Merge branch 'master' into fixedRadiusBlur

This commit is contained in:
Michael 2017-10-16 21:28:10 -07:00
commit 8c93b4338a
77 changed files with 2300 additions and 3800 deletions

View File

@ -1,27 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 0457fe3efc9a772f
// Used for: Horizontal Bloom
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,27 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 9fad3b3505a6d831
// Used for: Vertical Bloom
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,27 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 0457fe3efc9a772f
// Used for: Horizontal Bloom
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,27 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 9fad3b3505a6d831
// Used for: Vertical Bloom
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,27 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 0457fe3efc9a772f
// Used for: Horizontal Bloom
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,27 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 9fad3b3505a6d831
// Used for: Vertical Bloom
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 4727ccdea05045d0
// Used for: Horizontal Blur
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,29 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 6dc0532bfaf19019
// Used for: Vertical Blur
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 4727ccdea05045d0
// Used for: Horizontal Blur
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,29 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 6dc0532bfaf19019
// Used for: Vertical Blur
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 4727ccdea05045d0
// Used for: Horizontal Blur
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,29 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 6dc0532bfaf19019
// Used for: Vertical Blur
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 4102408f48cb6b94
// Used for: Vertical Blur 1
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 46575655811a12b7
// Used for: Horizontal Blur
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 74b3539704b05bfd
// Used for: Horizontal Blur 1
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,27 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader f5190dd4ae552353
// Used for: Vertical Blur 1
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 4102408f48cb6b94
// Used for: Vertical Blur 1
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 46575655811a12b7
// Used for: Horizontal Blur
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 74b3539704b05bfd
// Used for: Horizontal Blur 1
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,27 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader f5190dd4ae552353
// Used for: Vertical Blur 1
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 4102408f48cb6b94
