diff --git a/Resolutions/TwilightPrincessHD_Resolution/15e4acf324eb0912_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/15e4acf324eb0912_0000000000000000_vs.txt deleted file mode 100644 index 6f9ef524..00000000 --- a/Resolutions/TwilightPrincessHD_Resolution/15e4acf324eb0912_0000000000000000_vs.txt +++ /dev/null @@ -1,150 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader 15e4acf324eb0912 missing -//map mission objectives missing -const float UIx = $UIAspectX; -const float UIy = $UIAspectY; - -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[7]; -}; -#else -uniform ivec4 uf_remappedVS[7]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 0) out vec4 passParameterSem1; -layout(location = 1) out vec4 passParameterSem2; -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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));} -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R2f = vec4(0.0); -vec4 R3f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -// skipped unused attribute for r5 -attrDecoder.xy = attrDataSem2.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 -R127f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); -PV0f.x = R127f.x; -PV0f.y = R127f.x; -PV0f.z = R127f.x; -PV0f.w = R127f.x; -R126f.w = R1f.w; -PS0f = R126f.w; -// 1 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R127f.y = tempf.x; -R127f.w = 1.0; -PS1f = R127f.w; -// 2 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R127f.z = tempf.x; -R0f.x = 0.0; -PS0f = R0f.x; -// 3 -R1f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); -PV1f.x = R1f.x; -PV1f.y = R1f.x; -PV1f.z = R1f.x; -PV1f.w = R1f.x; -R3f.x = R2f.x; -PS1f = R3f.x; -// 4 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R1f.y = tempf.x; -R3f.y = R2f.y; -PS0f = R3f.y; -// 5 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R1f.z = tempf.x; -R3f.z = R127f.w; -PS1f = R3f.z; -// 6 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R1f.w = tempf.x; -// export -SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w)); -// export -// skipped export to semanticId 255 -// export -passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); -// export -passParameterSem2 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); -} diff --git a/Resolutions/TwilightPrincessHD_Resolution/18893ce415f2fcc7_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/18893ce415f2fcc7_0000000000000000_vs.txt deleted file mode 100644 index 41ea814a..00000000 --- a/Resolutions/TwilightPrincessHD_Resolution/18893ce415f2fcc7_0000000000000000_vs.txt +++ /dev/null @@ -1,149 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader 18893ce415f2fcc7 -//Map icon position -const float UIx = $UIAspectX; -const float UIy = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[7]; -}; -#else -uniform ivec4 uf_remappedVS[7]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 0) out vec4 passParameterSem1; -layout(location = 1) out vec4 passParameterSem2; -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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));} -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R2f = vec4(0.0); -vec4 R3f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -// skipped unused attribute for r8 -attrDecoder.xy = attrDataSem2.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 -R127f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); -PV0f.x = R127f.x; -PV0f.y = R127f.x; -PV0f.z = R127f.x; -PV0f.w = R127f.x; -R126f.w = R1f.w; -PS0f = R126f.w; -// 1 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R127f.y = tempf.x; -R127f.w = 1.0; -PS1f = R127f.w; -// 2 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R127f.z = tempf.x; -R0f.x = 0.0; -PS0f = R0f.x; -// 3 -R1f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); -PV1f.x = R1f.x; -PV1f.y = R1f.x; -PV1f.z = R1f.x; -PV1f.w = R1f.x; -R3f.x = R2f.x; -PS1f = R3f.x; -// 4 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R1f.y = tempf.x; -R3f.y = R2f.y; -PS0f = R3f.y; -// 5 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R1f.z = tempf.x; -R3f.z = R127f.w; -PS1f = R3f.z; -// 6 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R1f.w = tempf.x; -// export -SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w)); -// export -// skipped export to semanticId 255 -// export -passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); -// export -passParameterSem2 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); -} diff --git a/Resolutions/TwilightPrincessHD_Resolution/1caed2ca3d14f36b_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/1caed2ca3d14f36b_0000000000000000_vs.txt deleted file mode 100644 index 562791c9..00000000 --- a/Resolutions/TwilightPrincessHD_Resolution/1caed2ca3d14f36b_0000000000000000_vs.txt +++ /dev/null @@ -1,159 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader 1caed2ca3d14f36b -//object box bg 2 - -const float UIx = $UIAspectX; -const float UIy = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[10]; -}; -#else -uniform ivec4 uf_remappedVS[10]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem2; -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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R2f = vec4(0.0); -vec4 R3f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xy = attrDataSem2.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 -R127f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); -PV0f.x = R127f.x; -PV0f.y = R127f.x; -PV0f.z = R127f.x; -PV0f.w = R127f.x; -R127f.w = R1f.w; -PS0f = R127f.w; -// 1 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R127f.y = tempf.x; -R2f.z = 1.0; -PS1f = R2f.z; -// 2 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R127f.z = tempf.x; -PS0f = 1.0; -// 3 -R1f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); -PV1f.x = R1f.x; -PV1f.y = R1f.x; -PV1f.z = R1f.x; -PV1f.w = R1f.x; -R3f.z = PS0f; -PS1f = R3f.z; -// 4 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R1f.y = tempf.x; -// 5 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R1f.z = tempf.x; -// 6 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R1f.w = tempf.x; -// 7 -R0f.xyz = vec3(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z)); -R0f.w = intBitsToFloat(uf_remappedVS[7].w); -// export -SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w)); -// export -passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -// 0 -tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.z),vec4(intBitsToFloat(uf_remappedVS[8].x),intBitsToFloat(uf_remappedVS[8].y),intBitsToFloat(uf_remappedVS[8].z),intBitsToFloat(uf_remappedVS[8].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -// 1 -tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.z),vec4(intBitsToFloat(uf_remappedVS[9].x),intBitsToFloat(uf_remappedVS[9].y),intBitsToFloat(uf_remappedVS[9].z),intBitsToFloat(uf_remappedVS[9].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R3f.x = PV0f.x; -PS1f = R3f.x; -// 2 -R3f.y = PV1f.x; -// export -passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); -} diff --git a/Resolutions/TwilightPrincessHD_Resolution/24b09ef9b11b98d5_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/24b09ef9b11b98d5_0000000000000000_vs.txt deleted file mode 100644 index a20830fc..00000000 --- a/Resolutions/TwilightPrincessHD_Resolution/24b09ef9b11b98d5_0000000000000000_vs.txt +++ /dev/null @@ -1,148 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader 24b09ef9b11b98d5 -//UI text front -const float UIx = $UIAspectX; -const float UIy = $UIAspectY; -const float UItransp = $UItransp; - -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[7]; -}; -#else -uniform ivec4 uf_remappedVS[7]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R2f = vec4(0.0); -vec4 R3f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem1.xyzw)/255.0); -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); -attrDecoder.xy = attrDataSem2.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -R127f.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); -PV0f.x = R127f.x; -PV0f.y = R127f.x; -PV0f.z = R127f.x; -PV0f.w = R127f.x; -R126f.w = R2f.w; -PS0f = R126f.w; -// 1 -tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R127f.y = tempf.x; -R127f.w = 1.0; -PS1f = R127f.w; -// 2 -tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R127f.z = tempf.x; -R2f.x = R3f.x; -PS0f = R2f.x; -// 3 -R3f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); -PV1f.x = R3f.x; -PV1f.y = R3f.x; -PV1f.z = R3f.x; -PV1f.w = R3f.x; -R2f.y = R3f.y; -PS1f = R2f.y; -// 4 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R3f.y = tempf.x; -R2f.z = R127f.w; -PS0f = R2f.z; -// 5 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R3f.z = tempf.x; -// 6 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R3f.w = tempf.x; -// export -SET_POSITION(vec4(R3f.x*UIx, R3f.y*UIy, R3f.z, R3f.w)); -// export -passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w*UItransp); -// export -passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); -} diff --git a/Resolutions/TwilightPrincessHD_Resolution/27b429c755f71162_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/27b429c755f71162_0000000000000000_vs.txt deleted file mode 100644 index ca7d0475..00000000 --- a/Resolutions/TwilightPrincessHD_Resolution/27b429c755f71162_0000000000000000_vs.txt +++ /dev/null @@ -1,197 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader 27b429c755f71162 -//Map arrows -const float UIx = $UIAspectX; -const float UIy = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[11]; -}; -#else -uniform ivec4 uf_remappedVS[11]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 0) out vec4 passParameterSem0; -layout(location = 1) out vec4 passParameterSem2; -layout(location = 2) out vec4 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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} -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 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem1.xyzw)/255.0); -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); -attrDecoder.xy = attrDataSem2.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -R127f.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); -PV0f.x = R127f.x; -PV0f.y = R127f.x; -PV0f.z = R127f.x; -PV0f.w = R127f.x; -R127f.w = R2f.w; -PS0f = R127f.w; -// 1 -tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R127f.y = tempf.x; -R0f.z = 1.0; -PS1f = R0f.z; -// 2 -tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R126f.z = tempf.x; -R127f.z = 1.0; -PS0f = R127f.z; -// 3 -R2f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); -PV1f.x = R2f.x; -PV1f.y = R2f.x; -PV1f.z = R2f.x; -PV1f.w = R2f.x; -R126f.w = 1.0; -PS1f = R126f.w; -// 4 -tempf.x = dot(vec4(R127f.x,R127f.y,R126f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R2f.y = tempf.x; -R0f.y = 0.0; -PS0f = R0f.y; -// 5 -tempf.x = dot(vec4(R127f.x,R127f.y,R126f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R2f.z = tempf.x; -R4f.z = R127f.z; -PS1f = R4f.z; -// 6 -tempf.x = dot(vec4(R127f.x,R127f.y,R126f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R2f.w = tempf.x; -R5f.z = R126f.w; -PS0f = R5f.z; -// export -SET_POSITION(vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w)); -// export -passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); -// export -// skipped export to semanticId 255 -// 0 -backupReg0f = R0f.z; -backupReg0f = R0f.z; -tempf.x = dot(vec4(R3f.x,R3f.y,backupReg0f,backupReg0f),vec4(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z),intBitsToFloat(uf_remappedVS[7].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -// 1 -backupReg0f = R0f.z; -backupReg0f = R0f.z; -tempf.x = dot(vec4(R3f.x,R3f.y,backupReg0f,backupReg0f),vec4(intBitsToFloat(uf_remappedVS[8].x),intBitsToFloat(uf_remappedVS[8].y),intBitsToFloat(uf_remappedVS[8].z),intBitsToFloat(uf_remappedVS[8].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R4f.x = PV0f.x; -PS1f = R4f.x; -// 2 -backupReg0f = R0f.z; -backupReg0f = R0f.z; -tempf.x = dot(vec4(R3f.x,R3f.y,backupReg0f,backupReg0f),vec4(intBitsToFloat(uf_remappedVS[9].x),intBitsToFloat(uf_remappedVS[9].y),intBitsToFloat(uf_remappedVS[9].z),intBitsToFloat(uf_remappedVS[9].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R4f.y = PV1f.x; -PS0f = R4f.y; -// 3 -backupReg0f = R0f.z; -backupReg0f = R0f.z; -tempf.x = dot(vec4(R3f.x,R3f.y,backupReg0f,backupReg0f),vec4(intBitsToFloat(uf_remappedVS[10].x),intBitsToFloat(uf_remappedVS[10].y),intBitsToFloat(uf_remappedVS[10].z),intBitsToFloat(uf_remappedVS[10].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R5f.x = PV0f.x; -PS1f = R5f.x; -// 4 -R5f.y = PV1f.x; -// export -passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); -// export -passParameterSem3 = vec4(R5f.x, R5f.y, R5f.z, R5f.w); -} diff --git a/Resolutions/TwilightPrincessHD_Resolution/4f5f72f9eec53a90_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/4f5f72f9eec53a90_0000000000000000_vs.txt deleted file mode 100644 index 6ad4801d..00000000 --- a/Resolutions/TwilightPrincessHD_Resolution/4f5f72f9eec53a90_0000000000000000_vs.txt +++ /dev/null @@ -1,165 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader 4f5f72f9eec53a90 -//BG box 3 -const float UIx = $UIAspectX; -const float UIy = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[9]; -}; -#else -uniform ivec4 uf_remappedVS[9]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 0) out vec4 passParameterSem0; -layout(location = 1) out vec4 passParameterSem2; -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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));} -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 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem1.xyzw)/255.0); -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); -attrDecoder.xy = attrDataSem2.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -R127f.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); -PV0f.x = R127f.x; -PV0f.y = R127f.x; -PV0f.z = R127f.x; -PV0f.w = R127f.x; -R126f.w = R2f.w; -PS0f = R126f.w; -// 1 -tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R127f.y = tempf.x; -R3f.z = 1.0; -PS1f = R3f.z; -// 2 -tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R127f.z = tempf.x; -R127f.w = 1.0; -PS0f = R127f.w; -// 3 -R2f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); -PV1f.x = R2f.x; -PV1f.y = R2f.x; -PV1f.z = R2f.x; -PV1f.w = R2f.x; -R0f.z = 0.0; -PS1f = R0f.z; -// 4 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R2f.y = tempf.x; -R4f.z = R127f.w; -PS0f = R4f.z; -// 5 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R2f.z = tempf.x; -// 6 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R2f.w = tempf.x; -// export -SET_POSITION(vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w)); -// export -passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); -// export -// skipped export to semanticId 255 -// 0 -tempf.x = dot(vec4(R3f.x,R3f.y,R3f.z,R3f.z),vec4(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z),intBitsToFloat(uf_remappedVS[7].