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New super mario bros 1..4.x - Rules n shaders
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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 03285368cf940e37 //box bg
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const float dither = $dither ;
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const float scaleShader = $scaleShader;
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const float scaleBlur = ($scaleBlur); //0.25 4k
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const int sampleScale = 2;
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const float lightBloom = 0.95;
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 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: 1
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layout(location = 0) in vec4 passParameterSem3;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG
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const int samples = 8 * sampleScale, //8 or 4 balances xy position
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LOD = 2, // gaussian done on MIPmap at scale LOD
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sLOD = 1 << LOD; // tile size = 2^LOD
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const float sigma = float(samples) * .25;
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float gaussian(vec2 i) {
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return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma);
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}
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vec4 blur(sampler2D sp, vec2 U, vec2 scale) {
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vec4 O = vec4(0.0);
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int s = samples / sLOD;
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for (int i = 0; i < s*s; i++) {
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vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.;
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O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD));
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}
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//O / O.a;
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return vec4(O.x, O.y, O.z, 0.0)*17; //16 exact, 17 ~ a touch more haze to compensate res increase
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}
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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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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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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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R123f = 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 = passParameterSem3;
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vec2 coord = passParameterSem3.xy*textureSize(textureUnitPS0, 0); //
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vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0);
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vec2 uv = coord * ps;
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R1f.xyz = blur(textureUnitPS0, R0f.xy, ps*scaleBlur).xyz;
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R2f.xyz = R1f.xyz;
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R3f.xyz = R1f.xyz;
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R0f.xyz = R1f.xyz;
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/*
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R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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R2f.xyz = (texture(textureUnitPS0, R0f.zy).xyz);
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R3f.xyz = (texture(textureUnitPS0, R0f.xw).xyz);
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R0f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
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*/
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// 0
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PV0f.x = R1f.z + R2f.z;
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PV0f.x /= 2.0;
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PV0f.z = R1f.y + R2f.y;
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PV0f.z /= 2.0;
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PV0f.w = R1f.x + R2f.x;
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PV0f.w /= 2.0;
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// 1
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R123f.x = (R3f.y * 0.5 + PV0f.z);
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PV1f.x = R123f.x;
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R123f.y = (R3f.x * 0.5 + PV0f.w);
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PV1f.y = R123f.y;
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R123f.w = (R3f.z * 0.5 + PV0f.x);
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PV1f.w = R123f.w;
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// 2
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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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R0f.x = (backupReg0f * 0.5 + PV1f.y)/2.0;
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R0f.y = (backupReg1f * 0.5 + PV1f.x)/2.0;
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R0f.z = (backupReg2f * 0.5 + PV1f.w)/2.0;
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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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#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 50e29e8929cea348
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//AA fix PS
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const float resScale = ($width/$gameWidth);
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//old contrasty, or just copy paste clarity
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const float gamma = 0.95; // 1.0 is neutral
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const float exposure = 1.05; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon.
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const float vibrance = 0.2175; // 0.0 is neutral
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const float crushContrast = 0.000; // 0.0 is neutral. loss of shadow detail
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const float postExposure = 1.16; // 1.0 is neutral, then slightly raise exposure back up.