// Used for: Vertical Blur 1
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 46575655811a12b7
// Used for: Horizontal Blur
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 74b3539704b05bfd
// Used for: Horizontal Blur 1
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,27 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader f5190dd4ae552353
// Used for: Vertical Blur 1
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -0,0 +1,17 @@
[Turbo64]
moduleMatches = 0xD09700CE
0x10180618 = .string "Invalid ,Gu_Menu ,Test ,Reserved01 ,Reserved02 ,Reserved03 ,Reserved04 ,Reserved05 ,Reserved06 ,Reserved07 ,Reserved08 ,Reserved09 ,Reserved10 ,Reserved11 ,Reserved12 ,Reserved13 ,Reserved14 ,Gu_MarioCircuit ,Gu_DossunIseki ,Gu_City ,Gu_Cake ,Gu_HorrorHouse ,Gu_Expert ,Gu_Desert ,Gu_Cloud ,Gu_SnowMountain ,Gu_Techno ,Gu_Airport ,Gu_Menu ,Gu_WaterPark ,Gu_Ocean ,Gu_BowserCastle ,Gu_RainbowRoad ,G3ds_DKJungle ,Gwii_MooMooMeadows ,G64_PeachCircuit ,G64_KinopioHighway ,Gds_PukupukuBeach ,Ggc_SherbetLand ,Gagb_MarioCircuit ,G3ds_MusicPark ,Gwii_GrumbleVolcano ,Gsfc_DonutsPlain3 ,Ggc_DryDryDesert ,G3ds_PackunSlider ,Gds_TickTockClock ,G64_YoshiValley ,Gds_WarioStadium ,G64_RainbowRoad ,Du_Metro ,Du_MuteCity ,Du_DragonRoad ,Du_Hyrule ,Du_Animal_Summer ,Du_ExciteBike ,Du_Woods ,Du_IcePark ,Dgc_YoshiCircuit ,Dwii_WariosMine ,Dsfc_RainbowRoad ,Dagb_RibbonRoad ,D3ds_NeoBowserCity ,Dgc_BabyPark ,Dagb_CheeseLand ,Du_BigBlue ,Du_Animal_Spring ,Du_Animal_Autumn ,Du_Animal_Winter ,UnderConstruction20 ,UnderConstruction21 ,UnderConstruction22 ,UnderConstruction23 ,UnderConstruction24 ,UnderConstruction25 ,UnderConstruction26 ,UnderConstruction27 ,UnderConstruction28 ,UnderConstruction29 ,UnderConstruction30 ,UnderConstruction31 ,UnderConstruction32"
0x10180F38 = .string "Invalid ,Gu_Menu ,Test ,Reserved01 ,Reserved02 ,Reserved03 ,Reserved04 ,Reserved05 ,Reserved06 ,Reserved07 ,Reserved08 ,Reserved09 ,Reserved10 ,Reserved11 ,Reserved12 ,Reserved13 ,Reserved14 ,Gu_MarioCircuit ,Gu_DossunIseki ,Gu_City ,Gu_Cake ,Gu_HorrorHouse ,Gu_Expert ,Gu_Desert ,Gu_Cloud ,Gu_SnowMountain ,Gu_Techno ,Gu_Airport ,Gu_Menu ,Gu_WaterPark ,Gu_Ocean ,Gu_BowserCastle ,Gu_RainbowRoad ,G3ds_DKJungle ,Gwii_MooMooMeadows ,G64_PeachCircuit ,G64_KinopioHighway ,Gds_PukupukuBeach ,Ggc_SherbetLand ,Gagb_MarioCircuit ,G3ds_MusicPark ,Gwii_GrumbleVolcano ,Gsfc_DonutsPlain3 ,Ggc_DryDryDesert ,G3ds_PackunSlider ,Gds_TickTockClock ,G64_YoshiValley ,Gds_WarioStadium ,G64_RainbowRoad ,Du_Metro ,Du_MuteCity ,Du_DragonRoad ,Du_Hyrule ,Du_Animal_Summer ,Du_ExciteBike ,Du_Woods ,Du_IcePark ,Dgc_YoshiCircuit ,Dwii_WariosMine ,Dsfc_RainbowRoad ,Dagb_RibbonRoad ,D3ds_NeoBowserCity ,Dgc_BabyPark ,Dagb_CheeseLand ,Du_BigBlue ,Du_Animal_Spring ,Du_Animal_Autumn ,Du_Animal_Winter ,UnderConstruction20 ,UnderConstruction21 ,UnderConstruction22 ,UnderConstruction23 ,UnderConstruction24 ,UnderConstruction25 ,UnderConstruction26 ,UnderConstruction27 ,UnderConstruction28 ,UnderConstruction29 ,UnderConstruction30 ,UnderConstruction31 ,UnderConstruction32"