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -// 1 -tempf.x = dot(vec4(R3f.x,R3f.y,R3f.z,R3f.z),vec4(intBitsToFloat(uf_remappedVS[8].x),intBitsToFloat(uf_remappedVS[8].y),intBitsToFloat(uf_remappedVS[8].z),intBitsToFloat(uf_remappedVS[8].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R4f.x = PV0f.x; -PS1f = R4f.x; -// 2 -R4f.y = PV1f.x; -// export -passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); -} diff --git a/Resolutions/TwilightPrincessHD_Resolution/5f2ae4dbd2256d0c_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/5f2ae4dbd2256d0c_0000000000000000_vs.txt deleted file mode 100644 index 31cf0552..00000000 --- a/Resolutions/TwilightPrincessHD_Resolution/5f2ae4dbd2256d0c_0000000000000000_vs.txt +++ /dev/null @@ -1,146 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader 5f2ae4dbd2256d0c -//minimap -const float UIx = $UIAspectX; -const float UIy = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[7]; -}; -#else -uniform ivec4 uf_remappedVS[7]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 0) 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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R2f = vec4(0.0); -vec4 R3f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -// skipped unused attribute for r8 -attrDecoder.xy = attrDataSem2.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 -R127f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); -PV0f.x = R127f.x; -PV0f.y = R127f.x; -PV0f.z = R127f.x; -PV0f.w = R127f.x; -R126f.w = R1f.w; -PS0f = R126f.w; -// 1 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R127f.y = tempf.x; -R127f.w = 1.0; -PS1f = R127f.w; -// 2 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R127f.z = tempf.x; -R3f.x = 0.0; -PS0f = R3f.x; -// 3 -R1f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); -PV1f.x = R1f.x; -PV1f.y = R1f.x; -PV1f.z = R1f.x; -PV1f.w = R1f.x; -R0f.x = R2f.x; -PS1f = R0f.x; -// 4 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R1f.y = tempf.x; -R0f.y = R2f.y; -PS0f = R0f.y; -// 5 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R1f.z = tempf.x; -R0f.z = R127f.w; -PS1f = R0f.z; -// 6 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R1f.w = tempf.x; -// export -SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w)); -// export -passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -// export -// skipped export to semanticId 255 -} diff --git a/Resolutions/TwilightPrincessHD_Resolution/6dc0977212eae7b3_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/6dc0977212eae7b3_0000000000000000_vs.txt deleted file mode 100644 index b0ab55eb..00000000 --- a/Resolutions/TwilightPrincessHD_Resolution/6dc0977212eae7b3_0000000000000000_vs.txt +++ /dev/null @@ -1,153 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader 6dc0977212eae7b3 -//hearts -const float UIx = $UIAspectX; -const float UIy = $UIAspectY; -const float UItransp = $UItransp; - -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[7]; -}; -#else -uniform ivec4 uf_remappedVS[7]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 0) out vec4 passParameterSem0; -layout(location = 1) out vec4 passParameterSem2; -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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));} -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 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem1.xyzw)/255.0); -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); -attrDecoder.xy = attrDataSem2.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -R127f.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); -PV0f.x = R127f.x; -PV0f.y = R127f.x; -PV0f.z = R127f.x; -PV0f.w = R127f.x; -R126f.w = R2f.w; -PS0f = R126f.w; -// 1 -tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R127f.y = tempf.x; -R127f.w = 1.0; -PS1f = R127f.w; -// 2 -tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R127f.z = tempf.x; -R4f.x = 0.0; -PS0f = R4f.x; -// 3 -R2f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); -PV1f.x = R2f.x; -PV1f.y = R2f.x; -PV1f.z = R2f.x; -PV1f.w = R2f.x; -R0f.x = R3f.x; -PS1f = R0f.x; -// 4 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R2f.y = tempf.x; -R0f.y = R3f.y; -PS0f = R0f.y; -// 5 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R2f.z = tempf.x; -R0f.z = R127f.w; -PS1f = R0f.z; -// 6 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R2f.w = tempf.x; -// export -SET_POSITION(vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w)); -// export -passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w*UItransp); -// export -passParameterSem2 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -// export -// skipped export to semanticId 255 -} diff --git a/Resolutions/TwilightPrincessHD_Resolution/70e776430cd020a9_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/70e776430cd020a9_0000000000000000_vs.txt deleted file mode 100644 index 71e0de96..00000000 --- a/Resolutions/TwilightPrincessHD_Resolution/70e776430cd020a9_0000000000000000_vs.txt +++ /dev/null @@ -1,165 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader 70e776430cd020a9 -//box bg 5 -const float UIx = $UIAspectX; -const float UIy = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[10]; -}; -#else -uniform ivec4 uf_remappedVS[10]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem2; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 0) out vec4 passParameterSem0; -layout(location = 1) out vec4 passParameterSem2; -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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));} -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 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xy = attrDataSem2.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 -R127f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); -PV0f.x = R127f.x; -PV0f.y = R127f.x; -PV0f.z = R127f.x; -PV0f.w = R127f.x; -R126f.w = R1f.w; -PS0f = R126f.w; -// 1 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R127f.y = tempf.x; -R3f.z = 1.0; -PS1f = R3f.z; -// 2 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R127f.z = tempf.x; -R127f.w = 1.0; -PS0f = R127f.w; -// 3 -R1f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); -PV1f.x = R1f.x; -PV1f.y = R1f.x; -PV1f.z = R1f.x; -PV1f.w = R1f.x; -R2f.z = 0.0; -PS1f = R2f.z; -// 4 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R1f.y = tempf.x; -R4f.z = R127f.w; -PS0f = R4f.z; -// 5 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R1f.z = tempf.x; -// 6 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R1f.w = tempf.x; -// 7 -R0f.xyz = vec3(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z)); -R0f.w = intBitsToFloat(uf_remappedVS[7].w); -// export -SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w)); -// export -passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -// export -// skipped export to semanticId 255 -// 0 -tempf.x = dot(vec4(R2f.x,R2f.y,R3f.z,R3f.z),vec4(intBitsToFloat(uf_remappedVS[8].x),intBitsToFloat(uf_remappedVS[8].y),intBitsToFloat(uf_remappedVS[8].z),intBitsToFloat(uf_remappedVS[8].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -// 1 -tempf.x = dot(vec4(R2f.x,R2f.y,R3f.z,R3f.z),vec4(intBitsToFloat(uf_remappedVS[9].x),intBitsToFloat(uf_remappedVS[9].y),intBitsToFloat(uf_remappedVS[9].z),intBitsToFloat(uf_remappedVS[9].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R4f.x = PV0f.x; -PS1f = R4f.x; -// 2 -R4f.y = PV1f.x; -// export -passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); -} diff --git a/Resolutions/TwilightPrincessHD_Resolution/7674f1be5f1b1e0c_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/7674f1be5f1b1e0c_0000000000000000_vs.txt deleted file mode 100644 index 6c6f66d6..00000000 --- a/Resolutions/TwilightPrincessHD_Resolution/7674f1be5f1b1e0c_0000000000000000_vs.txt +++ /dev/null @@ -1,165 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader 7674f1be5f1b1e0c -//object box BG -const float UIx = $UIAspectX; -const float UIy = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[9]; -}; -#else -uniform ivec4 uf_remappedVS[9]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 0) out vec4 passParameterSem0; -layout(location = 1) out vec4 passParameterSem2; -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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));} -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 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem1.xyzw)/255.0); -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); -attrDecoder.xy = attrDataSem2.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -R127f.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); -PV0f.x = R127f.x; -PV0f.y = R127f.x; -PV0f.z = R127f.x; -PV0f.w = R127f.x; -R126f.w = R2f.w; -PS0f = R126f.w; -// 1 -tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R127f.y = tempf.x; -R3f.z = 1.0; -PS1f = R3f.z; -// 2 -tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R127f.z = tempf.x; -R127f.w = 1.0; -PS0f = R127f.w; -// 3 -R2f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); -PV1f.x = R2f.x; -PV1f.y = R2f.x; -PV1f.z = R2f.x; -PV1f.w = R2f.x; -R0f.z = 0.0; -PS1f = R0f.z; -// 4 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R2f.y = tempf.x; -R4f.z = R127f.w; -PS0f = R4f.z; -// 5 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R2f.z = tempf.x; -// 6 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R2f.w = tempf.x; -// export -SET_POSITION(vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w)); -// export -passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); -// export -// skipped export to semanticId 255 -// 0 -tempf.x = dot(vec4(R3f.x,R3f.y,R3f.z,R3f.z),vec4(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z),intBitsToFloat(uf_remappedVS[7].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -// 1 -tempf.x = dot(vec4(R3f.x,R3f.y,R3f.z,R3f.z),vec4(intBitsToFloat(uf_remappedVS[8].x),intBitsToFloat(uf_remappedVS[8].y),intBitsToFloat(uf_remappedVS[8].z),intBitsToFloat(uf_remappedVS[8].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R4f.x = PV0f.x; -PS1f = R4f.x; -// 2 -R4f.y = PV1f.x; -// export -passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); -} diff --git a/Resolutions/TwilightPrincessHD_Resolution/7c5a0f2532be049f_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/7c5a0f2532be049f_0000000000000000_vs.txt deleted file mode 100644 index 97f9e398..00000000 --- a/Resolutions/TwilightPrincessHD_Resolution/7c5a0f2532be049f_0000000000000000_vs.txt +++ /dev/null @@ -1,152 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader 7c5a0f2532be049f -//Map highlight -const float UIx = $UIAspectX; -const float UIy = $UIAspectY; - -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[7]; -}; -#else -uniform ivec4 uf_remappedVS[7]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 0) out vec4 passParameterSem0; -layout(location = 1) out vec4 passParameterSem2; -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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));} -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 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem1.xyzw)/255.0); -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); -attrDecoder.xy = attrDataSem2.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -R127f.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); -PV0f.x = R127f.x; -PV0f.y = R127f.x; -PV0f.z = R127f.x; -PV0f.w = R127f.x; -R126f.w = R2f.w; -PS0f = R126f.w; -// 1 -tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R127f.y = tempf.x; -R127f.w = 1.0; -PS1f = R127f.w; -// 2 -tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R127f.z = tempf.x; -R4f.x = 0.0; -PS0f = R4f.x; -// 3 -R2f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); -PV1f.x = R2f.x; -PV1f.y = R2f.x; -PV1f.z = R2f.x; -PV1f.w = R2f.x; -R0f.x = R3f.x; -PS1f = R0f.x; -// 4 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R2f.y = tempf.x; -R0f.y = R3f.y; -PS0f = R0f.y; -// 5 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R2f.z = tempf.x; -R0f.z = R127f.w; -PS1f = R0f.z; -// 6 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R2f.w = tempf.x; -// export -SET_POSITION(vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w)); -// export -passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); -// export -passParameterSem2 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -// export -// skipped export to semanticId 255 -} diff --git a/Resolutions/TwilightPrincessHD_Resolution/7fc573264230ed00_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/7fc573264230ed00_0000000000000000_vs.txt deleted file mode 100644 index a2a64901..00000000 --- a/Resolutions/TwilightPrincessHD_Resolution/7fc573264230ed00_0000000000000000_vs.txt +++ /dev/null @@ -1,158 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader 7fc573264230ed00 -//lights bloom sensor -const float UIx = $UIAspectX; -const float UIy = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[10]; -}; -#else -uniform ivec4 uf_remappedVS[10]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem2; -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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R2f = vec4(0.0); -vec4 R3f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xy = attrDataSem2.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 -R127f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); -PV0f.x = R127f.x; -PV0f.y = R127f.x; -PV0f.z = R127f.x; -PV0f.w = R127f.x; -R127f.w = R1f.w; -PS0f = R127f.w; -// 1 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R127f.y = tempf.x; -R2f.z = 1.0; -PS1f = R2f.z; -// 2 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R127f.z = tempf.x; -PS0f = 1.0; -// 3 -R1f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); -PV1f.x = R1f.x; -PV1f.y = R1f.x; -PV1f.z = R1f.x; -PV1f.w = R1f.x; -R3f.z = PS0f; -PS1f = R3f.z; -// 4 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R1f.y = tempf.x; -// 5 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R1f.z = tempf.x; -// 6 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R1f.w = tempf.x; -// 7 -R0f.xyz = vec3(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z)); -R0f.w = intBitsToFloat(uf_remappedVS[7].w); -// export -SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w)); -// export -passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -// 0 -tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.z),vec4(intBitsToFloat(uf_remappedVS[8].x),intBitsToFloat(uf_remappedVS[8].y),intBitsToFloat(uf_remappedVS[8].z),intBitsToFloat(uf_remappedVS[8].