf_remappedPS[11].y) /resXScale);
|
||||
R4i.z = floatBitsToInt(intBitsToFloat(R6i.x) + intBitsToFloat(uf_remappedPS[13].x) /resXScale);
|
||||
R6i.w = ((R127i.x == 0)?(0):(R126i.x));
|
||||
R4i.y = floatBitsToInt(intBitsToFloat(R5i.y) + intBitsToFloat(uf_remappedPS[13].y) / resScale);
|
||||
R4i.y = floatBitsToInt(intBitsToFloat(R5i.y) + intBitsToFloat(uf_remappedPS[13].y) /resXScale);
|
||||
PS1i = R4i.y;
|
||||
}
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
@ -236,30 +233,30 @@ activeMaskStackC[3] = false;
|
||||
}
|
||||
if( activeMaskStackC[3] == true ) {
|
||||
// 0
|
||||
R0i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[18].x) / resScale);
|
||||
R0i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[18].y) / resScale);
|
||||
R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[18].z) / resScale);
|
||||
R0i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[18].x) /resXScale);
|
||||
R0i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[18].y) /resXScale);
|
||||
R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[18].z) /resXScale);
|
||||
PV0i.z = R1i.z;
|
||||
// 1
|
||||
R8i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[19].x) / resScale);
|
||||
R8i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[19].y) / resScale);
|
||||
R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[19].z) / resScale);
|
||||
R8i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[19].x) /resXScale);
|
||||
R8i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[19].y) /resXScale);
|
||||
R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[19].z) /resXScale);
|
||||
PV1i.z = R1i.z;
|
||||
R0i.w = PV0i.z;
|
||||
R0i.w = clampFI32(R0i.w);
|
||||
// 2
|
||||
R2i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[20].x) / resScale);
|
||||
R2i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[20].y) / resScale);
|
||||
R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[20].z) / resScale);
|
||||
R2i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[20].x) /resXScale);
|
||||
R2i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[20].y) /resXScale);
|
||||
R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[20].z) /resXScale);
|
||||
PV0i.z = R1i.z;
|
||||
R8i.w = PV1i.z;
|
||||
R8i.w = clampFI32(R8i.w);
|
||||
// 3
|
||||
backupReg0i = R3i.x;
|
||||
backupReg1i = R3i.y;
|
||||
R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[21].x) / resScale);
|
||||
R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(uf_remappedPS[21].y) / resScale);
|
||||
R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[21].z) / resScale);
|
||||
R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[21].x) /resXScale);
|
||||
R3i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(uf_remappedPS[21].y) /resXScale);
|
||||
R1i.z = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[21].z) /resXScale);
|
||||
PV1i.z = R1i.z;
|
||||
R2i.w = PV0i.z;
|
||||
R2i.w = clampFI32(R2i.w);
|
||||
@ -340,29 +337,29 @@ activeMaskStackC[3] = false;
|
||||
if( activeMaskStackC[3] == true ) {
|
||||
// 0
|
||||
backupReg0i = R0i.z;
|
||||
R127i.x = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[18].z) / resScale);
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[19].z) / resScale);
|
||||
R127i.x = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[18].z) /resXScale);