0x101814F8 = .string "Invalid ,Gu_Menu ,Test ,Reserved01 ,Reserved02 ,Reserved03 ,Reserved04 ,Reserved05 ,Reserved06 ,Reserved07 ,Reserved08 ,Reserved09 ,Reserved10 ,Reserved11 ,Reserved12 ,Reserved13 ,Reserved14 ,Gu_MarioCircuit ,Gu_DossunIseki ,Gu_City ,Gu_Cake ,Gu_HorrorHouse ,Gu_Expert ,Gu_Desert ,Gu_Cloud ,Gu_SnowMountain ,Gu_Techno ,Gu_Airport ,Gu_Menu ,Gu_WaterPark ,Gu_Ocean ,Gu_BowserCastle ,Gu_RainbowRoad ,G3ds_DKJungle ,Gwii_MooMooMeadows ,G64_PeachCircuit ,G64_KinopioHighway ,Gds_PukupukuBeach ,Ggc_SherbetLand ,Gagb_MarioCircuit ,G3ds_MusicPark ,Gwii_GrumbleVolcano ,Gsfc_DonutsPlain3 ,Ggc_DryDryDesert ,G3ds_PackunSlider ,Gds_TickTockClock ,G64_YoshiValley ,Gds_WarioStadium ,G64_RainbowRoad ,Du_Metro ,Du_MuteCity ,Du_DragonRoad ,Du_Hyrule ,Du_Animal_Summer ,Du_ExciteBike ,Du_Woods ,Du_IcePark ,Dgc_YoshiCircuit ,Dwii_WariosMine ,Dsfc_RainbowRoad ,Dagb_RibbonRoad ,D3ds_NeoBowserCity ,Dgc_BabyPark ,Dagb_CheeseLand ,Du_BigBlue ,Du_Animal_Spring ,Du_Animal_Autumn ,Du_Animal_Winter ,UnderConstruction20 ,UnderConstruction21 ,UnderConstruction22 ,UnderConstruction23 ,UnderConstruction24 ,UnderConstruction25 ,UnderConstruction26 ,UnderConstruction27 ,UnderConstruction28 ,UnderConstruction29 ,UnderConstruction30 ,UnderConstruction31 ,UnderConstruction32"
0x10183EF0 = .string "Invalid ,Gu_Menu ,Test ,Reserved01 ,Reserved02 ,Reserved03 ,Reserved04 ,Reserved05 ,Reserved06 ,Reserved07 ,Reserved08 ,Reserved09 ,Reserved10 ,Reserved11 ,Reserved12 ,Reserved13 ,Reserved14 ,Gu_MarioCircuit ,Gu_DossunIseki ,Gu_City ,Gu_Cake ,Gu_HorrorHouse ,Gu_Expert ,Gu_Desert ,Gu_Cloud ,Gu_SnowMountain ,Gu_Techno ,Gu_Airport ,Gu_Menu ,Gu_WaterPark ,Gu_Ocean ,Gu_BowserCastle ,Gu_RainbowRoad ,G3ds_DKJungle ,Gwii_MooMooMeadows ,G64_PeachCircuit ,G64_KinopioHighway ,Gds_PukupukuBeach ,Ggc_SherbetLand ,Gagb_MarioCircuit ,G3ds_MusicPark ,Gwii_GrumbleVolcano ,Gsfc_DonutsPlain3 ,Ggc_DryDryDesert ,G3ds_PackunSlider ,Gds_TickTockClock ,G64_YoshiValley ,Gds_WarioStadium ,G64_RainbowRoad ,Du_Metro ,Du_MuteCity ,Du_DragonRoad ,Du_Hyrule ,Du_Animal_Summer ,Du_ExciteBike ,Du_Woods ,Du_IcePark ,Dgc_YoshiCircuit ,Dwii_WariosMine ,Dsfc_RainbowRoad ,Dagb_RibbonRoad ,D3ds_NeoBowserCity ,Dgc_BabyPark ,Dagb_CheeseLand ,Du_BigBlue ,Du_Animal_Spring ,Du_Animal_Autumn ,Du_Animal_Winter ,UnderConstruction20 ,UnderConstruction21 ,UnderConstruction22 ,UnderConstruction23 ,UnderConstruction24 ,UnderConstruction25 ,UnderConstruction26 ,UnderConstruction27 ,UnderConstruction28 ,UnderConstruction29 ,UnderConstruction30 ,UnderConstruction31 ,UnderConstruction32"