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vec3 contrasty(vec3 colour) {
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vec3 fColour = (colour.xyz);
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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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// 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[3];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 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: 1
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c5000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) 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){ 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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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R125f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = 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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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 = passParameterSem1;
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if( activeMaskStackC[1] == true ) {
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R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).xyzw);
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R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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}
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if( activeMaskStackC[1] == true ) {
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activeMaskStack[1] = activeMaskStack[0];
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activeMaskStackC[2] = activeMaskStackC[1];
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// 0
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PV0f.x = R1f.z + R1f.w;
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PV0f.y = R1f.y + -(R1f.w);
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PV0f.z = R1f.x + -(R1f.z);
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R127f.w = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[0].x));
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R126f.w = min(R1f.z, R1f.w);
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PS0f = R126f.w;
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// 1
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R126f.x = PV0f.z + PV0f.y;
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PV1f.x = R126f.x;
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PV1f.y = R1f.x + PV0f.x;
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R127f.z = min(R1f.x, R1f.y);
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R125f.w = PV0f.z + -(PV0f.y);
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PV1f.w = R125f.w;
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R127f.y = max(R1f.z, R1f.w);
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PS1f = R127f.y;
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// 2
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PV0f.x = R1f.y + PV1f.y;
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PV0f.y = max(PV1f.w, -(PV1f.w));
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PV0f.z = max(PV1f.x, -(PV1f.x));
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PV0f.w = max(R1f.x, R1f.y);
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R127f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[0].y)) + R127f.w);
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PS0f = R127f.x;
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// 3
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PV1f.x = min(PV0f.z, PV0f.y);
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PV1f.y = min(R126f.w, R127f.z);
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PV1f.z = max(R127f.y, PV0f.w);
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R123f.w = (PV0f.x * intBitsToFloat(0x3d000000) + intBitsToFloat(0x3b800000));
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PV1f.w = R123f.w;
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// 4
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PV0f.x = min(R127f.x, PV1f.y);
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PV0f.y = max(R127f.x, PV1f.z);
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PV0f.w = max(PV1f.w, PV1f.x);
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// 5
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R0f.z = -(PV0f.x) + PV0f.y;
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PS1f = 1.0 / PV0f.w;
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// 6
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PV0f.x = R125f.w * PS1f;
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PV0f.y = R126f.x * PS1f;
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// 7
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PV1f.z = max(PV0f.x, intBitsToFloat(0xc0400000));
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PV1f.w = max(PV0f.y, intBitsToFloat(0xc0400000));
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// 8
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R1f.x = min(PV1f.w, intBitsToFloat(0x40400000));
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R1f.y = min(PV1f.z, intBitsToFloat(0x40400000));
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// 9
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predResult = (R0f.z > intBitsToFloat(uf_remappedPS[1].y));
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activeMaskStack[1] = predResult;
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activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
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}
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else {
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activeMaskStack[1] = false;
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activeMaskStackC[2] = false;
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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R3f.x = (mul_nonIEEE(R1f.x,-(intBitsToFloat(uf_remappedPS[2].z)/ resScale)) + R0f.x);