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[19].z) /resXScale);
|
||||
R6i.w = floatBitsToInt(max(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y)));
|
||||
// 1
|
||||
R0i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[19].x) / resScale);
|
||||
R0i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[19].y) / resScale);
|
||||
R1i.z = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[18].x) / resScale);
|
||||
R0i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[19].x) /resXScale);
|
||||
R0i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[19].y) /resXScale);
|
||||
R1i.z = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[18].x) /resXScale);
|
||||
R0i.w = PV0i.z;
|
||||
R0i.w = clampFI32(R0i.w);
|
||||
R1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[18].y) / resScale);
|
||||
R1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[18].y) /resXScale);
|
||||
PS1i = R1i.y;
|
||||
// 2
|
||||
backupReg0i = R0i.z;
|
||||
R2i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[20].x) / resScale);
|
||||
R2i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[20].y) / resScale);
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[20].z) / resScale);
|
||||
R2i.x = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(uf_remappedPS[20].x) /resXScale);
|
||||
R2i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[20].y) /resXScale);
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[20].z) /resXScale);
|
||||
R1i.w = R127i.x;
|
||||
R1i.w = clampFI32(R1i.w);
|
||||
// 3
|
||||
backupReg0i = R3i.x;
|
||||
R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[21].x) / resScale);
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[21].z) / resScale);
|
||||
R3i.z = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[21].y) / resScale);
|
||||
R3i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[21].x) /resXScale);
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(uf_remappedPS[21].z) /resXScale);
|
||||
R3i.z = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(uf_remappedPS[21].y) /resXScale);
|
||||
R2i.w = PV0i.z;
|
||||
R2i.w = clampFI32(R2i.w);
|
||||
// 4
|
||||
@ -419,9 +416,9 @@ PV0i.y = R1i.y;
|
||||
R0i.z = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[8].z) + intBitsToFloat(PV1i.z)));
|
||||
PV0i.z = R0i.z;
|
||||
// 3
|
||||
R4i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(uf_remappedPS[13].x) / resScale);
|
||||
R4i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(uf_remappedPS[13].y) / resScale);
|
||||
R0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(uf_remappedPS[13].z) / resScale);
|
||||
R4i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(uf_remappedPS[13].x) /resXScale);
|
||||
R4i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(uf_remappedPS[13].y) /resXScale);
|
||||
R0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(uf_remappedPS[13].z) /resXScale);
|
||||
PV1i.z = R0i.z;
|
||||
// 4
|
||||
R4i.w = PV1i.z;
|
||||
@ -465,10 +462,9 @@ activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
|
||||
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
// 0
|
||||
R0i.x = floatBitsToInt((intBitsToFloat(R1i.w) * intBitsToFloat(uf_remappedPS[22].x) + intBitsToFloat(uf_remappedPS[22].y)));
|
||||
R0i.x = floatBitsToInt((intBitsToFloat(R1i.w) * intBitsToFloat(uf_remappedPS[22].x) + intBitsToFloat(uf_remappedPS[22].y) /resXScale));
|
||||
R0i.w = 0;
|