0x10184410 = .string "Invalid ,Gu_Menu ,Test ,Reserved01 ,Reserved02 ,Reserved03 ,Reserved04 ,Reserved05 ,Reserved06 ,Reserved07 ,Reserved08 ,Reserved09 ,Reserved10 ,Reserved11 ,Reserved12 ,Reserved13 ,Reserved14 ,Gu_MarioCircuit ,Gu_DossunIseki ,Gu_City ,Gu_Cake ,Gu_HorrorHouse ,Gu_Expert ,Gu_Desert ,Gu_Cloud ,Gu_SnowMountain ,Gu_Techno ,Gu_Airport ,Gu_Menu ,Gu_WaterPark ,Gu_Ocean ,Gu_BowserCastle ,Gu_RainbowRoad ,G3ds_DKJungle ,Gwii_MooMooMeadows ,G64_PeachCircuit ,G64_KinopioHighway ,Gds_PukupukuBeach ,Ggc_SherbetLand ,Gagb_MarioCircuit ,G3ds_MusicPark ,Gwii_GrumbleVolcano ,Gsfc_DonutsPlain3 ,Ggc_DryDryDesert ,G3ds_PackunSlider ,Gds_TickTockClock ,G64_YoshiValley ,Gds_WarioStadium ,G64_RainbowRoad ,Du_Metro ,Du_MuteCity ,Du_DragonRoad ,Du_Hyrule ,Du_Animal_Summer ,Du_ExciteBike ,Du_Woods ,Du_IcePark ,Dgc_YoshiCircuit ,Dwii_WariosMine ,Dsfc_RainbowRoad ,Dagb_RibbonRoad ,D3ds_NeoBowserCity ,Dgc_BabyPark ,Dagb_CheeseLand ,Du_BigBlue ,Du_Animal_Spring ,Du_Animal_Autumn ,Du_Animal_Winter ,UnderConstruction20 ,UnderConstruction21 ,UnderConstruction22 ,UnderConstruction23 ,UnderConstruction24 ,UnderConstruction25 ,UnderConstruction26 ,UnderConstruction27 ,UnderConstruction28 ,UnderConstruction29 ,UnderConstruction30 ,UnderConstruction31 ,UnderConstruction32"
0x10184904 = .string "Invalid ,Gu_Menu ,Test ,Reserved01 ,Reserved02 ,Reserved03 ,Reserved04 ,Reserved05 ,Reserved06 ,Reserved07 ,Reserved08 ,Reserved09 ,Reserved10 ,Reserved11 ,Reserved12 ,Reserved13 ,Reserved14 ,Gu_MarioCircuit ,Gu_DossunIseki ,Gu_City ,Gu_Cake ,Gu_HorrorHouse ,Gu_Expert ,Gu_Desert ,Gu_Cloud ,Gu_SnowMountain ,Gu_Techno ,Gu_Airport ,Gu_Menu ,Gu_WaterPark ,Gu_Ocean ,Gu_BowserCastle ,Gu_RainbowRoad ,G3ds_DKJungle ,Gwii_MooMooMeadows ,G64_PeachCircuit ,G64_KinopioHighway ,Gds_PukupukuBeach ,Ggc_SherbetLand ,Gagb_MarioCircuit ,G3ds_MusicPark ,Gwii_GrumbleVolcano ,Gsfc_DonutsPlain3 ,Ggc_DryDryDesert ,G3ds_PackunSlider ,Gds_TickTockClock ,G64_YoshiValley ,Gds_WarioStadium ,G64_RainbowRoad ,Du_Metro ,Du_MuteCity ,Du_DragonRoad ,Du_Hyrule ,Du_Animal_Summer ,Du_ExciteBike ,Du_Woods ,Du_IcePark ,Dgc_YoshiCircuit ,Dwii_WariosMine ,Dsfc_RainbowRoad ,Dagb_RibbonRoad ,D3ds_NeoBowserCity ,Dgc_BabyPark ,Dagb_CheeseLand ,Du_BigBlue ,Du_Animal_Spring ,Du_Animal_Autumn ,Du_Animal_Winter ,UnderConstruction20 ,UnderConstruction21 ,UnderConstruction22 ,UnderConstruction23 ,UnderConstruction24 ,UnderConstruction25 ,UnderConstruction26 ,UnderConstruction27 ,UnderConstruction28 ,UnderConstruction29 ,UnderConstruction30 ,UnderConstruction31 ,UnderConstruction32"