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R3f.y = (mul_nonIEEE(R1f.y,-(intBitsToFloat(uf_remappedPS[2].w)/ resScale)) + R0f.y);
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R0f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[2].x)/ resScale) + R0f.x);
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R0f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[2].y)/ resScale) + R0f.y);
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R3f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[2].z)/ resScale) + R0f.x);
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PS0f = R3f.z;
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// 1
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R4f.x = (mul_nonIEEE(R1f.x,-(intBitsToFloat(uf_remappedPS[2].x)/ resScale)) + R0f.x);
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R4f.y = (mul_nonIEEE(R1f.y,-(intBitsToFloat(uf_remappedPS[2].y)/ resScale)) + R0f.y);
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R3f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[2].w)/ resScale) + R0f.y);
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}
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if( activeMaskStackC[2] == true ) {
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R1f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
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R0f.xyzw = (texture(textureUnitPS0, R3f.zw).xyzw);
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R3f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
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R2f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw);
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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R127f.x = R0f.w + R1f.w;
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R127f.x /= 2.0;
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R127f.y = R0f.z + R1f.z;
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R127f.y /= 2.0;
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R127f.z = R0f.y + R1f.y;
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R127f.z /= 2.0;
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R127f.w = R0f.x + R1f.x;
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R127f.w /= 2.0;
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// 1
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PV1f.x = R2f.w + R3f.w;
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PV1f.x /= 2.0;
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PV1f.y = R2f.z + R3f.z;
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PV1f.y /= 2.0;
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PV1f.z = R2f.y + R3f.y;
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PV1f.z /= 2.0;
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PV1f.w = R2f.x + R3f.x;
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PV1f.w /= 2.0;
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// 2
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R2f.x = R127f.w + PV1f.w;
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R2f.x /= 2.0;
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R2f.y = R127f.z + PV1f.z;
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R2f.y /= 2.0;
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R2f.z = R127f.y + PV1f.y;
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R2f.z /= 2.0;
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R2f.w = R127f.x + PV1f.x;
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R2f.w /= 2.0;
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}
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activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
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// export
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passPixelColor0 = vec4(contrasty(R2f.xyz), R2f.w);
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//passPixelColor0 = vec4(R2f.xyz, R2f.w);
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}
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@ -0,0 +1,76 @@
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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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#extension GL_ARB_shading_language_packing : enable
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// shader 70b82af4d17024d2
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//AA fix
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const float resScale = ($width/$gameWidth);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem1;
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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 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R122f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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uvec4 attrDecoder;
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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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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem1.xy;
|
||||
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
|
||||
attrDecoder.z = 0;
|
||||
attrDecoder.w = 0;
|
||||
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
// 0
|
||||
backupReg0f = R1f.x;
|
||||
backupReg1f = R1f.y;
|
||||
R1f.x = backupReg0f;
|
||||
R1f.x *= 2.0;
|
||||
R1f.y = backupReg1f;
|
||||
R1f.y *= 2.0;
|
||||
R1f.z = 0.0;
|
||||
R1f.w = 1.0;
|
||||
R122f.x = (-(intBitsToFloat(uf_remappedVS[0].x)/ resScale) * intBitsToFloat(0x3f266666) + R2f.x);
|
||||
PS0f = R122f.x;
|
||||
// 1
|
||||
R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)/ resScale) * intBitsToFloat(0x3f266666) + R2f.y);
|
||||
PV1f.x = R123f.x;
|
||||
R2f.z = PS0f;
|
||||
// 2
|
||||
R2f.w = PV1f.x;
|
||||
// export
|
||||
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
// export
|
||||