||||
}
|
||||
// export
|
||||
passPixelColor0 = vec4(intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.w));
|
||||
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.x), intBitsToFloat(R0i.x), intBitsToFloat(R0i.w));
|
||||
}
|
||||
|
||||
|
@ -11,22 +11,10 @@ $width = 1280
|
||||
$height = 720
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
// Performance
|
||||
|
||||
[Preset]
|
||||
name = 256x144
|
||||
$width = 256
|
||||
$height = 144
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
[Preset]
|
||||
name = 427x240
|
||||
$width = 427
|
||||
$height = 240
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$internalRes = 1.0
|
||||
$dither = 0.01
|
||||
$scaleShader = 1.0
|
||||
$scaleBlur = 0.05
|
||||
|
||||
[Preset]
|
||||
name = 640x360
|
||||
@ -34,50 +22,56 @@ $width = 640
|
||||
$height = 360
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
[Preset]
|
||||
name = 854x480
|
||||
$width = 854
|
||||
$height = 480
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
[Preset]
|
||||
name = 960x540
|
||||
$width = 960
|
||||
$height = 540
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$internalRes = 0.5
|
||||
$dither = 0.01
|
||||
$scaleShader = 1.0
|
||||
$scaleBlur = 0.05
|
||||
|
||||
// Quality
|
||||
|
||||
[Preset]
|
||||
name = 1920x1080 (HD)
|
||||
$width = 1920
|
||||
$height = 1080
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$internalRes = 1.0
|
||||
$dither = 0.15
|
||||
$scaleShader = 1.0
|
||||
$scaleBlur = 0.5
|
||||
|
||||
[Preset]
|
||||
name = 1600x900
|
||||
$width = 1600
|
||||
$height = 900
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$internalRes = 1.0
|
||||
$dither = 0.1
|
||||
$scaleShader = 1.0
|
||||
$scaleBlur = 0.5
|
||||
|
||||
[Preset]
|
||||
name = 1920x1080
|
||||
$width = 1920
|
||||
$height = 1080
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
[Preset]
|
||||
name = 2560x1440
|
||||
name = 2560x1440 (Native x2)
|
||||
$width = 2560
|
||||
$height = 1440
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$internalRes = 1.0
|
||||
$dither = 0.1
|
||||
$scaleShader = 1.0
|
||||
$scaleBlur = 0.5
|
||||
|
||||
[Preset]
|
||||
name = 2732x1536
|
||||
$width = 2732
|
||||
$height = 1536
|
||||
name = 2560x1440 (Native x2) x2 sub scaling
|
||||
$width = 2560
|
||||
$height = 1440
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$internalRes = 2.0
|
||||
$dither = 0.15
|
||||
$scaleShader = 1.0
|
||||
$scaleBlur = 0.5
|
||||
|
||||
[Preset]
|
||||
name = 3200x1800
|
||||
@ -85,13 +79,32 @@ $width = 3200
|
||||
$height = 1800
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$internalRes = 1.0
|
||||
$dither = 0.2
|
||||
$scaleShader = 1.0
|
||||
$scaleBlur = 0.5
|
||||
|
||||
[Preset]
|
||||
name = 3840x2160
|
||||
name = 3840x2160 (4k - Native x3)
|
||||
$width = 3840
|
||||
$height = 2160
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$internalRes = 1.0
|
||||
$dither = 0.2
|
||||
$scaleShader = 1.0
|
||||
$scaleBlur = 1.0
|
||||
|
||||
[Preset]
|
||||
name = 3840x2160 (4k - Native x3) x2 sub scaling
|
||||
$width = 3840
|
||||
$height = 2160
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$internalRes = 2.0
|
||||
$dither = 0.25
|
||||
$scaleShader = 1.0
|
||||
$scaleBlur = 1.0
|
||||
|
||||
[Preset]
|
||||
name = 5120x2880
|
||||
@ -99,7 +112,10 @@ $width = 5120
|
||||
$height = 2880
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