0x10187ECC = .string "Invalid ,Gu_Menu ,Test ,Reserved01 ,Reserved02 ,Reserved03 ,Reserved04 ,Reserved05 ,Reserved06 ,Reserved07 ,Reserved08 ,Reserved09 ,Reserved10 ,Reserved11 ,Reserved12 ,Reserved13 ,Reserved14 ,Gu_MarioCircuit ,Gu_DossunIseki ,Gu_City ,Gu_Cake ,Gu_HorrorHouse ,Gu_Expert ,Gu_Desert ,Gu_Cloud ,Gu_SnowMountain ,Gu_Techno ,Gu_Airport ,Gu_Menu ,Gu_WaterPark ,Gu_Ocean ,Gu_BowserCastle ,Gu_RainbowRoad ,G3ds_DKJungle ,Gwii_MooMooMeadows ,G64_PeachCircuit ,G64_KinopioHighway ,Gds_PukupukuBeach ,Ggc_SherbetLand ,Gagb_MarioCircuit ,G3ds_MusicPark ,Gwii_GrumbleVolcano ,Gsfc_DonutsPlain3 ,Ggc_DryDryDesert ,G3ds_PackunSlider ,Gds_TickTockClock ,G64_YoshiValley ,Gds_WarioStadium ,G64_RainbowRoad ,Du_Metro ,Du_MuteCity ,Du_DragonRoad ,Du_Hyrule ,Du_Animal_Summer ,Du_ExciteBike ,Du_Woods ,Du_IcePark ,Dgc_YoshiCircuit ,Dwii_WariosMine ,Dsfc_RainbowRoad ,Dagb_RibbonRoad ,D3ds_NeoBowserCity ,Dgc_BabyPark ,Dagb_CheeseLand ,Du_BigBlue ,Du_Animal_Spring ,Du_Animal_Autumn ,Du_Animal_Winter ,UnderConstruction20 ,UnderConstruction21 ,UnderConstruction22 ,UnderConstruction23 ,UnderConstruction24 ,UnderConstruction25 ,UnderConstruction26 ,UnderConstruction27 ,UnderConstruction28 ,UnderConstruction29 ,UnderConstruction30 ,UnderConstruction31 ,UnderConstruction32"
0x10188960 = .string "Invalid ,Gu_Menu ,Test ,Reserved01 ,Reserved02 ,Reserved03 ,Reserved04 ,Reserved05 ,Reserved06 ,Reserved07 ,Reserved08 ,Reserved09 ,Reserved10 ,Reserved11 ,Reserved12 ,Reserved13 ,Reserved14 ,Gu_MarioCircuit ,Gu_DossunIseki ,Gu_City ,Gu_Cake ,Gu_HorrorHouse ,Gu_Expert ,Gu_Desert ,Gu_Cloud ,Gu_SnowMountain ,Gu_Techno ,Gu_Airport ,Gu_Menu ,Gu_WaterPark ,Gu_Ocean ,Gu_BowserCastle ,Gu_RainbowRoad ,G3ds_DKJungle ,Gwii_MooMooMeadows ,G64_PeachCircuit ,G64_KinopioHighway ,Gds_PukupukuBeach ,Ggc_SherbetLand ,Gagb_MarioCircuit ,G3ds_MusicPark ,Gwii_GrumbleVolcano ,Gsfc_DonutsPlain3 ,Ggc_DryDryDesert ,G3ds_PackunSlider ,Gds_TickTockClock ,G64_YoshiValley ,Gds_WarioStadium ,G64_RainbowRoad ,Du_Metro ,Du_MuteCity ,Du_DragonRoad ,Du_Hyrule ,Du_Animal_Summer ,Du_ExciteBike ,Du_Woods ,Du_IcePark ,Dgc_YoshiCircuit ,Dwii_WariosMine ,Dsfc_RainbowRoad ,Dagb_RibbonRoad ,D3ds_NeoBowserCity ,Dgc_BabyPark ,Dagb_CheeseLand ,Du_BigBlue ,Du_Animal_Spring ,Du_Animal_Autumn ,Du_Animal_Winter ,UnderConstruction20 ,UnderConstruction21 ,UnderConstruction22 ,UnderConstruction23 ,UnderConstruction24 ,UnderConstruction25 ,UnderConstruction26 ,UnderConstruction27 ,UnderConstruction28 ,UnderConstruction29 ,UnderConstruction30 ,UnderConstruction31 ,UnderConstruction32"
0x1018921C = .string "Invalid ,Gu_Menu ,Test ,Reserved01 ,Reserved02 ,Reserved03 ,Reserved04 ,Reserved05 ,Reserved06 ,Reserved07 ,Reserved08 ,Reserved09 ,Reserved10 ,Reserved11 ,Reserved12 ,Reserved13 ,Reserved14 ,Gu_MarioCircuit ,Gu_DossunIseki ,Gu_City ,Gu_Cake ,Gu_HorrorHouse ,Gu_Expert ,Gu_Desert ,Gu_Cloud ,Gu_SnowMountain ,Gu_Techno ,Gu_Airport ,Gu_Menu ,Gu_WaterPark ,Gu_Ocean ,Gu_BowserCastle ,Gu_RainbowRoad ,G3ds_DKJungle ,Gwii_MooMooMeadows ,G64_PeachCircuit ,G64_KinopioHighway ,Gds_PukupukuBeach ,Ggc_SherbetLand ,Gagb_MarioCircuit ,G3ds_MusicPark ,Gwii_GrumbleVolcano ,Gsfc_DonutsPlain3 ,Ggc_DryDryDesert ,G3ds_PackunSlider ,Gds_TickTockClock ,G64_YoshiValley ,Gds_WarioStadium ,G64_RainbowRoad ,Du_Metro ,Du_MuteCity ,Du_DragonRoad ,Du_Hyrule ,Du_Animal_Summer ,Du_ExciteBike ,Du_Woods ,Du_IcePark ,Dgc_YoshiCircuit ,Dwii_WariosMine ,Dsfc_RainbowRoad ,Dagb_RibbonRoad ,D3ds_NeoBowserCity ,Dgc_BabyPark ,Dagb_CheeseLand ,Du_BigBlue ,Du_Animal_Spring ,Du_Animal_Autumn ,Du_Animal_Winter ,UnderConstruction20 ,UnderConstruction21 ,UnderConstruction22 ,UnderConstruction23 ,UnderConstruction24 ,UnderConstruction25 ,UnderConstruction26 ,UnderConstruction27 ,UnderConstruction28 ,UnderConstruction29 ,UnderConstruction30 ,UnderConstruction31 ,UnderConstruction32"
0x1018AA9C = .string "Invalid ,Gu_Menu ,Test ,Reserved01 ,Reserved02 ,Reserved03 ,Reserved04 ,Reserved05 ,Reserved06 ,Reserved07 ,Reserved08 ,Reserved09 ,Reserved10 ,Reserved11 ,Reserved12 ,Reserved13 ,Reserved14 ,Gu_MarioCircuit ,Gu_DossunIseki ,Gu_City ,Gu_Cake ,Gu_HorrorHouse ,Gu_Expert ,Gu_Desert ,Gu_Cloud ,Gu_SnowMountain ,Gu_Techno ,Gu_Airport ,Gu_Menu ,Gu_WaterPark ,Gu_Ocean ,Gu_BowserCastle ,Gu_RainbowRoad ,G3ds_DKJungle ,Gwii_MooMooMeadows ,G64_PeachCircuit ,G64_KinopioHighway ,Gds_PukupukuBeach ,Ggc_SherbetLand ,Gagb_MarioCircuit ,G3ds_MusicPark ,Gwii_GrumbleVolcano ,Gsfc_DonutsPlain3 ,Ggc_DryDryDesert ,G3ds_PackunSlider ,Gds_TickTockClock ,G64_YoshiValley ,Gds_WarioStadium ,G64_RainbowRoad ,Du_Metro ,Du_MuteCity ,Du_DragonRoad ,Du_Hyrule ,Du_Animal_Summer ,Du_ExciteBike ,Du_Woods ,Du_IcePark ,Dgc_YoshiCircuit ,Dwii_WariosMine ,Dsfc_RainbowRoad ,Dagb_RibbonRoad ,D3ds_NeoBowserCity ,Dgc_BabyPark ,Dagb_CheeseLand ,Du_BigBlue ,Du_Animal_Spring ,Du_Animal_Autumn ,Du_Animal_Winter ,UnderConstruction20 ,UnderConstruction21 ,UnderConstruction22 ,UnderConstruction23 ,UnderConstruction24 ,UnderConstruction25 ,UnderConstruction26 ,UnderConstruction27 ,UnderConstruction28 ,UnderConstruction29 ,UnderConstruction30 ,UnderConstruction31 ,UnderConstruction32"
0x1018BB64 = .string "Invalid ,Gu_Menu ,Test ,Reserved01 ,Reserved02 ,Reserved03 ,Reserved04 ,Reserved05 ,Reserved06 ,Reserved07 ,Reserved08 ,Reserved09 ,Reserved10 ,Reserved11 ,Reserved12 ,Reserved13 ,Reserved14 ,Gu_MarioCircuit ,Gu_DossunIseki ,Gu_City ,Gu_Cake ,Gu_HorrorHouse ,Gu_Expert ,Gu_Desert ,Gu_Cloud ,Gu_SnowMountain ,Gu_Techno ,Gu_Airport ,Gu_Menu ,Gu_WaterPark ,Gu_Ocean ,Gu_BowserCastle ,Gu_RainbowRoad ,G3ds_DKJungle ,Gwii_MooMooMeadows ,G64_PeachCircuit ,G64_KinopioHighway ,Gds_PukupukuBeach ,Ggc_SherbetLand ,Gagb_MarioCircuit ,G3ds_MusicPark ,Gwii_GrumbleVolcano ,Gsfc_DonutsPlain3 ,Ggc_DryDryDesert ,G3ds_PackunSlider ,Gds_TickTockClock ,G64_YoshiValley ,Gds_WarioStadium ,G64_RainbowRoad ,Du_Metro ,Du_MuteCity ,Du_DragonRoad ,Du_Hyrule ,Du_Animal_Summer ,Du_ExciteBike ,Du_Woods ,Du_IcePark ,Dgc_YoshiCircuit ,Dwii_WariosMine ,Dsfc_RainbowRoad ,Dagb_RibbonRoad ,D3ds_NeoBowserCity ,Dgc_BabyPark ,Dagb_CheeseLand ,Du_BigBlue ,Du_Animal_Spring ,Du_Animal_Autumn ,Du_Animal_Winter ,UnderConstruction20 ,UnderConstruction21 ,UnderConstruction22 ,UnderConstruction23 ,UnderConstruction24 ,UnderConstruction25 ,UnderConstruction26 ,UnderConstruction27 ,UnderConstruction28 ,UnderConstruction29 ,UnderConstruction30 ,UnderConstruction31 ,UnderConstruction32"