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -// 1 -tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.z),vec4(intBitsToFloat(uf_remappedVS[9].x),intBitsToFloat(uf_remappedVS[9].y),intBitsToFloat(uf_remappedVS[9].z),intBitsToFloat(uf_remappedVS[9].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R3f.x = PV0f.x; -PS1f = R3f.x; -// 2 -R3f.y = PV1f.x; -// export -passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); -} diff --git a/Resolutions/TwilightPrincessHD_Resolution/827afe113fd67658_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/827afe113fd67658_0000000000000000_vs.txt deleted file mode 100644 index afca3cff..00000000 --- a/Resolutions/TwilightPrincessHD_Resolution/827afe113fd67658_0000000000000000_vs.txt +++ /dev/null @@ -1,164 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader 827afe113fd67658 -//lamp oil indicator -const float UIx = $UIAspectX; -const float UIy = $UIAspectY; - -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[9]; -}; -#else -uniform ivec4 uf_remappedVS[9]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -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 R3f = vec4(0.0); -vec4 R4f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem1.xyzw)/255.0); -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); -attrDecoder.xy = attrDataSem2.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -R127f.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); -PV0f.x = R127f.x; -PV0f.y = R127f.x; -PV0f.z = R127f.x; -PV0f.w = R127f.x; -R127f.w = R2f.w; -PS0f = R127f.w; -// 1 -tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R127f.y = tempf.x; -R0f.z = 1.0; -PS1f = R0f.z; -// 2 -tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R127f.z = tempf.x; -PS0f = 1.0; -// 3 -R2f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); -PV1f.x = R2f.x; -PV1f.y = R2f.x; -PV1f.z = R2f.x; -PV1f.w = R2f.x; -R4f.z = PS0f; -PS1f = R4f.z; -// 4 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R2f.y = tempf.x; -// 5 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R2f.z = tempf.x; -// 6 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R2f.w = tempf.x; -// export -SET_POSITION(vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w)); -// export -passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); -// 0 -backupReg0f = R0f.z; -backupReg0f = R0f.z; -tempf.x = dot(vec4(R3f.x,R3f.y,backupReg0f,backupReg0f),vec4(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z),intBitsToFloat(uf_remappedVS[7].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -// 1 -backupReg0f = R0f.z; -backupReg0f = R0f.z; -tempf.x = dot(vec4(R3f.x,R3f.y,backupReg0f,backupReg0f),vec4(intBitsToFloat(uf_remappedVS[8].x),intBitsToFloat(uf_remappedVS[8].y),intBitsToFloat(uf_remappedVS[8].z),intBitsToFloat(uf_remappedVS[8].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R4f.x = PV0f.x; -PS1f = R4f.x; -// 2 -R4f.y = PV1f.x; -// export -passParameterSem1 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); -} diff --git a/Resolutions/TwilightPrincessHD_Resolution/85b15b7fe92662bb_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/85b15b7fe92662bb_0000000000000000_vs.txt deleted file mode 100644 index 0856326a..00000000 --- a/Resolutions/TwilightPrincessHD_Resolution/85b15b7fe92662bb_0000000000000000_vs.txt +++ /dev/null @@ -1,147 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader 85b15b7fe92662bb -//map dungeon BG -const float UIx = $UIAspectX; -const float UIy = $UIAspectY; - -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[7]; -}; -#else -uniform ivec4 uf_remappedVS[7]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 0) 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 R3f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -// skipped unused attribute for r5 -attrDecoder.xy = attrDataSem2.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 -R127f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); -PV0f.x = R127f.x; -PV0f.y = R127f.x; -PV0f.z = R127f.x; -PV0f.w = R127f.x; -R126f.w = R1f.w; -PS0f = R126f.w; -// 1 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R127f.y = tempf.x; -R127f.w = 1.0; -PS1f = R127f.w; -// 2 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R127f.z = tempf.x; -R3f.x = 0.0; -PS0f = R3f.x; -// 3 -R1f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); -PV1f.x = R1f.x; -PV1f.y = R1f.x; -PV1f.z = R1f.x; -PV1f.w = R1f.x; -R0f.x = R2f.x; -PS1f = R0f.x; -// 4 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R1f.y = tempf.x; -R0f.y = R2f.y; -PS0f = R0f.y; -// 5 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R1f.z = tempf.x; -R0f.z = R127f.w; -PS1f = R0f.z; -// 6 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R1f.w = tempf.x; -// export -SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w)); -// export -passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -// export -// skipped export to semanticId 255 -} diff --git a/Resolutions/TwilightPrincessHD_Resolution/95a5a89d62998e0d_0000000000000079_ps.txt b/Resolutions/TwilightPrincessHD_Resolution/95a5a89d62998e0d_0000000000000079_ps.txt deleted file mode 100644 index b780fd7a..00000000 --- a/Resolutions/TwilightPrincessHD_Resolution/95a5a89d62998e0d_0000000000000079_ps.txt +++ /dev/null @@ -1,364 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader 95a5a89d62998e0d -// blur -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[3]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[3]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; -layout(location = 0) out vec4 passPixelColor0; -// uf_fragCoordScale was moved to the ufBlock -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 R4f = vec4(0.0); -vec4 R5f = vec4(0.0); -vec4 R6f = vec4(0.0); -vec4 R7f = vec4(0.0); -vec4 R123f = 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; -float scaler; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = GET_FRAGCOORD(); -scaler = uf_fragCoordScale.x; -// 0 -R7f.x = R0f.x * intBitsToFloat(0x3b088889); -PV0f.x = R7f.x; -R7f.y = R0f.y * intBitsToFloat(0x3b72b9d6); -PV0f.y = R7f.y; -// 1 -R0f.x = PV0f.x; -R0f.y = PV0f.y + intBitsToFloat(0x3b72b9d6) * scaler; -R1f.z = PV0f.x; -R1f.y = PV0f.y + intBitsToFloat(0xbb72b9d6) * scaler; -PS1f = R1f.y; -// 2 -R2f.x = R7f.x; -R2f.y = R7f.y + intBitsToFloat(0x3bf2b9d6) * scaler; -R4f.z = R7f.x; -R4f.y = R7f.y + intBitsToFloat(0xbbf2b9d6) * scaler; -PS0f = R4f.y; -R3f.xyzw = (textureLod(textureUnitPS0, R7f.xy,0.0).xyzw); -R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw); -R1f.xyzw = (textureLod(textureUnitPS0, R1f.zy,0.0).xyzw); -R2f.xyzw = (textureLod(textureUnitPS0, R2f.xy,0.0).xyzw); -// 0 -backupReg0f = R0f.x; -backupReg1f = R0f.w; -PV0f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), R0f.y); -PV0f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), R0f.z); -PV0f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), backupReg0f); -PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), backupReg1f); -R0f.y = R7f.y + intBitsToFloat(0x3c360b60) * scaler; -PS0f = R0f.y; -// 1 -R123f.x = (mul_nonIEEE(R3f.y,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.x); -PV1f.x = R123f.x; -R123f.y = (mul_nonIEEE(R3f.w,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.w); -PV1f.y = R123f.y; -R123f.z = (mul_nonIEEE(R3f.x,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.z); -PV1f.z = R123f.z; -R123f.w = (mul_nonIEEE(R3f.z,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.y); -PV1f.w = R123f.w; -R0f.x = R7f.x; -PS1f = R0f.x; -// 2 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.y) + PV1f.x); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.x) + PV1f.z); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.w) + PV1f.y); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.z) + PV1f.w); -PV0f.w = R123f.w; -R1f.y = R7f.y + intBitsToFloat(0xbc360b60) * scaler; -PS0f = R1f.y; -// 3 -backupReg0f = R2f.z; -R3f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.x) + PV0f.y); -R3f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.y) + PV0f.x); -R2f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.w) + PV0f.z); -R2f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),backupReg0f) + PV0f.w); -R1f.x = R7f.x; -PS1f = R1f.x; -// 4 -R2f.x = R7f.x; -R2f.y = R7f.y + intBitsToFloat(0x3c72b9d6) * scaler; -R6f.z = R7f.x; -R6f.y = R7f.y + intBitsToFloat(0xbc72b9d6) * scaler; -PS0f = R6f.y; -R4f.xyzw = (textureLod(textureUnitPS0, R4f.zy,0.0).xyzw); -R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw); -R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw); -R5f.xyzw = (textureLod(textureUnitPS0, R2f.xy,0.0).xyzw); -// 0 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.x) + R3f.x); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.w) + R2f.z); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.z) + R2f.w); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.y) + R3f.y); -PV0f.w = R123f.w; -R3f.y = R7f.y + intBitsToFloat(0x3c97b426) * scaler; -PS0f = R3f.y; -// 1 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.w) + PV0f.y); -PV1f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.x) + PV0f.x); -PV1f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.z) + PV0f.z); -PV1f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.y) + PV0f.w); -PV1f.w = R123f.w; -R3f.x = R7f.x; -PS1f = R3f.x; -// 2 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.w) + PV1f.x); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.z) + PV1f.z); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.y) + PV1f.w); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.x) + PV1f.y); -PV0f.w = R123f.w; -R1f.y = R7f.y + intBitsToFloat(0xbc97b426) * scaler; -PS0f = R1f.y; -// 3 -R0f.x = (mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.y); -R0f.y = (mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.x); -R5f.z = (mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.z); -R5f.w = (mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.w); -R1f.x = R7f.x; -PS1f = R1f.x; -// 4 -R5f.x = R7f.x; -R5f.y = R7f.y + intBitsToFloat(0x3cb60b60) * scaler; -R4f.z = R7f.x; -R4f.y = R7f.y + intBitsToFloat(0xbcb60b60) * scaler; -PS0f = R4f.y; -R6f.xyzw = (textureLod(textureUnitPS0, R6f.zy,0.0).xyzw); -R3f.xyzw = (textureLod(textureUnitPS0, R3f.xy,0.0).xyzw); -R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw); -R2f.xyzw = (textureLod(textureUnitPS0, R5f.xy,0.0).xyzw); -// 0 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.z) + R0f.x); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.y) + R5f.z); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.x) + R5f.w); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.w) + R0f.y); -PV0f.w = R123f.w; -R0f.y = R7f.y + intBitsToFloat(0x3cd4629b) * scaler; -PS0f = R0f.y; -// 1 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.y) + PV0f.y); -PV1f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.w) + PV0f.w); -PV1f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.x) + PV0f.z); -PV1f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.z) + PV0f.x); -PV1f.w = R123f.w; -R0f.x = R7f.x; -PS1f = R0f.x; -// 2 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.y) + PV1f.x); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.x) + PV1f.z); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.w) + PV1f.y); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.z) + PV1f.w); -PV0f.w = R123f.w; -R1f.y = R7f.y + intBitsToFloat(0xbcd4629b) * scaler; -PS0f = R1f.y; -// 3 -backupReg0f = R2f.z; -R3f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.x) + PV0f.y); -R3f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.y) + PV0f.x); -R2f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.w) + PV0f.z); -R2f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),backupReg0f) + PV0f.w); -R1f.x = R7f.x; -PS1f = R1f.x; -// 4 -R2f.x = R7f.x; -R2f.y = R7f.y + intBitsToFloat(0x3cf2b9d6) * scaler; -R6f.z = R7f.x; -R6f.y = R7f.y + intBitsToFloat(0xbcf2b9d6) * scaler; -PS0f = R6f.y; -R4f.xyzw = (textureLod(textureUnitPS0, R4f.zy,0.0).xyzw); -R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw); -R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw); -R5f.xyzw = (textureLod(textureUnitPS0, R2f.xy,0.0).xyzw); -// 0 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.x) + R3f.x); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.w) + R2f.z); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.z) + R2f.w); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.y) + R3f.y); -PV0f.w = R123f.w; -R3f.y = R7f.y + intBitsToFloat(0x3d088888) * scaler; -PS0f = R3f.y; -// 1 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.w) + PV0f.y); -PV1f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.x) + PV0f.x); -PV1f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.z) + PV0f.z); -PV1f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.y) + PV0f.w); -PV1f.w = R123f.w; -R3f.x = R7f.x; -PS1f = R3f.x; -// 2 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.w) + PV1f.x); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.z) + PV1f.z); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.y) + PV1f.w); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.x) + PV1f.y); -PV0f.w = R123f.w; -R1f.y = R7f.y + intBitsToFloat(0xbd088888) * scaler; -PS0f = R1f.y; -// 3 -R0f.x = (mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.y); -R0f.y = (mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.x); -R5f.z = (mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.z); -R5f.w = (mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.w); -R1f.x = R7f.x; -PS1f = R1f.x; -// 4 -R5f.x = R7f.x; -R5f.y = R7f.y + intBitsToFloat(0x3d17b426) * scaler; -R4f.z = R7f.x; -R4f.y = R7f.y + intBitsToFloat(0xbd17b426) * scaler; -PS0f = R4f.y; -R6f.xyzw = (textureLod(textureUnitPS0, R6f.zy,0.0).xyzw); -R3f.xyzw = (textureLod(textureUnitPS0, R3f.xy,0.0).xyzw); -R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw); -R2f.xyzw = (textureLod(textureUnitPS0, R5f.xy,0.0).xyzw); -// 0 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.z) + R0f.x); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.y) + R5f.z); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.x) + R5f.w); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.w) + R0f.y); -PV0f.w = R123f.w; -R0f.y = R7f.y + intBitsToFloat(0x3d26dfc3) * scaler; -PS0f = R0f.y; -// 1 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.y) + PV0f.y); -PV1f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.w) + PV0f.w); -PV1f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.x) + PV0f.z); -PV1f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.z) + PV0f.x); -PV1f.w = R123f.w; -R0f.x = R7f.x; -PS1f = R0f.x; -// 2 -backupReg0f = R7f.y; -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.y) + PV1f.x); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.x) + PV1f.z); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.w) + PV1f.y); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.z) + PV1f.w); -PV0f.w = R123f.w; -R7f.y = backupReg0f + intBitsToFloat(0xbd26dfc3) * scaler; -PS0f = R7f.y; -// 3 -backupReg0f = R2f.x; -backupReg1f = R2f.y; -backupReg2f = R2f.z; -R2f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),backupReg0f) + PV0f.y); -R2f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),backupReg1f) + PV0f.x); -R2f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R2f.w) + PV0f.z); -R2f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),backupReg2f) + PV0f.w); -R4f.xyzw = (textureLod(textureUnitPS0, R4f.zy,0.0).xyzw); -R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw); -R7f.xyzw = (textureLod(textureUnitPS0, R7f.xy,0.0).xyzw); -// 0 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.x) + R2f.x); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.w) + R2f.z); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.z) + R2f.w); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.y) + R2f.y); -PV0f.w = R123f.w; -// 1 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.w) + PV0f.y); -PV1f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.x) + PV0f.x); -PV1f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.z) + PV0f.z); -PV1f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.y) + PV0f.w); -PV1f.w = R123f.w; -// 2 -backupReg0f = R7f.x; -backupReg1f = R7f.y; -backupReg2f = R7f.z; -backupReg3f = R7f.w; -R7f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),backupReg0f) + PV1f.y); -R7f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),backupReg1f) + PV1f.w); -R7f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),backupReg2f) + PV1f.z); -R7f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),backupReg3f) + PV1f.x); -// export -passPixelColor0 = vec4(R7f.x, R7f.y, R7f.z, R7f.w); -} diff --git a/Resolutions/TwilightPrincessHD_Resolution/TPHD_Readme.md b/Resolutions/TwilightPrincessHD_Resolution/TPHD_Readme.md deleted file mode 100644 index 37131893..00000000 --- a/Resolutions/TwilightPrincessHD_Resolution/TPHD_Readme.md +++ /dev/null @@ -1,48 +0,0 @@ ------- -### TLoZ Twilight Princess HD ------- -### Graphic options - -3840x4320 vert x2 SSAA - Runs the game at double vertical res balancing look and performance when super sampling. Run full screen scaling in stretched and bilinear when activating this option. - -0.5 Sub scaling - Runs transparances and blur at half resolution, slight performance improvement (in higher resolutions). - -UI 25% transp - Dims static GUI elements, making them slightly transparent. Reduces chance of burn in when using Oled or plasma display. - - -### Nice to know when creating a custom resolution - -There are some issues with AO and light sources, to mitigate this some “sub” viewports need to scale evenly. XCX uses a similar approach to get smooth shadow transitions. - -Example: -``` -[Preset] -name = 3440x1440 (21:9) -$width = 3440 -$height = 1440 -$gameWidth= 1920 -$gameHeight= 1080 -$lightSource = 1.5 -$scaleShader = (2560.0/3440.0) -$aspectRatio = (43.0/18.0) -``` - -Base resolution is 2560x1440 -> Uw patch res 3440 - -AO needs to be 2160 = 1440 * $lightSource = 1.5 - -We then need to scale back ultrawide to original aspect for all viewports using AO / light sources - -2560 = 3440 *$scaleShader (2560.0/3440.0) - -``` -[TextureRedefine] -width = 1024 -height = 544 -formats = 0x001 -overwriteWidth = ($width/$gameWidth) * (1024*$lightSource*$scaleShader) -overwriteHeight = ($height/$gameHeight) * (544*$lightSource) -``` -![21:9](TP21_9.jpg) - - diff --git a/Resolutions/TwilightPrincessHD_Resolution/_cac95df4d2d6f5b8_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/_cac95df4d2d6f5b8_0000000000000000_vs.txt deleted file mode 100644 index 76ff9dda..00000000 --- a/Resolutions/TwilightPrincessHD_Resolution/_cac95df4d2d6f5b8_0000000000000000_vs.txt +++ /dev/null @@ -1,102 +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 cac95df4d2d6f5b8 -const float UIx = $UIAspectX; -const float UIy = $UIAspectY; -//uncomment to remove pillarbox -uniform ivec4 uf_remappedVS[8]; -layout(location = 0) in uvec4 attrDataSem0; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));} -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -R127f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); -PV0f.x = R127f.x; -PV0f.y = R127f.x; -PV0f.z = R127f.x; -PV0f.w = R127f.x; -R127f.w = R1f.w; -PS0f = R127f.w; -// 1 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R127f.y = tempf.x; -// 2 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R127f.z = tempf.x; -// 3 -R1f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); -PV1f.x = R1f.x; -PV1f.y = R1f.x; -PV1f.z = R1f.x; -PV1f.w = R1f.x; -// 4 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R1f.y = tempf.x; -// 5 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R1f.z = tempf.x; -// 6 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R1f.w = tempf.x; -// 7 -//R0f.xyz = vec3(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z)); -R0f.w = intBitsToFloat(uf_remappedVS[7].w); -// export -//gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); -// export -// skipped export to semanticId 255 -} diff --git a/Resolutions/TwilightPrincessHD_Resolution/acbedb86f89efae4_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/acbedb86f89efae4_0000000000000000_vs.txt deleted file mode 100644 index ea36ce3f..00000000 --- a/Resolutions/TwilightPrincessHD_Resolution/acbedb86f89efae4_0000000000000000_vs.txt +++ /dev/null @@ -1,146 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader acbedb86f89efae4 -//mapscreen bg -const float UIx = $UIAspectX; -const float UIy = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[7]; -}; -#else -uniform ivec4 uf_remappedVS[7]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 0) 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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R2f = vec4(0.0); -vec4 R3f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -// skipped unused attribute for r8 -attrDecoder.xy = attrDataSem2.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 -R127f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); -PV0f.x = R127f.x; -PV0f.y = R127f.x; -PV0f.z = R127f.x; -PV0f.w = R127f.x; -R126f.w = R1f.w; -PS0f = R126f.w; -// 1 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R127f.y = tempf.x; -R127f.w = 1.0; -PS1f = R127f.w; -// 2 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R127f.z = tempf.x; -R3f.x = 0.0; -PS0f = R3f.x; -// 3 -R1f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); -PV1f.x = R1f.x; -PV1f.y = R1f.x; -PV1f.z = R1f.x; -PV1f.w = R1f.x; -R0f.x = R2f.x; -PS1f = R0f.x; -// 4 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R1f.y = tempf.x; -R0f.y = R2f.y; -PS0f = R0f.y; -// 5 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R1f.z = tempf.x; -R0f.z = R127f.w; -PS1f = R0f.z; -// 6 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R1f.w = tempf.x; -// export -SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w)); -// export -passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -// export -// skipped export to semanticId 255 -} diff --git a/Resolutions/TwilightPrincessHD_Resolution/aebb1e76797684a2_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/aebb1e76797684a2_0000000000000000_vs.txt deleted file mode 100644 index cc91fbc6..00000000 --- a/Resolutions/TwilightPrincessHD_Resolution/aebb1e76797684a2_0000000000000000_vs.txt +++ /dev/null @@ -1,151 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader aebb1e76797684a2 -//UI text bg -const float UIx = $UIAspectX; -const float UIy = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[7]; -}; -#else -uniform ivec4 uf_remappedVS[7]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 0) out vec4 passParameterSem0; -layout(location = 1) out vec4 passParameterSem2; -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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));} -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 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem1.xyzw)/255.0); -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); -attrDecoder.xy = attrDataSem2.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -R127f.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); -PV0f.x = R127f.x; -PV0f.y = R127f.x; -PV0f.z = R127f.x; -PV0f.w = R127f.x; -R126f.w = R2f.w; -PS0f = R126f.w; -// 1 -tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R127f.y = tempf.x; -R127f.w = 1.0; -PS1f = R127f.w; -// 2 -tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R127f.z = tempf.x; -R4f.x = 0.0; -PS0f = R4f.x; -// 3 -R2f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); -PV1f.x = R2f.x; -PV1f.y = R2f.x; -PV1f.z = R2f.x; -PV1f.w = R2f.x; -R0f.x = R3f.x; -PS1f = R0f.x; -// 4 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R2f.y = tempf.x; -R0f.y = R3f.y; -PS0f = R0f.y; -// 5 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R2f.z = tempf.x; -R0f.z = R127f.w; -PS1f = R0f.z; -// 6 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R2f.w = tempf.x; -// export -SET_POSITION(vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w)); -// export -passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); -// export -passParameterSem2 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -// export -// skipped export to semanticId 255 -} diff --git a/Resolutions/TwilightPrincessHD_Resolution/b5241d6db4feef42_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/b5241d6db4feef42_0000000000000000_vs.txt deleted file mode 100644 index c8f9b843..00000000 --- a/Resolutions/TwilightPrincessHD_Resolution/b5241d6db4feef42_0000000000000000_vs.txt +++ /dev/null @@ -1,165 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader b5241d6db4feef42 -//selection highlight -const float UIx = $UIAspectX; -const float UIy = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[10]; -}; -#else -uniform ivec4 uf_remappedVS[10]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem2; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 0) out vec4 passParameterSem0; -layout(location = 1) out vec4 passParameterSem2; -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 R4f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xy = attrDataSem2.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 -R127f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); -PV0f.x = R127f.x; -PV0f.y = R127f.x; -PV0f.z = R127f.x; -PV0f.w = R127f.x; -R126f.w = R1f.w; -PS0f = R126f.w; -// 1 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R127f.y = tempf.x; -R3f.z = 1.0; -PS1f = R3f.z; -// 2 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R127f.z = tempf.x; -R127f.w = 1.0; -PS0f = R127f.w; -// 3 -R1f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); -PV1f.x = R1f.x; -PV1f.y = R1f.x; -PV1f.z = R1f.x; -PV1f.w = R1f.x; -R2f.z = 0.0; -PS1f = R2f.z; -// 4 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R1f.y = tempf.x; -R4f.z = R127f.w; -PS0f = R4f.z; -// 5 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R1f.z = tempf.x; -// 6 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R1f.w = tempf.x; -// 7 -R0f.xyz = vec3(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z)); -R0f.w = intBitsToFloat(uf_remappedVS[7].w); -// export -SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w)); -// export -passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -// export -// skipped export to semanticId 255 -// 0 -tempf.x = dot(vec4(R2f.x,R2f.y,R3f.z,R3f.z),vec4(intBitsToFloat(uf_remappedVS[8].x),intBitsToFloat(uf_remappedVS[8].y),intBitsToFloat(uf_remappedVS[8].z),intBitsToFloat(uf_remappedVS[8].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -// 1 -tempf.x = dot(vec4(R2f.x,R2f.y,R3f.z,R3f.z),vec4(intBitsToFloat(uf_remappedVS[9].x),intBitsToFloat(uf_remappedVS[9].y),intBitsToFloat(uf_remappedVS[9].z),intBitsToFloat(uf_remappedVS[9].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R4f.x = PV0f.x; -PS1f = R4f.x; -// 2 -R4f.y = PV1f.x; -// export -passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); -} diff --git a/Resolutions/TwilightPrincessHD_Resolution/c14019840473ff86_00000000000003c9_ps.txt b/Resolutions/TwilightPrincessHD_Resolution/c14019840473ff86_00000000000003c9_ps.txt deleted file mode 100644 index d1cacd35..00000000 --- a/Resolutions/TwilightPrincessHD_Resolution/c14019840473ff86_00000000000003c9_ps.txt +++ /dev/null @@ -1,159 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader c14019840473ff86 -//scale boxblur fx - -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -}; -#else -uniform vec2 uf_fragCoordScale; -#endif -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; -float scaler; -R0f = passParameterSem0; -scaler = uf_fragCoordScale.x; -R0f.w = (textureGather(textureUnitPS1, R0f.xy).y); -// 0 -R1f.x = R0f.x + intBitsToFloat(0xba088889); -R1f.y = R0f.y + intBitsToFloat(0xba72b9d6); -R2f.z = R0f.x; -R2f.y = R0f.y + intBitsToFloat(0xba72b9d6); -PS0f = R2f.y; -// 1 -R3f.x = R0f.x + intBitsToFloat(0xba088889); -R3f.y = R0f.y; -R1f.xyzw = (textureGather(textureUnitPS1, R1f.xy).xyzw); -R2f.yz = (textureGather(textureUnitPS1, R2f.zy).yz); -R3f.xy = (textureGather(textureUnitPS1, R3f.xy).xy); -// 0 -PV0f.x = R2f.z + R3f.x; -PV0f.y = R1f.w + R0f.w; -PV0f.z = R1f.z + R3f.y; -PV0f.w = R1f.x + R2f.y; -// 1 -R123f.x = (R1f.y * 2.0 + -(PV0f.x)); -PV1f.x = R123f.x; -R123f.y = (R1f.y * 2.0 + -(PV0f.y)); -PV1f.y = R123f.y; -R123f.z = (R1f.y * 2.0 + -(PV0f.z)); -PV1f.z = R123f.z; -R123f.w = (R1f.y * 2.0 + -(PV0f.w)); -PV1f.w = R123f.w; -// 2 -PV0f.x = max(PV1f.x, -(PV1f.x)); -PV0f.y = max(PV1f.y, -(PV1f.y)); -PV0f.z = max(PV1f.z, -(PV1f.z)); -PV0f.w = max(PV1f.w, -(PV1f.w)); -// 3 -PV1f.x = PV0f.x + intBitsToFloat(0xb400d959); -PV1f.y = PV0f.y + intBitsToFloat(0xb400d959); -PV1f.z = PV0f.z + intBitsToFloat(0xb400d959); -PV1f.w = PV0f.w + intBitsToFloat(0xb400d959); -// 4 -R123f.x = intBitsToFloat(((PV1f.w >= 0.0)?(floatBitsToInt(1.0)):(0))); -PV0f.x = R123f.x; -R123f.y = intBitsToFloat(((PV1f.z >= 0.0)?(floatBitsToInt(1.0)):(0))); -PV0f.y = R123f.y; -R123f.z = intBitsToFloat(((PV1f.y >= 0.0)?(floatBitsToInt(1.0)):(0))); -PV0f.z = R123f.z; -R123f.w = intBitsToFloat(((PV1f.x >= 0.0)?