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
||||
// 0
|
||||
}
|
@ -0,0 +1,109 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader 8d638f35cebd14dc
|
||||
//banding fix
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x48ab0000 res 8x256x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 0 border: 0
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 2) in vec4 passParameterSem2;
|
||||
layout(location = 3) in vec4 passParameterSem3;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
layout(location = 1) out vec4 passPixelColor1;
|
||||
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 vec2 uf_fragCoordScale;
|
||||
int clampFI32(int v)
|
||||
{
|
||||
if( v == 0x7FFFFFFF )
|
||||
return floatBitsToInt(1.0);
|
||||
else if( v == 0xFFFFFFFF )
|
||||
return floatBitsToInt(0.0);
|
||||
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
|
||||
}
|
||||
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
vec4 R3f = vec4(0.0);
|
||||
vec4 R123f = vec4(0.0);
|
||||
vec4 R127f = vec4(0.0);
|
||||
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
|
||||
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
|
||||
float PS0f = 0.0, PS1f = 0.0;
|
||||
vec4 tempf = vec4(0.0);
|
||||
float tempResultf;
|
||||
int tempResulti;
|
||||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0f = passParameterSem0;
|
||||
R1f = passParameterSem1;
|
||||
R2f = passParameterSem2;
|
||||
R3f = passParameterSem3;
|
||||
R3f.xy = R3f.xy - (lineRand(gl_FragCoord.xy)*0.0075);
|
||||
R3f.xyz = (texture(textureUnitPS0, R3f.xy).xyz);
|
||||
// 0
|
||||
R123f.x = (mul_nonIEEE(R0f.z,R3f.z) + 0.0);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(R0f.y,R3f.y) + 0.0);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(R0f.x,R3f.x) + 0.0);
|
||||
PV0f.z = R123f.z;
|
||||
R3f.w = R0f.w + 0.0;
|
||||
R3f.w = clamp(R3f.w, 0.0, 1.0);
|
||||
R0f.w = 1.0;
|
||||
PS0f = R0f.w;
|
||||
// 1
|
||||
PV1f.x = R2f.z * R2f.z;
|
||||
R127f.y = PV0f.x + 0.0;
|
||||
R127f.y = clamp(R127f.y, 0.0, 1.0);
|
||||
R127f.z = PV0f.y + 0.0;
|
||||
R127f.z = clamp(R127f.z, 0.0, 1.0);
|
||||
R127f.w = PV0f.z + 0.0;
|
||||
R127f.w = clamp(R127f.w, 0.0, 1.0);
|
||||
PV1f.w = R127f.w;
|
||||
// 2
|
||||
tempf.x = dot(vec4(R2f.x,R2f.y,PV1f.x,-0.0),vec4(R2f.x,R2f.y,1.0,0.0));
|
||||
PV0f.x = tempf.x;
|
||||
PV0f.y = tempf.x;
|
||||
PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
PS0f = R1f.x + -(PV1f.w);
|
||||
// 3
|
||||
R3f.x = (mul_nonIEEE(PS0f,R1f.w) + R127f.w);
|
||||
PV1f.z = R1f.z + -(R127f.y);
|
||||
PV1f.w = R1f.y + -(R127f.z);
|
||||
tempResultf = 1.0 / sqrt(PV0f.x);
|
||||
R127f.x = tempResultf;
|
||||
R127f.x /= 2.0;
|
||||
PS1f = R127f.x;
|
||||
// 4
|
||||
R0f.x = (mul_nonIEEE(R2f.x,PS1f) + 0.5);
|
||||
R3f.y = (mul_nonIEEE(PV1f.w,R1f.w) + R127f.z);
|
||||
R3f.z = (mul_nonIEEE(PV1f.z,R1f.w) + R127f.y);
|
||||
R0f.y = (mul_nonIEEE(R2f.y,PS1f) + 0.5);
|
||||
PS0f = R0f.y;
|
||||
// 5
|
||||
R0f.z = (mul_nonIEEE(R2f.z,R127f.x) + 0.5);
|
||||
PV1f.z = R0f.z;
|
||||
// 6
|
||||
R1f.xyz = vec3(R0f.x,R0f.y,PV1f.z);
|
||||
R1f.w = R0f.w;
|
||||
// 7
|
||||
R0f.xyz = vec3(R3f.x,R3f.y,R3f.z);
|
||||
R0f.w = R3f.w;
|
||||
// export
|
||||
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||
passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
}
|
@ -0,0 +1,81 @@
|
||||
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_packing : enable
|
||||
// shader ec4a85d51e778437
|
||||
//box blur fix
|
||||
|
||||
const float resScale = ($width/$gameWidth);
|
||||
|
||||
uniform ivec4 uf_remappedVS[1];
|
||||
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem1;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
float gl_PointSize;
|
||||
};
|
||||
layout(location = 0) out vec4 passParameterSem3;
|
||||
int clampFI32(int v)
|
||||
{
|
||||
if( v == 0x7FFFFFFF )
|
||||
return floatBitsToInt(1.0);
|
||||
else if( v == 0xFFFFFFFF )
|
||||
return floatBitsToInt(0.0);
|
||||
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
|
||||
}
|
||||
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
uvec4 attrDecoder;
|
||||
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
|
||||
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
|
||||
float PS0f = 0.0, PS1f = 0.0;
|
||||
vec4 tempf = vec4(0.0);
|
||||
float tempResultf;
|
||||
int tempResulti;
|
||||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
|
||||
attrDecoder.xyz = attrDataSem0.xyz;
|
||||
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
|
||||
attrDecoder.w = 0;
|
||||
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
attrDecoder.xy = attrDataSem1.xy;
|
||||
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
|
||||
attrDecoder.z = 0;
|
||||
attrDecoder.w = 0;
|
||||
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
// 0
|
||||
backupReg0f = R1f.x;
|
||||
backupReg1f = R1f.y;
|
||||
R1f.x = backupReg0f;
|
||||
R1f.x *= 2.0;
|
||||
R1f.y = backupReg1f;
|
||||
R1f.y *= 2.0;
|
||||
R1f.z = intBitsToFloat(0xbf800000);
|
||||
R1f.w = 1.0;
|
||||
PS0f = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x) / resScale);
|
||||
// 1
|
||||
backupReg0f = R2f.y;
|
||||
backupReg1f = R2f.x;
|
||||
PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y) / resScale);
|
||||
R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resScale;
|
||||
R2f.z = PS0f;
|
||||
R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x)/ resScale;
|
||||
PS1f = R2f.x;
|
||||
// 2
|
||||
R2f.w = PV1f.x;
|
||||
// export
|
||||
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
// export
|
||||
passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
||||
// 0
|
||||
}
|
228
Source/NewSuperMarioBrosU/rules.txt
Normal file
228
Source/NewSuperMarioBrosU/rules.txt
Normal file
@ -0,0 +1,228 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010101D00,0005000010101E00,000500001014B700,000500001014B800,0005000010101C00,0005000010142300,0005000010142400,0005000010142200
|
||||
name = Resolution
|
||||
path = "New Super Mario Bros. U/Graphics/Resolution" #and luigi
|
||||
description = Changes the resolution of the game.