#Original:
#.string "Invalid ,Gu_Menu ,Test ,Reserved01 ,Reserved02 ,Reserved03 ,Reserved04 ,Reserved05 ,Reserved06 ,Reserved07 ,Reserved08 ,Reserved09 ,Reserved10 ,Reserved11 ,Reserved12 ,Reserved13 ,Reserved14 ,Gu_MarioCircuit ,Gu_DossunIseki ,Gu_City ,Gu_Cake ,Gu_HorrorHouse ,Gu_Expert ,Gu_Desert ,Gu_Cloud ,Gu_SnowMountain ,Gu_Techno ,Gu_Airport ,Gu_FirstCircuit ,Gu_WaterPark ,Gu_Ocean ,Gu_BowserCastle ,Gu_RainbowRoad ,G3ds_DKJungle ,Gwii_MooMooMeadows ,G64_PeachCircuit ,G64_KinopioHighway ,Gds_PukupukuBeach ,Ggc_SherbetLand ,Gagb_MarioCircuit ,G3ds_MusicPark ,Gwii_GrumbleVolcano ,Gsfc_DonutsPlain3 ,Ggc_DryDryDesert ,G3ds_PackunSlider ,Gds_TickTockClock ,G64_YoshiValley ,Gds_WarioStadium ,G64_RainbowRoad ,Du_Metro ,Du_MuteCity ,Du_DragonRoad ,Du_Hyrule ,Du_Animal_Summer ,Du_ExciteBike ,Du_Woods ,Du_IcePark ,Dgc_YoshiCircuit ,Dwii_WariosMine ,Dsfc_RainbowRoad ,Dagb_RibbonRoad ,D3ds_NeoBowserCity ,Dgc_BabyPark ,Dagb_CheeseLand ,Du_BigBlue ,Du_Animal_Spring ,Du_Animal_Autumn ,Du_Animal_Winter ,UnderConstruction20 ,UnderConstruction21 ,UnderConstruction22 ,UnderConstruction23 ,UnderConstruction24 ,UnderConstruction25 ,UnderConstruction26 ,UnderConstruction27 ,UnderConstruction28 ,UnderConstruction29 ,UnderConstruction30 ,UnderConstruction31 ,UnderConstruction32"

View File

@ -0,0 +1,4 @@
[Definition]
titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
name = "Mario Kart 8 - The Void"
version = 2

View File

@ -1,27 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 0457fe3efc9a772f
// Used for: Horizontal Bloom
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,27 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 9fad3b3505a6d831
// Used for: Vertical Bloom
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,27 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 0457fe3efc9a772f
// Used for: Horizontal Bloom
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,27 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 9fad3b3505a6d831
// Used for: Vertical Bloom
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,27 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 0457fe3efc9a772f
// Used for: Horizontal Bloom
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,27 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 9fad3b3505a6d831
// Used for: Vertical Bloom
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,27 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 0457fe3efc9a772f
// Used for: Horizontal Bloom