|
||||
$internalRes = 1.0
|
||||
$dither = 0.25
|
||||
$scaleShader = 1.0
|
||||
$scaleBlur = 1.0
|
||||
// Enthusiast
|
||||
|
||||
[Preset]
|
||||
@ -108,6 +124,10 @@ $width = 7680
|
||||
$height = 4320
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$internalRes = 1.0
|
||||
$dither = 0.25
|
||||
$scaleShader = 1.0
|
||||
$scaleBlur = 1.0
|
||||
|
||||
[Preset]
|
||||
name = 10240x5760
|
||||
@ -115,12 +135,15 @@ $width = 10240
|
||||
$height = 5760
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$internalRes = 1.0
|
||||
$dither = 0.25
|
||||
$scaleShader = 1.0
|
||||
$scaleBlur = 1.0
|
||||
|
||||
[TextureRedefine]
|
||||
width = 1280
|
||||
height = 720
|
||||
#formats = 0x816,0x810,0x41a,0x008,0x001,0x01a
|
||||
formatsExcluded = 0x031 #NLA flyover XCX logo screen
|
||||
formatsExcluded = 0x031,0x431,0x035,0x034,0x033 #dialog prompt fixes, XCX Logo NLA
|
||||
tileModesExcluded = 0x001
|
||||
overwriteWidth = ($width/$gameWidth) * 1280
|
||||
overwriteHeight = ($height/$gameHeight) * 720
|
||||
@ -129,14 +152,16 @@ overwriteHeight = ($height/$gameHeight) * 720
|
||||
width = 1024
|
||||
height = 1024
|
||||
formats = 0x005
|
||||
overwriteWidth = ($width/$gameWidth) * 1024
|
||||
overwriteHeight = ($height/$gameHeight) * 1024
|
||||
#overwriteWidth = ($height/$gameHeight) * 1024
|
||||
#overwriteHeight = ($height/$gameHeight) * 1024
|
||||
overwriteWidth = 3072 #1080 breaks without rounding
|
||||
overwriteHeight = 3072
|
||||
|
||||
|
||||
[TextureRedefine] #ingame menu
|
||||
width = 1024
|
||||
height = 720
|
||||
tileModesExcluded = 0x001
|
||||
###formats = 0x01a,0x810,0x011,0x816 # 0x41a
|
||||
overwriteWidth = ($width/$gameWidth) * 1024
|
||||
overwriteHeight = ($height/$gameHeight) * 720
|
||||
|
||||
@ -159,187 +184,190 @@ overwriteHeight = ($height/$gameHeight) * 480
|
||||
[TextureRedefine]
|
||||
width = 640
|
||||
height = 368
|
||||
formatsExcluded = 0x431,0x035,0x034,0x033,0x031 #dialog prompt fixes, XCX Logo NLA
|
||||
overwriteWidth = ($width/$gameWidth) * 640
|
||||
overwriteHeight = ($height/$gameHeight) * 368
|
||||
overwriteWidth = ($width/$gameWidth) * (640*$internalRes)
|
||||
overwriteHeight = ($height/$gameHeight) * (368*$internalRes)
|
||||
|
||||
[TextureRedefine]
|
||||
width = 640
|
||||
height = 360
|
||||
tileModesExcluded = 0x001 # fmv sub colour
|
||||
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
overwriteWidth = ($width/$gameWidth) * 640
|
||||
overwriteHeight = ($height/$gameHeight) * 360
|
||||
overwriteWidth = ($width/$gameWidth) * (640*$internalRes)
|
||||
overwriteHeight = ($height/$gameHeight) * (360*$internalRes)
|
||||
|
||||
[TextureRedefine] # shadows 1024 for smoother transition
|
||||
width = 512
|
||||
height = 512
|
||||
formats = 0x005
|
||||
overwriteWidth = ($height/$gameHeight) * 1024
|
||||
overwriteHeight = ($height/$gameHeight) * 1024
|
||||
#overwriteWidth = ($height/$gameHeight) * 512
|
||||
#overwriteHeight = ($height/$gameHeight) * 512
|
||||
overwriteWidth = 3072 #1080 breaks without rounding
|
||||
overwriteHeight = 3072
|
||||
|
||||
[TextureRedefine]
|
||||
width = 512
|
||||
height = 288
|
||||
#formats =
|
||||
overwriteWidth = ($width/$gameWidth) * 512
|
||||
overwriteHeight = ($height/$gameHeight) * 288
|
||||
overwriteWidth = ($width/$gameWidth) * (512*$internalRes)
|
||||
overwriteHeight = ($height/$gameHeight) * (288*$internalRes)