(floatBitsToInt(1.0)):(0))); -PV0f.w = R123f.w; -// 5 -tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,PV0f.w),vec4(0.25*scaler,0.25*scaler,0.25*scaler,0.25*scaler)); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -// 6 -R127f.z = PV1f.x * intBitsToFloat(0x3f400000); -PV0f.z = R127f.z; -// 7 -R1f.x = (PV0f.z * intBitsToFloat(0xba088889) + R0f.x); -R1f.y = R0f.y; -R2f.z = R0f.x; -R2f.y = (PV0f.z * intBitsToFloat(0xba72b9d6) + R0f.y); -PS1f = R2f.y; -// 8 -R3f.x = (R127f.z * intBitsToFloat(0x3a088889) + R0f.x); -R3f.y = R0f.y; -R0f.w = (R127f.z * intBitsToFloat(0x3a72b9d6) + R0f.y); -R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); -R2f.xyzw = (texture(textureUnitPS0, R2f.zy).xyzw); -R3f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw); -R0f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw); -// 0 -PV0f.x = R1f.w + R2f.w; -PV0f.y = R1f.z + R2f.z; -PV0f.z = R1f.y + R2f.y; -PV0f.w = R1f.x + R2f.x; -// 1 -PV1f.x = R3f.w + PV0f.x; -PV1f.y = R3f.z + PV0f.y; -PV1f.z = R3f.y + PV0f.z; -PV1f.w = R3f.x + PV0f.w; -// 2 -backupReg0f = R0f.y; -backupReg1f = R0f.x; -PV0f.x = R0f.w + PV1f.x; -PV0f.y = R0f.z + PV1f.y; -PV0f.z = backupReg0f + PV1f.z; -PV0f.w = backupReg1f + PV1f.w; -// 3 -R0f.x = PV0f.w * 0.25; -R0f.y = PV0f.z * 0.25; -R0f.z = PV0f.y * 0.25; -R0f.w = PV0f.x * 0.25; -// export -passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -} diff --git a/Resolutions/TwilightPrincessHD_Resolution/c612390d4c70f430_0000000000000079_ps.txt b/Resolutions/TwilightPrincessHD_Resolution/c612390d4c70f430_0000000000000079_ps.txt deleted file mode 100644 index 3ca91bda..00000000 --- a/Resolutions/TwilightPrincessHD_Resolution/c612390d4c70f430_0000000000000079_ps.txt +++ /dev/null @@ -1,567 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader c612390d4c70f430 //cutscene focus n bloom - -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[5]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[5]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; -layout(location = 0) out vec4 passPixelColor0; -// uf_fragCoordScale was moved to the ufBlock -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 R4f = vec4(0.0); -vec4 R5f = vec4(0.0); -vec4 R6f = vec4(0.0); -vec4 R7f = vec4(0.0); -vec4 R123f = 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; -float scaler; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = GET_FRAGCOORD(); -scaler = uf_fragCoordScale.x; -// 0 -R7f.x = R0f.x * intBitsToFloat(0x3b088889); -PV0f.x = R7f.x; -R7f.y = R0f.y * intBitsToFloat(0x3b72b9d6); -PV0f.y = R7f.y; -// 1 -R0f.x = PV0f.x + intBitsToFloat(0x3b088889) * scaler; -R0f.y = PV0f.y; -R1f.z = PV0f.y; -R1f.x = PV0f.x + intBitsToFloat(0xbb088889) * scaler; -PS1f = R1f.x; -// 2 -R2f.x = R7f.x + intBitsToFloat(0x3b888889) * scaler; -R2f.y = R7f.y; -R4f.z = R7f.y; -R4f.x = R7f.x + intBitsToFloat(0xbb888889) * scaler; -PS0f = R4f.x; -R3f.xyzw = (textureLod(textureUnitPS0, R7f.xy,0.0).xyzw); -R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw); -R1f.xyzw = (textureLod(textureUnitPS0, R1f.xz,0.0).xyzw); -R2f.xyzw = (textureLod(textureUnitPS0, R2f.xy,0.0).xyzw); -// 0 -backupReg0f = R0f.y; -backupReg1f = R0f.x; -backupReg2f = R0f.w; -PV0f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), R0f.z); -PV0f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), backupReg0f); -PV0f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), backupReg1f); -PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), backupReg2f); -R0f.x = R7f.x + intBitsToFloat(0x3bccccce) * scaler; -PS0f = R0f.x; -// 1 -R123f.x = (mul_nonIEEE(R3f.w,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.w); -PV1f.x = R123f.x; -R123f.y = (mul_nonIEEE(R3f.y,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.y); -PV1f.y = R123f.y; -R123f.z = (mul_nonIEEE(R3f.x,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.z); -PV1f.z = R123f.z; -R123f.w = (mul_nonIEEE(R3f.z,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.x); -PV1f.w = R123f.w; -R0f.y = R7f.y; -PS1f = R0f.y; -// 2 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.y) + PV1f.y); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.x) + PV1f.z); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.w) + PV1f.x); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.z) + PV1f.w); -PV0f.w = R123f.w; -R1f.x = R7f.x + intBitsToFloat(0xbbccccce) * scaler; -PS0f = R1f.x; -// 3 -backupReg0f = R2f.z; -R3f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.w) + PV0f.z); -R3f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.x) + PV0f.y); -R2f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),backupReg0f) + PV0f.w); -R2f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.y) + PV0f.x); -R1f.y = R7f.y; -PS1f = R1f.y; -// 4 -R2f.x = R7f.x + intBitsToFloat(0x3c088889) * scaler; -R2f.y = R7f.y; -R6f.z = R7f.y; -R6f.x = R7f.x + intBitsToFloat(0xbc088889) * scaler; -PS0f = R6f.x; -R4f.xyzw = (textureLod(textureUnitPS0, R4f.xz,0.0).xyzw); -R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw); -R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw); -R5f.xyzw = (textureLod(textureUnitPS0, R2f.xy,0.0).xyzw); -// 0 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.x) + R3f.y); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.w) + R3f.x); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.z) + R2f.z); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.y) + R2f.w); -PV0f.w = R123f.w; -R3f.x = R7f.x + intBitsToFloat(0x3c2aaaab) * scaler; -PS0f = R3f.x; -// 1 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.x) + PV0f.x); -PV1f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.w) + PV0f.y); -PV1f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.z) + PV0f.z); -PV1f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.y) + PV0f.w); -PV1f.w = R123f.w; -R3f.y = R7f.y; -PS1f = R3f.y; -// 2 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.w) + PV1f.y); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.z) + PV1f.z); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.y) + PV1f.w); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.x) + PV1f.x); -PV0f.w = R123f.w; -R1f.x = R7f.x + intBitsToFloat(0xbc2aaaab) * scaler; -PS0f = R1f.x; -// 3 -R0f.x = (mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.x); -R0f.y = (mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.y); -R5f.z = (mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.z); -R5f.w = (mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.w); -R1f.y = R7f.y; -PS1f = R1f.y; -// 4 -R5f.x = R7f.x + intBitsToFloat(0x3c4cccce) * scaler; -R5f.y = R7f.y; -R4f.z = R7f.y; -R4f.x = R7f.x + intBitsToFloat(0xbc4cccce) * scaler; -PS0f = R4f.x; -R6f.xyzw = (textureLod(textureUnitPS0, R6f.xz,0.0).xyzw); -R3f.xyzw = (textureLod(textureUnitPS0, R3f.xy,0.0).xyzw); -R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw); -R2f.xyzw = (textureLod(textureUnitPS0, R5f.xy,0.0).xyzw); -// 0 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.z) + R0f.y); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.y) + R5f.z); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.x) + R5f.w); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.w) + R0f.x); -PV0f.w = R123f.w; -R0f.x = R7f.x + intBitsToFloat(0x3c6eeef0) * scaler; -PS0f = R0f.x; -// 1 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.w) + PV0f.w); -PV1f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.y) + PV0f.y); -PV1f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.x) + PV0f.z); -PV1f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.z) + PV0f.x); -PV1f.w = R123f.w; -R0f.y = R7f.y; -PS1f = R0f.y; -// 2 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.y) + PV1f.y); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.x) + PV1f.z); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.w) + PV1f.x); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.z) + PV1f.w); -PV0f.w = R123f.w; -R1f.x = R7f.x + intBitsToFloat(0xbc6eeef0) * scaler; -PS0f = R1f.x; -// 3 -backupReg0f = R2f.z; -R3f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.w) + PV0f.z); -R3f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.x) + PV0f.y); -R2f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),backupReg0f) + PV0f.w); -R2f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.y) + PV0f.x); -R1f.y = R7f.y; -PS1f = R1f.y; -// 4 -R2f.x = R7f.x + intBitsToFloat(0x3c888889) * scaler; -R2f.y = R7f.y; -R6f.z = R7f.y; -R6f.x = R7f.x + intBitsToFloat(0xbc888889) * scaler; -PS0f = R6f.x; -R4f.xyzw = (textureLod(textureUnitPS0, R4f.xz,0.0).xyzw); -R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw); -R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw); -R5f.xyzw = (textureLod(textureUnitPS0, R2f.xy,0.0).xyzw); -// 0 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.x) + R3f.y); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.w) + R3f.x); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.z) + R2f.z); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.y) + R2f.w); -PV0f.w = R123f.w; -R3f.x = R7f.x + intBitsToFloat(0x3c99999a) * scaler; -PS0f = R3f.x; -// 1 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.x) + PV0f.x); -PV1f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.w) + PV0f.y); -PV1f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.z) + PV0f.z); -PV1f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.y) + PV0f.w); -PV1f.w = R123f.w; -R3f.y = R7f.y; -PS1f = R3f.y; -// 2 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.w) + PV1f.y); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.z) + PV1f.z); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.y) + PV1f.w); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.x) + PV1f.x); -PV0f.w = R123f.w; -R1f.x = R7f.x + intBitsToFloat(0xbc99999a) * scaler; -PS0f = R1f.x; -// 3 -R0f.x = (mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.x); -R0f.y = (mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.y); -R5f.z = (mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.z); -R5f.w = (mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.w); -R1f.y = R7f.y; -PS1f = R1f.y; -// 4 -R5f.x = R7f.x + intBitsToFloat(0x3caaaaab) * scaler; -R5f.y = R7f.y; -R4f.z = R7f.y; -R4f.x = R7f.x + intBitsToFloat(0xbcaaaaab) * scaler; -PS0f = R4f.x; -R6f.xyzw = (textureLod(textureUnitPS0, R6f.xz,0.0).xyzw); -R3f.xyzw = (textureLod(textureUnitPS0, R3f.xy,0.0).xyzw); -R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw); -R2f.xyzw = (textureLod(textureUnitPS0, R5f.xy,0.0).xyzw); -// 0 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.z) + R0f.y); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.y) + R5f.z); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.x) + R5f.w); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.w) + R0f.x); -PV0f.w = R123f.w; -R0f.x = R7f.x + intBitsToFloat(0x3cbbbbbc) * scaler; -PS0f = R0f.x; -// 1 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.w) + PV0f.w); -PV1f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.y) + PV0f.y); -PV1f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.x) + PV0f.z); -PV1f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.z) + PV0f.x); -PV1f.w = R123f.w; -R0f.y = R7f.y; -PS1f = R0f.y; -// 2 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.y) + PV1f.y); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.x) + PV1f.z); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.w) + PV1f.x); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.z) + PV1f.w); -PV0f.w = R123f.w; -R1f.x = R7f.x + intBitsToFloat(0xbcbbbbbc) * scaler; -PS0f = R1f.x; -// 3 -backupReg0f = R2f.z; -R3f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R2f.w) + PV0f.z); -R3f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R2f.x) + PV0f.y); -R2f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),backupReg0f) + PV0f.w); -R2f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R2f.y) + PV0f.x); -R1f.y = R7f.y; -PS1f = R1f.y; -// 4 -R2f.x = R7f.x + intBitsToFloat(0x3cccccce) * scaler; -R2f.y = R7f.y; -R6f.z = R7f.y; -R6f.x = R7f.x + intBitsToFloat(0xbcccccce) * scaler; -PS0f = R6f.x; -R4f.xyzw = (textureLod(textureUnitPS0, R4f.xz,0.0).xyzw); -R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw); -R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw); -R5f.xyzw = (textureLod(textureUnitPS0, R2f.xy,0.0).xyzw); -// 0 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.x) + R3f.y); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.w) + R3f.x); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.z) + R2f.z); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.y) + R2f.w); -PV0f.w = R123f.w; -R3f.x = R7f.x + intBitsToFloat(0x3cdddddf) * scaler; -PS0f = R3f.x; -// 1 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.x) + PV0f.x); -PV1f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.w) + PV0f.y); -PV1f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.z) + PV0f.z); -PV1f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.y) + PV0f.w); -PV1f.w = R123f.w; -R3f.y = R7f.y; -PS1f = R3f.y; -// 2 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R1f.w) + PV1f.y); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R1f.z) + PV1f.z); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R1f.y) + PV1f.w); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R1f.x) + PV1f.x); -PV0f.w = R123f.w; -R1f.x = R7f.x + intBitsToFloat(0xbcdddddf) * scaler; -PS0f = R1f.x; -// 3 -R0f.x = (mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[3].x)) + PV0f.x); -R0f.y = (mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[3].x)) + PV0f.y); -R5f.z = (mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[3].x)) + PV0f.z); -R5f.w = (mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[3].x)) + PV0f.w); -R1f.y = R7f.y; -PS1f = R1f.y; -// 4 -R5f.x = R7f.x + intBitsToFloat(0x3ceeeef0) * scaler; -R5f.y = R7f.y; -R4f.z = R7f.y; -R4f.x = R7f.x + intBitsToFloat(0xbceeeef0) * scaler; -PS0f = R4f.x; -R6f.xyzw = (textureLod(textureUnitPS0, R6f.xz,0.0).xyzw); -R3f.xyzw = (textureLod(textureUnitPS0, R3f.xy,0.0).xyzw); -R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw); -R2f.xyzw = (textureLod(textureUnitPS0, R5f.xy,0.0).xyzw); -// 0 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].x),R6f.z) + R0f.y); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].x),R6f.y) + R5f.z); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].x),R6f.x) + R5f.w); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].x),R6f.w) + R0f.x); -PV0f.w = R123f.w; -R0f.x = R7f.x + intBitsToFloat(0x3d000000) * scaler; -PS0f = R0f.x; -// 1 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y),R3f.w) + PV0f.w); -PV1f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y),R3f.y) + PV0f.y); -PV1f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y),R3f.x) + PV0f.z); -PV1f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y),R3f.z) + PV0f.x); -PV1f.w = R123f.w; -R0f.y = R7f.y; -PS1f = R0f.y; -// 2 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y),R1f.y) + PV1f.y); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y),R1f.x) + PV1f.z); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y),R1f.w) + PV1f.x); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y),R1f.z) + PV1f.w); -PV0f.w = R123f.w; -R1f.x = R7f.x + intBitsToFloat(0xbd000000) * scaler; -PS0f = R1f.x; -// 3 -backupReg0f = R2f.z; -R3f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z),R2f.w) + PV0f.z); -R3f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z),R2f.x) + PV0f.y); -R2f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z),backupReg0f) + PV0f.w); -R2f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z),R2f.y) + PV0f.x); -R1f.y = R7f.y; -PS1f = R1f.y; -// 4 -R2f.x = R7f.x + intBitsToFloat(0x3d088889) * scaler; -R2f.y = R7f.y; -R6f.z = R7f.y; -R6f.x = R7f.x + intBitsToFloat(0xbd088889) * scaler; -PS0f = R6f.x; -R4f.xyzw = (textureLod(textureUnitPS0, R4f.xz,0.0).xyzw); -R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw); -R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw); -R5f.xyzw = (textureLod(textureUnitPS0, R2f.xy,0.0).xyzw); -// 0 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z),R4f.x) + R3f.y); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z),R4f.w) + R3f.x); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z),R4f.z) + R2f.z); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z),R4f.y) + R2f.w); -PV0f.w = R123f.w; -R3f.x = R7f.x + intBitsToFloat(0x3d111112) * scaler; -PS0f = R3f.x; -// 1 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].w),R0f.x) + PV0f.x); -PV1f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].w),R0f.w) + PV0f.y); -PV1f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].w),R0f.z) + PV0f.z); -PV1f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].w),R0f.y) + PV0f.w); -PV1f.w = R123f.w; -R3f.y = R7f.y; -PS1f = R3f.y; -// 2 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].w),R1f.w) + PV1f.y); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].w),R1f.z) + PV1f.z); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].w),R1f.y) + PV1f.w); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].w),R1f.x) + PV1f.x); -PV0f.w = R123f.w; -R1f.x = R7f.x + intBitsToFloat(0xbd111112) * scaler; -PS0f = R1f.x; -// 3 -R0f.x = (mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[4].x)) + PV0f.x); -R0f.y = (mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[4].x)) + PV0f.y); -R5f.z = (mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[4].x)) + PV0f.z); -R5f.w = (mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[4].x)) + PV0f.w); -R1f.y = R7f.y; -PS1f = R1f.y; -// 4 -R5f.x = R7f.x + intBitsToFloat(0x3d19999a) * scaler; -R5f.y = R7f.y; -R4f.z = R7f.y; -R4f.x = R7f.x + intBitsToFloat(0xbd19999a) * scaler; -PS0f = R4f.x; -R6f.xyzw = (textureLod(textureUnitPS0, R6f.xz,0.0).xyzw); -R3f.xyzw = (textureLod(textureUnitPS0, R3f.xy,0.0).xyzw); -R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw); -R2f.xyzw = (textureLod(textureUnitPS0, R5f.xy,0.0).xyzw); -// 0 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].x),R6f.z) + R0f.y); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].x),R6f.y) + R5f.z); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].x),R6f.x) + R5f.w); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].x),R6f.w) + R0f.x); -PV0f.w = R123f.w; -R0f.x = R7f.x + intBitsToFloat(0x3d222223) * scaler; -PS0f = R0f.x; -// 1 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].y),R3f.w) + PV0f.w); -PV1f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].y),R3f.y) + PV0f.y); -PV1f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].y),R3f.x) + PV0f.z); -PV1f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].y),R3f.z) + PV0f.x); -PV1f.w = R123f.w; -R0f.y = R7f.y; -PS1f = R0f.y; -// 2 -backupReg0f = R7f.x; -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].y),R1f.y) + PV1f.y); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].y),R1f.x) + PV1f.z); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].y),R1f.w) + PV1f.x); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].y),R1f.z) + PV1f.w); -PV0f.w = R123f.w; -R7f.x = backupReg0f + intBitsToFloat(0xbd222223) * scaler; -PS0f = R7f.x; -// 3 -backupReg0f = R2f.x; -backupReg1f = R2f.z; -backupReg2f = R2f.y; -R2f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].z),R2f.w) + PV0f.z); -R2f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].z),backupReg0f) + PV0f.y); -R2f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].z),backupReg1f) + PV0f.w); -R2f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].z),backupReg2f) + PV0f.x); -R4f.xyzw = (textureLod(textureUnitPS0, R4f.xz,0.0).xyzw); -R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw); -R7f.xyzw = (textureLod(textureUnitPS0, R7f.xy,0.0).xyzw); -// 0 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].z),R4f.x) + R2f.y); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].z),R4f.w) + R2f.x); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].z),R4f.z) + R2f.z); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].z),R4f.y) + R2f.w); -PV0f.w = R123f.w; -// 1 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].w),R0f.x) + PV0f.x); -PV1f.x = R123f.x; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].w),R0f.w) + PV0f.y); -PV1f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].w),R0f.z) + PV0f.z); -PV1f.z = R123f.z; -R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].w),R0f.y) + PV0f.w); -PV1f.w = R123f.w; -// 2 -backupReg0f = R7f.x; -backupReg1f = R7f.y; -backupReg2f = R7f.z; -backupReg3f = R7f.w; -R7f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].w),backupReg0f) + PV1f.x); -R7f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].w),backupReg1f) + PV1f.w); -R7f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].w),backupReg2f) + PV1f.z); -R7f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].w),backupReg3f) + PV1f.y); -// export -passPixelColor0 = vec4(R7f.x, R7f.y, R7f.z, R7f.w); -} diff --git a/Resolutions/TwilightPrincessHD_Resolution/ce7aa5fffc34aab0_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/ce7aa5fffc34aab0_0000000000000000_vs.txt deleted file mode 100644 index 7cdf23c5..00000000 --- a/Resolutions/TwilightPrincessHD_Resolution/ce7aa5fffc34aab0_0000000000000000_vs.txt +++ /dev/null @@ -1,147 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader ce7aa5fffc34aab0 -//action buttons -const float UIx = $UIAspectX; -const float UIy = $UIAspectY; -const float UItransp = $UItransp; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[7]; -}; -#else -uniform ivec4 uf_remappedVS[7]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R2f = vec4(0.0); -vec4 R3f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem1.xyzw)/255.0); -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); -attrDecoder.xy = attrDataSem2.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -R127f.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); -PV0f.x = R127f.x; -PV0f.y = R127f.x; -PV0f.z = R127f.x; -PV0f.w = R127f.x; -R126f.w = R2f.w; -PS0f = R126f.w; -// 1 -tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R127f.y = tempf.x; -R127f.w = 1.0; -PS1f = R127f.w; -// 2 -tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R127f.z = tempf.x; -R2f.x = R3f.x; -PS0f = R2f.x; -// 3 -R3f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); -PV1f.x = R3f.x; -PV1f.y = R3f.x; -PV1f.z = R3f.x; -PV1f.w = R3f.x; -R2f.y = R3f.y; -PS1f = R2f.y; -// 4 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R3f.y = tempf.x; -R2f.z = R127f.w; -PS0f = R2f.z; -// 5 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R3f.z = tempf.x; -// 6 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R3f.w = tempf.x; -// export -SET_POSITION(vec4(R3f.x*UIx, R3f.y*UIy, R3f.z, R3f.w)); -// export -passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w*UItransp); -// export -passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); -} diff --git a/Resolutions/TwilightPrincessHD_Resolution/e9d455979cba2505_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/e9d455979cba2505_0000000000000000_vs.txt deleted file mode 100644 index 858bf01a..00000000 --- a/Resolutions/TwilightPrincessHD_Resolution/e9d455979cba2505_0000000000000000_vs.txt +++ /dev/null @@ -1,150 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader e9d455979cba2505 -//dungeon objects -const float UIx = $UIAspectX; -const float UIy = $UIAspectY; - -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[7]; -}; -#else -uniform ivec4 uf_remappedVS[7]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 0) out vec4 passParameterSem1; -layout(location = 1) out vec4 passParameterSem2; -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 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -// skipped unused attribute for r5 -attrDecoder.xy = attrDataSem2.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 -R127f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); -PV0f.x = R127f.x; -PV0f.y = R127f.x; -PV0f.z = R127f.x; -PV0f.w = R127f.x; -R126f.w = R1f.w; -PS0f = R126f.w; -// 1 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R127f.y = tempf.x; -R127f.w = 1.0; -PS1f = R127f.w; -// 2 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R127f.z = tempf.x; -R0f.x = 0.0; -PS0f = R0f.x; -// 3 -R1f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); -PV1f.x = R1f.x; -PV1f.y = R1f.x; -PV1f.z = R1f.x; -PV1f.w = R1f.x; -R3f.x = R2f.x; -PS1f = R3f.x; -// 4 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R1f.y = tempf.x; -R3f.y = R2f.y; -PS0f = R3f.y; -// 5 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R1f.z = tempf.x; -R3f.z = R127f.w; -PS1f = R3f.z; -// 6 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R1f.w = tempf.x; -// export -SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w)); -// export -// skipped export to semanticId 255 -// export -passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); -// export -passParameterSem2 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); -} diff --git a/Resolutions/TwilightPrincessHD_Resolution/eec9403a9d54137e_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/eec9403a9d54137e_0000000000000000_vs.txt deleted file mode 100644 index e1f6f842..00000000 --- a/Resolutions/TwilightPrincessHD_Resolution/eec9403a9d54137e_0000000000000000_vs.txt +++ /dev/null @@ -1,151 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader eec9403a9d54137e -//Map bg middle layer -const float UIx = $UIAspectX; -const float UIy = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[7]; -}; -#else -uniform ivec4 uf_remappedVS[7]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 0) out vec4 passParameterSem0; -layout(location = 1) out vec4 passParameterSem2; -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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));} -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 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem1.xyzw)/255.0); -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); -attrDecoder.xy = attrDataSem2.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -R127f.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); -PV0f.x = R127f.x; -PV0f.y = R127f.x; -PV0f.z = R127f.x; -PV0f.w = R127f.x; -R126f.w = R2f.w; -PS0f = R126f.w; -// 1 -tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R127f.y = tempf.x; -R127f.w = 1.0; -PS1f = R127f.w; -// 2 -tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R127f.z = tempf.x; -R4f.x = 0.0; -PS0f = R4f.x; -// 3 -R2f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); -PV1f.x = R2f.x; -PV1f.y = R2f.x; -PV1f.z = R2f.x; -PV1f.w = R2f.x; -R0f.x = R3f.x; -PS1f = R0f.x; -// 4 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R2f.y = tempf.x; -R0f.y = R3f.y; -PS0f = R0f.y; -// 5 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R2f.z = tempf.x; -R0f.z = R127f.w; -PS1f = R0f.z; -// 6 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R2f.w = tempf.x; -// export -SET_POSITION(vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w)); -// export -passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); -// export -passParameterSem2 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -// export -// skipped export to semanticId 255 -} diff --git a/Resolutions/TwilightPrincessHD_Resolution/f017fcfaf1bd28ab_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/f017fcfaf1bd28ab_0000000000000000_vs.txt deleted file mode 100644 index c927d51f..00000000 --- a/Resolutions/TwilightPrincessHD_Resolution/f017fcfaf1bd28ab_0000000000000000_vs.txt +++ /dev/null @@ -1,145 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader f017fcfaf1bd28ab -const float UIx = $UIAspectX; -const float UIy = $UIAspectY; - -//amiibo -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[7]; -}; -#else -uniform ivec4 uf_remappedVS[7]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 0) 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 R3f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -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 -R127f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); -PV0f.x = R127f.x; -PV0f.y = R127f.x; -PV0f.z = R127f.x; -PV0f.w = R127f.x; -R126f.w = R1f.w; -PS0f = R126f.w; -// 1 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R127f.y = tempf.x; -R127f.w = 1.0; -PS1f = R127f.w; -// 2 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R127f.z = tempf.x; -R3f.x = 0.0; -PS0f = R3f.x; -// 3 -R1f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); -PV1f.x = R1f.x; -PV1f.y = R1f.x; -PV1f.z = R1f.x; -PV1f.w = R1f.x; -R0f.x = R2f.x; -PS1f = R0f.x; -// 4 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R1f.y = tempf.x; -R0f.y = R2f.y; -PS0f = R0f.y; -// 5 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R1f.z = tempf.x; -R0f.z = R127f.w; -PS1f = R0f.z; -// 6 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R1f.w = tempf.x; -// export -SET_POSITION(vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w)); -// export -passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -// export -// skipped export to semanticId 255 -} diff --git a/Resolutions/TwilightPrincessHD_Resolution/f5034fe4aa1fec23_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/f5034fe4aa1fec23_0000000000000000_vs.txt deleted file mode 100644 index 38bbc8b5..00000000 --- a/Resolutions/TwilightPrincessHD_Resolution/f5034fe4aa1fec23_0000000000000000_vs.txt +++ /dev/null @@ -1,152 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader f5034fe4aa1fec23 -//map fade -const float UIx = $UIAspectX; -const float UIy = $UIAspectY; - -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[7]; -}; -#else -uniform ivec4 uf_remappedVS[7]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 0) out vec4 passParameterSem0; -layout(location = 1) out vec4 passParameterSem2; -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 R4f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem1.xyzw)/255.0); -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); -attrDecoder.xy = attrDataSem2.