|
||||
version = 3
|
||||
|
||||
//compatible resolutions
|
||||
[Preset]
|
||||
name = 1280x720 (Default)
|
||||
$width = 1280
|
||||
$height = 720
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$internalRes = 1
|
||||
$dither = 0.01
|
||||
$scaleShader = 1.0
|
||||
$scaleBlur = 0.05
|
||||
|
||||
[Preset]
|
||||
name = 640x360
|
||||
$width = 640
|
||||
$height = 360
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$internalRes = 1
|
||||
$dither = 0.01
|
||||
$scaleShader = 1.0
|
||||
$scaleBlur = 0.05
|
||||
|
||||
// Quality
|
||||
|
||||
[Preset]
|
||||
name = 1920x1080 (HD)
|
||||
$width = 1920
|
||||
$height = 1080
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$internalRes = 1
|
||||
$dither = 0.15
|
||||
$scaleShader = 1.0
|
||||
$scaleBlur = 0.25
|
||||
|
||||
[Preset]
|
||||
name = 1600x900
|
||||
$width = 1600
|
||||
$height = 900
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$internalRes = 1
|
||||
$dither = 0.1
|
||||
$scaleShader = 1.0
|
||||
$scaleBlur = 0.25
|
||||
|
||||
[Preset]
|
||||
name = 2560x1440 (Native x2)
|
||||
$width = 2560
|
||||
$height = 1440
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$internalRes = 1.5
|
||||
$dither = 0.1
|
||||
$scaleShader = 1.0
|
||||
$scaleBlur = 0.5
|
||||
|
||||
[Preset]
|
||||
name = 3200x1800
|
||||
$width = 3200
|
||||
$height = 1800
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$internalRes = 1
|
||||
$dither = 0.2
|
||||
$scaleShader = 1.0
|
||||
$scaleBlur = 0.5
|
||||
|
||||
[Preset]
|
||||
name = 3840x2160 (4k - Native x3)
|
||||
$width = 3840
|
||||
$height = 2160
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$internalRes = 1
|
||||
$dither = 0.2
|
||||
$scaleShader = 1.0
|
||||
$scaleBlur = 1.0
|
||||
|
||||
[Preset]
|
||||
name = 5120x2880
|
||||
$width = 5120
|
||||
$height = 2880
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$internalRes = 1
|
||||
$dither = 0.25
|
||||
$scaleShader = 1.0
|
||||
$scaleBlur = 1.0
|
||||
// Enthusiast
|
||||
|
||||
[Preset]
|
||||
name = 7680x4320
|
||||
$width = 7680
|
||||
$height = 4320
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$internalRes = 1
|
||||
$dither = 0.25
|
||||
$scaleShader = 1.0
|
||||
$scaleBlur = 1.0
|
||||
|
||||
[Preset]
|
||||
name = 10240x5760
|
||||
$width = 10240
|
||||
$height = 5760
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$internalRes = 1
|
||||
$dither = 0.25
|
||||
$scaleShader = 1.0
|
||||
$scaleBlur = 1.0
|
||||
|
||||
#[TextureRedefine] # Tile map, dont scale
|
||||
#width = 2048
|
||||
#height = 512
|
||||
|
||||
[TextureRedefine]
|
||||
width = 1280
|
||||
height = 720
|
||||
#formats = 0x80e,0x01a,0x001
|
||||
overwriteWidth = ($width/$gameWidth) * 1280
|
||||
overwriteHeight = ($height/$gameHeight) * 720
|