|
||||
|
||||
[TextureRedefine] # fog
|
||||
[TextureRedefine] # fog 1.5 match stencil
|
||||
width = 448
|
||||
height = 240
|
||||
overwriteWidth = ($width/$gameWidth) * 448
|
||||
overwriteHeight = ($height/$gameHeight) * 240
|
||||
overwriteWidth = ($width/$gameWidth) * (448*$internalRes*1.5)
|
||||
overwriteHeight = ($height/$gameHeight) * (240*$internalRes*1.5)
|
||||
|
||||
[TextureRedefine] # fog
|
||||
width = 426
|
||||
height = 240
|
||||
overwriteWidth = ($width/$gameWidth) * 426
|
||||
overwriteHeight = ($height/$gameHeight) * 240
|
||||
overwriteWidth = ($width/$gameWidth) * (426*$internalRes*1.5)
|
||||
overwriteHeight = ($height/$gameHeight) * (240*$internalRes*1.5)
|
||||
|
||||
[TextureRedefine] # #Bloom, DOF
|
||||
width = 320
|
||||
height = 192
|
||||
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
overwriteWidth = ($width/$gameWidth) * 320
|
||||
overwriteHeight = ($height/$gameHeight) * 192
|
||||
overwriteWidth = ($width/$gameWidth) * (320*$internalRes)
|
||||
overwriteHeight = ($height/$gameHeight) * (192*$internalRes)
|
||||
|
||||
[TextureRedefine] # Bloom, DOF
|
||||
width = 384
|
||||
height = 192
|
||||
#formats = 0x001
|
||||
overwriteWidth = ($width/$gameWidth) * (384*$internalRes)
|
||||
overwriteHeight = ($height/$gameHeight) * (192*$internalRes)
|
||||
|
||||
[TextureRedefine] # Bloom, DOF
|
||||
width = 320
|
||||
height = 180
|
||||
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
overwriteWidth = ($width/$gameWidth) * 320
|
||||
overwriteHeight = ($height/$gameHeight) * 180
|
||||
overwriteWidth = ($width/$gameWidth) * (320*$internalRes)
|
||||
overwriteHeight = ($height/$gameHeight) * (180*$internalRes)
|
||||
|
||||
[TextureRedefine]
|
||||
width = 256
|
||||
height = 144
|
||||
###formats = 0x816
|
||||
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
overwriteWidth = ($width/$gameWidth) * 256
|
||||
overwriteHeight = ($height/$gameHeight) * 144
|
||||
overwriteWidth = ($width/$gameWidth) * (256*$internalRes)
|
||||
overwriteHeight = ($height/$gameHeight) * (144*$internalRes)
|
||||
|
||||
[TextureRedefine] # PR screen
|
||||
width = 256
|
||||
height = 256
|
||||
formats = 0x810 #,0x011 #0x816
|
||||
overwriteWidth = ($height/$gameHeight) * 256
|
||||
overwriteHeight = ($height/$gameHeight) * 256
|
||||
#[TextureRedefine] # PR screen
|
||||
#width = 256
|
||||
#height = 256
|
||||
#formats = 0x810 #,0x011 #0x816
|
||||
#overwriteWidth = ($height/$gameHeight) * (256*$internalRes)
|
||||
#overwriteHeight = ($height/$gameHeight) * (256*$internalRes)
|
||||
#
|
||||
#[TextureRedefine]# sky
|
||||
#width = 255
|
||||
#height = 255
|
||||
#formats = 0x810
|
||||
##formatsExcluded = 0x01a,0x431,0x035,0x034,0x033,0x031
|
||||
#overwriteWidth = ($height/$gameHeight) * 255
|
||||
#overwriteHeight = ($height/$gameHeight) * 255
|
||||
|
||||
[TextureRedefine]# sky
|
||||
width = 255
|
||||
height = 255
|
||||
formats = 0x810
|
||||
#formatsExcluded = 0x01a,0x431,0x035,0x034,0x033,0x031
|
||||
overwriteWidth = ($height/$gameHeight) * 255
|
||||
overwriteHeight = ($height/$gameHeight) * 255
|
||||
[TextureRedefine] # skell depth
|
||||
width = 192
|
||||
height = 96
|
||||
overwriteWidth = ($width/$gameWidth) * (192*$internalRes)
|
||||
overwriteHeight = ($height/$gameHeight) * (96*$internalRes)
|
||||
|
||||
[TextureRedefine] # Bloom
|
||||
[TextureRedefine] # Bloom 2nd
|
||||
width = 160