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -R127f.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); -PV0f.x = R127f.x; -PV0f.y = R127f.x; -PV0f.z = R127f.x; -PV0f.w = R127f.x; -R126f.w = R2f.w; -PS0f = R126f.w; -// 1 -tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R127f.y = tempf.x; -R127f.w = 1.0; -PS1f = R127f.w; -// 2 -tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R127f.z = tempf.x; -R4f.x = 0.0; -PS0f = R4f.x; -// 3 -R2f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); -PV1f.x = R2f.x; -PV1f.y = R2f.x; -PV1f.z = R2f.x; -PV1f.w = R2f.x; -R0f.x = R3f.x; -PS1f = R0f.x; -// 4 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R2f.y = tempf.x; -R0f.y = R3f.y; -PS0f = R0f.y; -// 5 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R2f.z = tempf.x; -R0f.z = R127f.w; -PS1f = R0f.z; -// 6 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R2f.w = tempf.x; -// export -SET_POSITION(vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w)); -// export -passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); -// export -passParameterSem2 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -// export -// skipped export to semanticId 255 -} diff --git a/Resolutions/TwilightPrincessHD_Resolution/fc148873ef522f50_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/fc148873ef522f50_0000000000000000_vs.txt deleted file mode 100644 index 3f0108a5..00000000 --- a/Resolutions/TwilightPrincessHD_Resolution/fc148873ef522f50_0000000000000000_vs.txt +++ /dev/null @@ -1,154 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader fc148873ef522f50 -// objective shadow -const float UIx = $UIAspectX; -const float UIy = $UIAspectY; -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[7]; -}; -#else -uniform ivec4 uf_remappedVS[7]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -ATTR_LAYOUT(0, 2) in uvec4 attrDataSem2; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 0) out vec4 passParameterSem0; -layout(location = 1) out vec4 passParameterSem2; -layout(location = 2) out vec4 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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} -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 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem1.xyzw)/255.0); -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); -attrDecoder.xy = attrDataSem2.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -R127f.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); -PV0f.x = R127f.x; -PV0f.y = R127f.x; -PV0f.z = R127f.x; -PV0f.w = R127f.x; -R126f.w = R2f.w; -PS0f = R126f.w; -// 1 -tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R127f.y = tempf.x; -R127f.w = 1.0; -PS1f = R127f.w; -// 2 -tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R127f.z = tempf.x; -R0f.x = 0.0; -PS0f = R0f.x; -// 3 -R2f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); -PV1f.x = R2f.x; -PV1f.y = R2f.x; -PV1f.z = R2f.x; -PV1f.w = R2f.x; -R4f.x = R3f.x; -PS1f = R4f.x; -// 4 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R2f.y = tempf.x; -R4f.y = R3f.y; -PS0f = R4f.y; -// 5 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R2f.z = tempf.x; -R4f.z = R127f.w; -PS1f = R4f.z; -// 6 -tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R2f.w = tempf.x; -// export -SET_POSITION(vec4(R2f.x*UIx, R2f.y, R2f.z, R2f.w)); -// export -passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); -// export -// skipped export to semanticId 255 -// export -passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); -// export -passParameterSem3 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); -} diff --git a/Resolutions/TwilightPrincessHD_Resolution/patches.txt b/Resolutions/TwilightPrincessHD_Resolution/patches.txt deleted file mode 100644 index 1814cb36..00000000 --- a/Resolutions/TwilightPrincessHD_Resolution/patches.txt +++ /dev/null @@ -1,13 +0,0 @@ -[TPHDv81] -moduleMatches = 0x1A03E108 - -#rodata constants -0x1005AAD8 = .float $aspectRatio -_aspectAddr = 0x1006AAD8 - - -#code changes -0x028D75B8 = lis r11, _aspectAddr@h -0x028D75C0 = lfs f0, _aspectAddr@l(r11) ; Main 3d Aspect -0x029BB184 = lis r12, _aspectAddr@h -0x029BB188 = lfs f2, _aspectAddr@l(r12) ; may just be the intro zelda graphic diff --git a/Resolutions/TwilightPrincessHD_Resolution/rules.txt b/Resolutions/TwilightPrincessHD_Resolution/rules.txt deleted file mode 100644 index 47732965..00000000 --- a/Resolutions/TwilightPrincessHD_Resolution/rules.txt +++ /dev/null @@ -1,1180 +0,0 @@ -[Definition] -titleIds = 000500001019C800,000500001019E600,000500001019E500 -name = Resolution -path = "The Legend of Zelda: Twilight Princess HD/Graphics/Resolution" -description = Changes the resolution of the game. Made by getdls. -version = 4 - -[Preset] -name = 1920x1080 (Native) -$width = 1920 -$height = 1080 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.01 -$scaleShader = 1.0 -$scaleBlur = 0.05 -$internalRes = 1.0 -$aspectRatio = (16.0/9.0) -$UIAspectX = 1.0 -$UIAspectY = 1.0 -$UItransp = 1.0 - -[Preset] -name = 2560x1440 -$width = 2560 -$height = 1440 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.1 -$scaleShader = 1.0 -$scaleBlur = 0.25 -$internalRes = 1.0 -$aspectRatio = (16.0/9.0) -$UIAspectX = 1.0 -$UIAspectY = 1.0 -$UItransp = 1.0 - -[Preset] -name = 2732x1536 -$width = 2732 -$height = 1536 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.2 -$scaleShader = 1.0 -$scaleBlur = 0.25 -$internalRes = 1.0 -$aspectRatio = (16.0/9.0) -$UIAspectX = 1.0 -$UIAspectY = 1.0 -$UItransp = 1.0 - -[Preset] -name = 3200x1800 -$width = 3200 -$height = 1800 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.2 -$scaleShader = 1.0 -$scaleBlur = 0.5 -$internalRes = 1.0 -$aspectRatio = (16.0/9.0) -$UIAspectX = 1.0 -$UIAspectY = 1.0 -$UItransp = 1.0 - -[Preset] -name = 3840x2160 (4k - Native x2) -$width = 3840 -$height = 2160 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.2 -$scaleShader = 1.0 -$scaleBlur = 0.75 -$internalRes = 0.75 -$aspectRatio = (16.0/9.0) -$UIAspectX = 1.0 -$UIAspectY = 1.0 -$UItransp = 1.0 - -[Preset] -name = 5120x2880 -$width = 5120 -$height = 2880 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.2 -$scaleShader = 1.0 -$scaleBlur = 0.5 -$internalRes = 0.75 -$aspectRatio = (16.0/9.0) -$UIAspectX = 1.0 -$UIAspectY = 1.0 -$UItransp = 1.0 - -// Enthusiast - -[Preset] -name = 7680x4320 (8k - Native x3) -$width = 7680 -$height = 4320 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.25 -$scaleShader = 1.0 -$scaleBlur = 0.5 -$internalRes = 0.5 -$aspectRatio = (16.0/9.0) -$UIAspectX = 1.0 -$UIAspectY = 1.0 -$UItransp = 1.0 - -[Preset] -name = -- 21:9 -- resolutions -$width = 2560 -$height = 1080 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.1 -$scaleShader = 1.0 -$scaleBlur = 0.25 -$internalRes = 1.0 -$aspectRatio = (64.0 / 27.0) -$UIAspectX = (1920.0 / 1080.0) / ( 2560.0 / 1080.0 ) -$UIAspectY = 1.0 -$UItransp = 1.0 - -[Preset] -name = 2560x1080 (21:9 HD) -$width = 2560 -$height = 1080 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.1 -$scaleShader = 1.0 -$scaleBlur = 0.25 -$internalRes = 1.0 -$aspectRatio = (64.0 / 27.0) -$UIAspectX = (1920.0 / 1080.0) / ( 2560.0 / 1080.0 ) -$UIAspectY = 1.0 -$UItransp = 1.0 - -[Preset] -name = 3440x1440 (21:9) -$width = 3440 -$height = 1440 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.1 -$scaleShader = 1.0 -$scaleBlur = 0.25 -$internalRes = 1.0 -$aspectRatio = (64.0 / 27.0) -$UIAspectX = (1920.0 / 1080.0) / ( 3440.0 / 1440.0 ) -$UIAspectY = 1.0 -$UItransp = 1.0 - -[Preset] -name = 5120x2160 (21:9) -$width = 5120 -$height = 2160 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.2 -$scaleShader = 1.0 -$scaleBlur = 0.5 -$internalRes = 0.75 -$aspectRatio = (64.0 / 27.0) -$UIAspectX = (1920.0 / 1080.0) / ( 5120.0 / 2160.0 ) -$UIAspectY = 1.0 -$UItransp = 1.0 - -[Preset] -name = -- 16:10 -- resolutions -$width = 1440 -$height = 900 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.01 -$scaleShader = 1.0 -$scaleBlur = 0.05 -$internalRes = 1.0 -$aspectRatio = (1440.0/900.0) -$UIAspectX = 1.0 -$UIAspectY = ( 1440.0 / 900.0 ) / (1920.0 / 1080.0) -$UItransp = 1.0 - -[Preset] -name = 1280x800 (16:10) -$width = 1280 -$height = 800 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.01 -$scaleShader = 1.0 -$scaleBlur = 0.05 -$internalRes = 1.0 -$aspectRatio = (1280.0/800.0) -$UIAspectX = 1.0 -$UIAspectY = ( 1280.0 / 800.0 ) / (1920.0 / 1080.0) -$UItransp = 1.0 - -[Preset] -name = 1440x900 (16:10) -$width = 1440 -$height = 900 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.01 -$scaleShader = 1.0 -$scaleBlur = 0.05 -$internalRes = 1.0 -$aspectRatio = (1440.0/900.0) -$UIAspectX = 1.0 -$UIAspectY = ( 1440.0 / 900.0 ) / (1920.0 / 1080.0) -$UItransp = 1.0 - -[Preset] -name = 1680x1050 (16:10) -$width = 1680 -$height = 1050 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.01 -$scaleShader = 1.0 -$scaleBlur = 0.05 -$internalRes = 1.0 -$aspectRatio = (1680.0/1050.0) -$UIAspectX = 1.0 -$UIAspectY = ( 1680.0 / 1050.0 ) / (1920.0 / 1080.0) -$UItransp = 1.0 - -[Preset] -name = 1920x1200 (16:10) -$width = 1920 -$height = 1200 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.01 -$scaleShader = 1.0 -$scaleBlur = 0.05 -$internalRes = 1.0 -$aspectRatio = (1920.0/1200.0) -$UIAspectX = 1.0 -$UIAspectY = ( 1920.0 / 1200.0 ) / (1920.0 / 1080.0) -$UItransp = 1.0 - -[Preset] -name = 2560x1600 (16:10) -$width = 2560 -$height = 1600 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.01 -$scaleShader = 1.0 -$scaleBlur = 0.05 -$internalRes = 1.0 -$aspectRatio = (2560.0/1600.0) -$UIAspectX = 1.0 -$UIAspectY = ( 2560.0 / 1600.0 ) / (1920.0 / 1080.0) -$UItransp = 1.0 - -[Preset] -name = 2880x1800 (16:10) -$width = 2880 -$height = 1800 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.01 -$scaleShader = 1.0 -$scaleBlur = 0.05 -$internalRes = 1.0 -$aspectRatio = (2880.0/1800.0) -$UIAspectX = 1.0 -$UIAspectY = ( 2880.0 / 1800.0 ) / (1920.0 / 1080.0) -$UItransp = 1.0 - -[Preset] -name = 3840x2400 (16:10) -$width = 3840 -$height = 2400 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.01 -$scaleShader = 1.0 -$scaleBlur = 0.05 -$internalRes = 1.0 -$aspectRatio = (3840.0/2400.0) -$UIAspectX = 1.0 -$UIAspectY = ( 3840.0 / 2400.0 ) / (1920.0 / 1080.0) -$UItransp = 1.0 - -[Preset] -name = 5120x3200 (16:10) -$width = 5120 -$height = 3200 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.01 -$scaleShader = 1.0 -$scaleBlur = 0.05 -$internalRes = 1.0 -$aspectRatio = (5120.0/3200.0) -$UIAspectX = 1.0 -$UIAspectY = ( 5120.0 / 3200.0 ) / (1920.0 / 1080.0) -$UItransp = 1.0 - -[Preset] -name = -- 48:9 -- resolutions -$width = 5760 -$height = 1080 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.1 -$scaleShader = 1.0 -$scaleBlur = 0.25 -$internalRes = 1.0 -$aspectRatio = (48.0/9.0) -$UIAspectX = ( 1920.0 / 1080.0 ) / ( 5760.0 / 1080.0 ) -$UIAspectY = 1.0 -$UItransp = 1.0 - -[Preset] -name = 5760x1080 (48:9) -$width = 5760 -$height = 1080 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.1 -$scaleShader = 1.0 -$scaleBlur = 0.25 -$internalRes = 1.0 -$aspectRatio = (48.0/9.0) -$UIAspectX = ( 1920.0 / 1080.0 ) / ( 5760.0 / 1080.0 ) -$UIAspectY = 1.0 -$UItransp = 1.0 - -[Preset] -name = 7680x1440 (48:9) -$width = 7680 -$height = 1440 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.1 -$scaleShader = 1.0 -$scaleBlur = 0.25 -$internalRes = 0.70 -$aspectRatio = (48.0/9.0) -$UIAspectX = ( 1920.0 / 1080.0 ) / ( 7680.0 / 1440.0 ) -$UIAspectY = 1.0 -$UItransp = 1.0 - -[Preset] # Should work fine on a 1070 and fixes most of horizontal shimmering -name = -- SSAA vert res x2 - Set scaling to Stretch -$width = 1920 -$height = 2160 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.01 -$scaleShader = 1.0 -$scaleBlur = 0.05 -$internalRes = 1.0 -$aspectRatio = (16.0/9.0) -$UIAspectX = 1.0 -$UIAspectY = 1.0 -$UItransp = 1.0 - -[Preset] -name = 1920x2160 (Vertical x2) -$width = 1920 -$height = 2160 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.01 -$scaleShader = 1.0 -$scaleBlur = 0.05 -$internalRes = 1.0 -$aspectRatio = (16.0/9.0) -$UIAspectX = 1.0 -$UIAspectY = 1.0 -$UItransp = 1.0 - -[Preset] -name = 2560x2880 (Vertical x2 - 0.75 sub scaling) -$width = 2560 -$height = 2880 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.1 -$scaleShader = 1.0 -$scaleBlur = 0.25 -$internalRes = 0.75 -$aspectRatio = (16.0/9.0) -$UIAspectX = 1.0 -$UIAspectY = 1.0 -$UItransp = 1.0 - -[Preset] # -name = 3840x4320 (Vertical x2 - 0.5 sub scaling) -$width = 3840 -$height = 4320 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.25 -$scaleShader = 1.0 -$scaleBlur = 1.0 -$internalRes = 0.5 -$aspectRatio = (16.0/9.0) -$UIAspectX = 1.0 -$UIAspectY = 1.0 -$UItransp = 1.0 - -[Preset] -name = 2560x2160 (21:9 Vertical x2) -$width = 2560 -$height = 2160 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.1 -$scaleShader = 1.0 -$scaleBlur = 0.25 -$internalRes = 1.0 -$aspectRatio = (64.0 / 27.0) -$UIAspectX = (1920.0 / 1080.0) / ( 2560.0 / 1080.0 ) -$UIAspectY = 1.0 -$UItransp = 1.0 - -[Preset] -name = 3440x2880 (21:9 Vertical x2 - 0.75 sub scaling) -$width = 3440 -$height = 2880 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.1 -$scaleShader = 1.0 -$scaleBlur = 0.25 -$internalRes = 0.75 # 2880 * 0.75 = 1080 x 2 -$aspectRatio = (64.0 / 27.0) -$UIAspectX = (1920.0 / 1080.0) / ( 3440.0 / 1440.0 ) -$UIAspectY = 1.0 -$UItransp = 1.0 - -[Preset] -name = 10240x4320 (21:9 0.5 subscale) -$width = 10240 -$height = 4320 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.2 -$scaleShader = 1.0 -$scaleBlur = 0.5 -$internalRes = 0.5 -$aspectRatio = (64.0 / 27.0) -$UIAspectX = (1920.0 / 1080.0) / ( 5120.0 / 2160.0 ) -$UIAspectY = 1.0 -$UItransp = 1.0 - - -[Preset] -name = 5760x1080 (48:9 Vertical x2 - 0.5 sub scaling) -$width = 5760 -$height = 2160 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.1 -$scaleShader = 1.0 -$scaleBlur = 0.25 -$internalRes = 0.5 -$aspectRatio = (48.0/9.0) -$UIAspectX = ( 1920.0 / 1080.0 ) / ( 5760.0 / 1080.0 ) -$UIAspectY = 1.0 -$UItransp = 1.0 - -[Preset] -name = -- UI 25% transparency, reduces risk of burn in -- -$width = 1920 -$height = 1080 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.01 -$scaleShader = 1.0 -$scaleBlur = 0.05 -$internalRes = 1.0 -$aspectRatio = (16.0/9.0) -$UIAspectX = 1.0 -$UIAspectY = 1.0 -$UItransp = 0.75 - -[Preset] -name = 1920x1080 (Native) - UI 25% transp -$width = 1920 -$height = 1080 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.01 -$scaleShader = 1.0 -$scaleBlur = 0.05 -$internalRes = 1.0 -$aspectRatio = (16.0/9.0) -$UIAspectX = 1.0 -$UIAspectY = 1.0 -$UItransp = 0.75 - -[Preset] -name = 2560x1440 - UI 25% transp -$width = 2560 -$height = 