||||
|
||||
[TextureRedefine] #map shadows
|
||||
width = 1024
|
||||
height = 1024
|
||||
formats = 0x005
|
||||
overwriteWidth = ($height/$gameHeight) * 1024
|
||||
overwriteHeight = ($height/$gameHeight) * 1024
|
||||
|
||||
[TextureRedefine] #Pad
|
||||
width = 864
|
||||
height = 480
|
||||
#formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 864
|
||||
overwriteHeight = ($height/$gameHeight) * 480
|
||||
|
||||
[TextureRedefine] #Pad
|
||||
width = 854
|
||||
height = 480
|
||||
#formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 854
|
||||
overwriteHeight = ($height/$gameHeight) * 480
|
||||
|
||||
[TextureRedefine] #Horizon blur
|
||||
width = 640
|
||||
height = 368
|
||||
#formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 640
|
||||
overwriteHeight = ($height/$gameHeight) * 368
|
||||
|
||||
[TextureRedefine] #Horizon blur
|
||||
width = 640
|
||||
height = 360
|
||||
#formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 640
|
||||
overwriteHeight = ($height/$gameHeight) * 360
|
||||
|
||||
[TextureRedefine]
|
||||
width = 512
|
||||
height = 256
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 512
|
||||
overwriteHeight = ($height/$gameHeight) * 256
|
||||
|
||||
[TextureRedefine]
|
||||
width = 256
|
||||
height = 128
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 256
|
||||
overwriteHeight = ($height/$gameHeight) * 128
|
||||
|
||||
[TextureRedefine]
|
||||
width = 320
|
||||
height = 180
|
||||
#formatsExcluded =
|
||||
overwriteWidth = ($width/$gameWidth) * 320
|
||||
overwriteHeight = ($height/$gameHeight) * 180
|
||||
|
||||
|
||||
[TextureRedefine]
|
||||
width = 320
|
||||
height = 180
|
||||
#formatsExcluded =
|
||||
overwriteWidth = ($width/$gameWidth) * 320
|
||||
overwriteHeight = ($height/$gameHeight) * 180
|
||||
|
||||
[TextureRedefine]
|
||||
width = 160
|
||||
height = 208
|
||||
#formats = 0x80e,0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 160
|
||||
overwriteHeight = ($height/$gameHeight) * 208
|
||||
|
||||
[TextureRedefine] #portraits
|
||||
width = 160
|
||||
height = 196
|
||||
#formats = 0x80e,0x01a
|
||||
formatsExcluded = 0x033
|
||||
overwriteWidth = ($width/$gameWidth) * 160
|
||||
overwriteHeight = ($height/$gameHeight) * 196
|
||||
|
||||
[TextureRedefine]
|
||||
width = 160
|
||||
height = 90
|
||||
#formatsExcluded =
|
||||
overwriteWidth = ($width/$gameWidth) * 160
|
||||
overwriteHeight = ($height/$gameHeight) * 90
|
||||
|
||||
## Gradient don't scale
|
||||
#width = 48
|
||||
#height = 48
|
||||
|
||||
#[TextureRedefine]
|
||||
#width = 1
|
||||
#height = 1
|
||||
#formatsExcluded =
|
||||
#overwriteWidth = ($width/$gameWidth) * 1
|
||||
#overwriteHeight = ($height/$gameHeight) * 1
|
Loading…
Reference in New Issue
Block a user