|
||||
height = 96
|
||||
###formats = 0x816
|
||||
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
overwriteWidth = ($width/$gameWidth) * 160
|
||||
overwriteHeight = ($height/$gameHeight) * 96
|
||||
overwriteWidth = ($width/$gameWidth) * (160*$internalRes)
|
||||
overwriteHeight = ($height/$gameHeight) * (96*$internalRes)
|
||||
|
||||
[TextureRedefine] #bloom
|
||||
[TextureRedefine] #bloom 2nd
|
||||
width = 160
|
||||
height = 90
|
||||
###formats = 0x816
|
||||
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
overwriteWidth = ($width/$gameWidth) * 160
|
||||
overwriteHeight = ($height/$gameHeight) * 90
|
||||
overwriteWidth = ($width/$gameWidth) * (160*$internalRes)
|
||||
overwriteHeight = ($height/$gameHeight) * (90*$internalRes)
|
||||
|
||||
[TextureRedefine] #
|
||||
width = 128
|
||||
height = 128
|
||||
#formats = 0x806 #,0x035,0x034,0x033,0x031
|
||||
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
overwriteWidth = ($width/$gameWidth) * 128
|
||||
overwriteHeight = ($height/$gameHeight) * 128
|
||||
#[TextureRedefine] #
|
||||
#width = 128
|
||||
#height = 128
|
||||
##formats = 0x806 #,0x035,0x034,0x033,0x031
|
||||
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
#overwriteWidth = ($width/$gameWidth) * 128
|
||||
#overwriteHeight = ($height/$gameHeight) * 128
|
||||
|
||||
[TextureRedefine]
|
||||
width = 127
|
||||
height = 127
|
||||
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
###formats = 0x80e # 0x820,0x816 #,0x035,0x034,0x033,0x032,0x031
|
||||
overwriteWidth = ($width/$gameWidth) * 127
|
||||
overwriteHeight = ($height/$gameHeight) * 127
|
||||
#[TextureRedefine]
|
||||
#width = 127
|
||||
#height = 127
|
||||
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
####formats = 0x80e # 0x820,0x816 #,0x035,0x034,0x033,0x032,0x031
|
||||
#overwriteWidth = ($width/$gameWidth) * 127
|
||||
#overwriteHeight = ($height/$gameHeight) * 127
|
||||
|
||||
[TextureRedefine]
|
||||
[TextureRedefine] #bloom 3rd level
|
||||
width = 96
|
||||
height = 48
|
||||
###formats = 0x816
|
||||
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
overwriteWidth = ($width/$gameWidth) * 96
|
||||
overwriteHeight = ($height/$gameHeight) * 48
|
||||
overwriteWidth = ($width/$gameWidth) * (96*$internalRes)
|
||||
overwriteHeight = ($height/$gameHeight) * (48*$internalRes)
|
||||
|
||||
[TextureRedefine]
|
||||
[TextureRedefine] #bloom 3rd level
|
||||
width = 80
|
||||
height = 46
|
||||
###formats = 0x816
|
||||
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
overwriteWidth = ($width/$gameWidth) * 80
|
||||
overwriteHeight = ($height/$gameHeight) * 46
|
||||
overwriteWidth = ($width/$gameWidth) * (80*$internalRes)
|
||||
overwriteHeight = ($height/$gameHeight) * (46*$internalRes)
|
||||
|
||||
[TextureRedefine]
|
||||
width = 64
|
||||
height = 64
|
||||
###formats = 0x820,0x816 #,0x035,0x034,0x033,0x032,0x031
|
||||
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
overwriteWidth = ($width/$gameWidth) * 64
|
||||
overwriteHeight = ($height/$gameHeight) * 64
|
||||
#[TextureRedefine]
|
||||
#width = 64
|
||||
#height = 64
|
||||
####formats = 0x820,0x816 #,0x035,0x034,0x033,0x032,0x031
|
||||
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
#overwriteWidth = ($width/$gameWidth) * (64*$internalRes)
|
||||
#overwriteHeight = ($height/$gameHeight) * (64*$internalRes)
|
||||
|
||||