1440 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.1 -$scaleShader = 1.0 -$scaleBlur = 0.25 -$internalRes = 1.0 -$aspectRatio = (16.0/9.0) -$UIAspectX = 1.0 -$UIAspectY = 1.0 -$UItransp = 0.75 - -[Preset] -name = 2732x1536 - UI 25% transp -$width = 2732 -$height = 1536 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.2 -$scaleShader = 1.0 -$scaleBlur = 0.25 -$internalRes = 1.0 -$aspectRatio = (16.0/9.0) -$UIAspectX = 1.0 -$UIAspectY = 1.0 -$UItransp = 0.75 - -[Preset] -name = 3200x1800 - UI 25% transp -$width = 3200 -$height = 1800 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.2 -$scaleShader = 1.0 -$scaleBlur = 0.5 -$internalRes = 1.0 -$aspectRatio = (16.0/9.0) -$UIAspectX = 1.0 -$UIAspectY = 1.0 -$UItransp = 0.75 - -[Preset] -name = 3840x2160 (4k - Native x2) - UI 25% transp -$width = 3840 -$height = 2160 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.2 -$scaleShader = 1.0 -$scaleBlur = 0.75 -$internalRes = 0.75 -$aspectRatio = (16.0/9.0) -$UIAspectX = 1.0 -$UIAspectY = 1.0 -$UItransp = 0.75 - -[Preset] -name = 5120x2880 - UI 25% transp -$width = 5120 -$height = 2880 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.2 -$scaleShader = 1.0 -$scaleBlur = 0.5 -$internalRes = 0.75 -$aspectRatio = (16.0/9.0) -$UIAspectX = 1.0 -$UIAspectY = 1.0 -$UItransp = 0.75 - -// Enthusiast - -[Preset] -name = 7680x4320 (8k - Native x3) - UI 25% transp -$width = 7680 -$height = 4320 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.25 -$scaleShader = 1.0 -$scaleBlur = 0.5 -$internalRes = 0.5 -$aspectRatio = (16.0/9.0) -$UIAspectX = 1.0 -$UIAspectY = 1.0 -$UItransp = 0.75 - -[Preset] -name = -- 21:9 -- resolutions - UI 25% transp -$width = 2560 -$height = 1080 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.1 -$scaleShader = 1.0 -$scaleBlur = 0.25 -$internalRes = 1.0 -$aspectRatio = (64.0 / 27.0) -$UIAspectX = (1920.0 / 1080.0) / ( 2560.0 / 1080.0 ) -$UIAspectY = 1.0 -$UItransp = 0.75 - -[Preset] -name = 2560x1080 (21:9 HD) - UI 25% transp -$width = 2560 -$height = 1080 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.1 -$scaleShader = 1.0 -$scaleBlur = 0.25 -$internalRes = 1.0 -$aspectRatio = (64.0 / 27.0) -$UIAspectX = (1920.0 / 1080.0) / ( 2560.0 / 1080.0 ) -$UIAspectY = 1.0 -$UItransp = 0.75 - -[Preset] -name = 3440x1440 (21:9) - UI 25% transp -$width = 3440 -$height = 1440 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.1 -$scaleShader = 1.0 -$scaleBlur = 0.25 -$internalRes = 1.0 -$aspectRatio = (64.0 / 27.0) -$UIAspectX = (1920.0 / 1080.0) / ( 3440.0 / 1440.0 ) -$UIAspectY = 1.0 -$UItransp = 0.75 - -[Preset] -name = 5120x2160 (21:9) - UI 25% transp -$width = 5120 -$height = 2160 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.2 -$scaleShader = 1.0 -$scaleBlur = 0.5 -$internalRes = 0.75 -$aspectRatio = (64.0 / 27.0) -$UIAspectX = (1920.0 / 1080.0) / ( 5120.0 / 2160.0 ) -$UIAspectY = 1.0 -$UItransp = 0.75 - -[Preset] -name = 10240x4320 (21:9) - UI 25% transp -$width = 10240 -$height = 4320 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.2 -$scaleShader = 1.0 -$scaleBlur = 0.5 -$internalRes = 0.5 -$aspectRatio = (64.0 / 27.0) -$UIAspectX = (1920.0 / 1080.0) / ( 5120.0 / 2160.0 ) -$UIAspectY = 1.0 -$UItransp = 0.75 - -[Preset] -name = -- 16:10 -- resolutions - UI 25% transp -$width = 1440 -$height = 900 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.01 -$scaleShader = 1.0 -$scaleBlur = 0.05 -$internalRes = 1.0 -$aspectRatio = (1440.0/900.0) -$UIAspectX = 1.0 -$UIAspectY = ( 1440.0 / 900.0 ) / (1920.0 / 1080.0) -$UItransp = 0.75 - -[Preset] -name = 1280x800 (16:10) - UI 25% transp -$width = 1280 -$height = 800 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.01 -$scaleShader = 1.0 -$scaleBlur = 0.05 -$internalRes = 1.0 -$aspectRatio = (1280.0/800.0) -$UIAspectX = 1.0 -$UIAspectY = ( 1280.0 / 800.0 ) / (1920.0 / 1080.0) -$UItransp = 0.75 - -[Preset] -name = 1440x900 (16:10) - UI 25% transp -$width = 1440 -$height = 900 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.01 -$scaleShader = 1.0 -$scaleBlur = 0.05 -$internalRes = 1.0 -$aspectRatio = (1440.0/900.0) -$UIAspectX = 1.0 -$UIAspectY = ( 1440.0 / 900.0 ) / (1920.0 / 1080.0) -$UItransp = 0.75 - -[Preset] -name = 1680x1050 (16:10) - UI 25% transp -$width = 1680 -$height = 1050 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.01 -$scaleShader = 1.0 -$scaleBlur = 0.05 -$internalRes = 1.0 -$aspectRatio = (1680.0/1050.0) -$UIAspectX = 1.0 -$UIAspectY = ( 1680.0 / 1050.0 ) / (1920.0 / 1080.0) -$UItransp = 0.75 - -[Preset] -name = 1920x1200 (16:10) - UI 25% transp -$width = 1920 -$height = 1200 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.01 -$scaleShader = 1.0 -$scaleBlur = 0.05 -$internalRes = 1.0 -$aspectRatio = (1920.0/1200.0) -$UIAspectX = 1.0 -$UIAspectY = ( 1920.0 / 1200.0 ) / (1920.0 / 1080.0) -$UItransp = 0.75 - -[Preset] -name = 2560x1600 (16:10) - UI 25% transp -$width = 2560 -$height = 1600 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.01 -$scaleShader = 1.0 -$scaleBlur = 0.05 -$internalRes = 1.0 -$aspectRatio = (2560.0/1600.0) -$UIAspectX = 1.0 -$UIAspectY = ( 2560.0 / 1600.0 ) / (1920.0 / 1080.0) -$UItransp = 0.75 - -[Preset] -name = 2880x1800 (16:10) - UI 25% transp -$width = 2880 -$height = 1800 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.01 -$scaleShader = 1.0 -$scaleBlur = 0.05 -$internalRes = 1.0 -$aspectRatio = (2880.0/1800.0) -$UIAspectX = 1.0 -$UIAspectY = ( 2880.0 / 1800.0 ) / (1920.0 / 1080.0) -$UItransp = 0.75 - -[Preset] -name = 3840x2400 (16:10) - UI 25% transp -$width = 3840 -$height = 2400 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.01 -$scaleShader = 1.0 -$scaleBlur = 0.05 -$internalRes = 1.0 -$aspectRatio = (3840.0/2400.0) -$UIAspectX = 1.0 -$UIAspectY = ( 3840.0 / 2400.0 ) / (1920.0 / 1080.0) -$UItransp = 0.75 - -[Preset] -name = 5120x3200 (16:10) - UI 25% transp -$width = 5120 -$height = 3200 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.01 -$scaleShader = 1.0 -$scaleBlur = 0.05 -$internalRes = 1.0 -$aspectRatio = (5120.0/3200.0) -$UIAspectX = 1.0 -$UIAspectY = ( 5120.0 / 3200.0 ) / (1920.0 / 1080.0) -$UItransp = 0.75 - -[Preset] -name = -- 48:9 -- resolutions - UI 25% transp -$width = 5760 -$height = 1080 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.1 -$scaleShader = 1.0 -$scaleBlur = 0.25 -$internalRes = 1.0 -$aspectRatio = (48.0/9.0) -$UIAspectX = ( 1920.0 / 1080.0 ) / ( 5760.0 / 1080.0 ) -$UIAspectY = 1.0 -$UItransp = 0.75 - -[Preset] -name = 5760x1080 (48:9) - UI 25% transp -$width = 5760 -$height = 1080 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.1 -$scaleShader = 1.0 -$scaleBlur = 0.25 -$internalRes = 1.0 -$aspectRatio = (48.0/9.0) -$UIAspectX = ( 1920.0 / 1080.0 ) / ( 5760.0 / 1080.0 ) -$UIAspectY = 1.0 -$UItransp = 0.75 - -[Preset] -name = 7680x1440 (48:9) - UI 25% transp -$width = 7680 -$height = 1440 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.1 -$scaleShader = 1.0 -$scaleBlur = 0.25 -$internalRes = 0.70 -$aspectRatio = (48.0/9.0) -$UIAspectX = ( 1920.0 / 1080.0 ) / ( 7680.0 / 1440.0 ) -$UIAspectY = 1.0 -$UItransp = 0.75 - -[Preset] # Should work fine on a 1070 and fixes most of horizontal shimmering -name = --- SSAA vert res x2 - Set scaling to Stretch -$width = 1920 -$height = 2160 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.01 -$scaleShader = 1.0 -$scaleBlur = 0.05 -$internalRes = 1.0 -$aspectRatio = (16.0/9.0) -$UIAspectX = 1.0 -$UIAspectY = 1.0 -$UItransp = 0.75 - -[Preset] -name = 1920x2160 (Vertical x2) - UI 25% transp -$width = 1920 -$height = 2160 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.01 -$scaleShader = 1.0 -$scaleBlur = 0.05 -$internalRes = 1.0 -$aspectRatio = (16.0/9.0) -$UIAspectX = 1.0 -$UIAspectY = 1.0 -$UItransp = 0.75 - -[Preset] -name = 2560x2880 (Vertical x2 - 0.75 sub scaling) - UI 25% transp -$width = 2560 -$height = 2880 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.1 -$scaleShader = 1.0 -$scaleBlur = 0.25 -$internalRes = 0.75 -$aspectRatio = (16.0/9.0) -$UIAspectX = 1.0 -$UIAspectY = 1.0 -$UItransp = 0.75 - -[Preset] # -name = 3840x4320 (Vertical x2 - 0.5 sub scaling) - UI 25% transp -$width = 3840 -$height = 4320 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.25 -$scaleShader = 1.0 -$scaleBlur = 1.0 -$internalRes = 0.5 -$aspectRatio = (16.0/9.0) -$UIAspectX = 1.0 -$UIAspectY = 1.0 -$UItransp = 0.75 - -[Preset] -name = 2560x2160 (21:9 Vertical x2) - UI 25% transp -$width = 2560 -$height = 2160 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.1 -$scaleShader = 1.0 -$scaleBlur = 0.25 -$internalRes = 1.0 -$aspectRatio = (64.0 / 27.0) -$UIAspectX = (1920.0 / 1080.0) / ( 2560.0 / 1080.0 ) -$UIAspectY = 1.0 -$UItransp = 0.75 - -[Preset] -name = 3440x2880 (21:9 Vertical x2 - 0.75 sub scaling) - UI 25% transp -$width = 3440 -$height = 2880 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.1 -$scaleShader = 1.0 -$scaleBlur = 0.25 -$internalRes = 0.75 # 2880 * 0.75 = 1080 x 2 -$aspectRatio = (64.0 / 27.0) -$UIAspectX = (1920.0 / 1080.0) / ( 3440.0 / 1440.0 ) -$UIAspectY = 1.0 -$UItransp = 0.75 - -[Preset] -name = 5760x1080 (48:9 Vertical x2 - 0.5 sub scaling) - UI 25% transp -$width = 5760 -$height = 2160 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.1 -$scaleShader = 1.0 -$scaleBlur = 0.25 -$internalRes = 0.5 -$aspectRatio = (48.0/9.0) -$UIAspectX = ( 1920.0 / 1080.0 ) / ( 5760.0 / 1080.0 ) -$UIAspectY = 1.0 -$UItransp = 0.75 - -[TextureRedefine] -width = 1920 -height = 1088 -#formats = 0x011,0x01a -overwriteWidth = ($width/$gameWidth) * 1920 -overwriteHeight = ($height/$gameHeight) * 1088 - -[TextureRedefine] -width = 1920 -height = 1080 -#formats = -overwriteWidth = ($width/$gameWidth) * 1920 -overwriteHeight = ($height/$gameHeight) * 1080 - -[TextureRedefine] -width = 1280 -height = 720 -#formats = -overwriteWidth = ($width/$gameWidth) * 1280 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] -width = 960 -height = 544 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * (960*$internalRes) -overwriteHeight = ($height/$gameHeight) * (544*$internalRes) - -[TextureRedefine] -width = 960 -height = 540 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * (960*$internalRes) -overwriteHeight = ($height/$gameHeight) * (540*$internalRes) - -[TextureRedefine] -width = 960 -height = 544 -formats = 0x011 -overwriteWidth = ($width/$gameWidth) * (960*$internalRes) -overwriteHeight = ($height/$gameHeight) * (544*$internalRes) - -[TextureRedefine] -width = 960 -height = 540 -formats = 0x011 -overwriteWidth = ($width/$gameWidth) * (960*$internalRes) -overwriteHeight = ($height/$gameHeight) * (540*$internalRes) - -[TextureRedefine] -width = 960 -height = 544 -formats = 0x007 -overwriteWidth = ($width/$gameWidth) * (960*$internalRes) -overwriteHeight = ($height/$gameHeight) * (544*$internalRes) - -[TextureRedefine] -width = 960 -height = 540 -formats = 0x007 -overwriteWidth = ($width/$gameWidth) * (960*$internalRes) -overwriteHeight = ($height/$gameHeight) * (540*$internalRes) - -[TextureRedefine] -width = 864 -height = 480 -#formats = -overwriteWidth = ($width/$gameWidth) * 864 -overwriteHeight = ($height/$gameHeight) * 480 - -[TextureRedefine] -width = 854 -height = 480 -#formats = -overwriteWidth = ($width/$gameWidth) * 854 -overwriteHeight = ($height/$gameHeight) * 480 - -[TextureRedefine] #shadows horsie -width = 768 -height = 768 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 768 -overwriteHeight = ($height/$gameHeight) * 768 - -[TextureRedefine] #large map 8 rounding -width = 1376 -height = 784 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 1376 -overwriteHeight = ($height/$gameHeight) * 784 - -[TextureRedefine] #large map rounding -width = 1345 -height = 773 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 1345 -overwriteHeight = ($height/$gameHeight) * 773 - -[TextureRedefine] #large map 8 rounding -width = 608 -height = 352 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 608 -overwriteHeight = ($height/$gameHeight) * 352 - -[TextureRedefine] # Large map -width = 598 -height = 343 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 598 -overwriteHeight = ($height/$gameHeight) * 343 - -[TextureRedefine] # bloom n cutscene -width = 480 -height = 272 -#formats = 0x01a -overwriteWidth = ($width/$gameWidth) * (480*$internalRes) -overwriteHeight = ($height/$gameHeight) * (272*$internalRes) - -[TextureRedefine] # bloom n cutscene -width = 480 -height = 270 -#formats = 0x01a -overwriteWidth = ($width/$gameWidth) * (480*$internalRes) -overwriteHeight = ($height/$gameHeight) * (270*$internalRes) - -[TextureRedefine] # -width = 448 -height = 384 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 448 -overwriteHeight = ($height/$gameHeight) * 384 - -[TextureRedefine] # Map -width = 442 -height = 383 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 442 -overwriteHeight = ($height/$gameHeight) * 383 - -[TextureRedefine] -width = 435 -height = 381 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 435 -overwriteHeight = ($height/$gameHeight) * 381 - -[TextureRedefine] #Wolf shadows -width = 384 -height = 384 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 384 -overwriteHeight = ($height/$gameHeight) * 384 - -[TextureRedefine] #GUI map +8 -width = 320 -height = 288 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 320 -overwriteHeight = ($height/$gameHeight) * 288 - -[TextureRedefine] # map -width = 290 -height = 280 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 290 -overwriteHeight = ($height/$gameHeight) * 280 - -[TextureRedefine] # -width = 290 -height = 280 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 290 -overwriteHeight = ($height/$gameHeight) * 280 - -[TextureRedefine] # Gui -width = 282 -height = 272 -#formats = -overwriteWidth = ($width/$gameWidth) * 282 -overwriteHeight = ($height/$gameHeight) * 272 - -[TextureRedefine] # Gui -width = 832 -height = 720 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 832 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # Gui -width = 813 -height = 718 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 813 -overwriteHeight = ($height/$gameHeight) * 718 - -[TextureRedefine] # map -width = 384 -height = 320 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 384 -overwriteHeight = ($height/$gameHeight) * 320 - -[TextureRedefine] # map -width = 362 -height = 319 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 362 -overwriteHeight = ($height/$gameHeight) * 319 - -[TextureRedefine] # map endgame -width = 832 -height = 720 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 832 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # map endgame -width = 802 -height = 512 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 802 -overwriteHeight = ($height/$gameHeight) * 512