[TextureRedefine]
|
||||
[TextureRedefine] #skell cockpit bloom 3rd level
|
||||
width = 64
|
||||
height = 32
|
||||
###formats = 0x806 #0x820,0x816 #,0x035,0x034,0x033,0x032,0x031
|
||||
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
overwriteWidth = ($width/$gameWidth) * 64
|
||||
overwriteHeight = ($height/$gameHeight) * 32
|
||||
formats = 0x816 #0x820,0x816 #,0x035,0x034,0x033,0x032,0x031
|
||||
overwriteWidth = ($width/$gameWidth) * (64*$internalRes)
|
||||
overwriteHeight = ($height/$gameHeight) * (32*$internalRes)
|
||||
|
||||
[TextureRedefine] #
|
||||
width = 32
|
||||
height = 32
|
||||
formats = 0x806 #001a breaks flashlight scene
|
||||
overwriteWidth = ($width/$gameWidth) * 32
|
||||
overwriteHeight = ($height/$gameHeight) * 32
|
||||
overwriteWidth = ($width/$gameWidth) * (32*$internalRes)
|
||||
overwriteHeight = ($height/$gameHeight) * (32*$internalRes)
|
||||
|
||||
[TextureRedefine]
|
||||
width = 32
|
||||
height = 16
|
||||
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
overwriteWidth = ($width/$gameWidth) * 32
|
||||
overwriteHeight = ($height/$gameHeight) * 16
|
||||
overwriteWidth = ($width/$gameWidth) * (32*$internalRes)
|
||||
overwriteHeight = ($height/$gameHeight) * (16*$internalRes)
|
||||
|
||||
[TextureRedefine] #
|
||||
width = 16
|
||||
height = 8
|
||||
###formats = 0x008,0x806,0x80e # ,0x431,0x031
|
||||
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
overwriteWidth = ($width/$gameWidth) * 16
|
||||
overwriteHeight = ($height/$gameHeight) * 8
|
||||
overwriteWidth = ($width/$gameWidth) * (16*$internalRes)
|
||||
overwriteHeight = ($height/$gameHeight) * (8*$internalRes)
|
||||
|
||||
[TextureRedefine] #
|
||||
width = 8
|
||||
height = 8
|
||||
##formats = 0x806,0x81e,0x80e # ,0x431,0x031
|
||||
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
overwriteWidth = ($width/$gameWidth) * 8
|
||||
overwriteHeight = ($height/$gameHeight) * 8
|
||||
|
||||
[TextureRedefine]
|
||||
width = 4
|
||||
height = 4
|
||||
###formats = 0x81e,0x80e
|
||||
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
overwriteWidth = ($width/$gameWidth) * 4
|
||||
overwriteHeight = ($height/$gameHeight) * 4
|
||||
|
||||
[TextureRedefine]
|
||||
width = 1
|
||||
height = 1
|
||||
###formats = 0x008,0x81e,0x01a
|
||||
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
overwriteWidth = ($width/$gameWidth) * 1
|
||||
overwriteHeight = ($height/$gameHeight) * 1
|
||||
#[TextureRedefine] # breaks depth when scaling 1080
|
||||
#width = 8
|
||||
#height = 8
|
||||
###formats = 0x806,0x81e,0x80e # ,0x431,0x031
|
||||
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
#overwriteWidth = ($width/$gameWidth) * (8*$internalRes)
|
||||
#overwriteHeight = ($height/$gameHeight) * (8*$internalRes)
|
||||
#
|
||||
#[TextureRedefine]
|
||||
#width = 4
|
||||
#height = 4
|
||||
####formats = 0x81e,0x80e
|
||||
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
#overwriteWidth = ($width/$gameWidth) * (4*$internalRes)
|
||||
#overwriteHeight = ($height/$gameHeight) * (4*$internalRes)
|
||||
#
|
||||
#[TextureRedefine]
|
||||
#width = 1
|
||||
#height = 1
|
||||
####formats = 0x008,0x81e,0x01a
|
||||
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
#overwriteWidth = ($width/$gameWidth) * (1*$internalRes)
|
||||
#overwriteHeight = ($height/$gameHeight) * (1*$internalRes)
|
Loading…
Reference in New Issue
Block a user