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,27 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 9fad3b3505a6d831
// Used for: Vertical Bloom
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,27 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 0457fe3efc9a772f
// Used for: Horizontal Bloom
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,27 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 9fad3b3505a6d831
// Used for: Vertical Bloom
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 4727ccdea05045d0
// Used for: Horizontal Blur
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,29 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 6dc0532bfaf19019
// Used for: Vertical Blur
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 4727ccdea05045d0
// Used for: Horizontal Blur
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,29 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 6dc0532bfaf19019
// Used for: Vertical Blur
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 4727ccdea05045d0
// Used for: Horizontal Blur
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,29 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 6dc0532bfaf19019
// Used for: Vertical Blur
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 4727ccdea05045d0
// Used for: Horizontal Blur
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,29 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 6dc0532bfaf19019
// Used for: Vertical Blur
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 4727ccdea05045d0
// Used for: Horizontal Blur
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,29 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 6dc0532bfaf19019
// Used for: Vertical Blur
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 4727ccdea05045d0
// Used for: Horizontal Blur
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,29 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 6dc0532bfaf19019
// Used for: Vertical Blur
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 4102408f48cb6b94
// Used for: Vertical Blur 1
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 46575655811a12b7
// Used for: Horizontal Blur
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 74b3539704b05bfd
// Used for: Horizontal Blur 1
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,27 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader f5190dd4ae552353
// Used for: Vertical Blur 1
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 4102408f48cb6b94
// Used for: Vertical Blur 1
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 46575655811a12b7
// Used for: Horizontal Blur
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 74b3539704b05bfd
// Used for: Horizontal Blur 1
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,27 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader f5190dd4ae552353
// Used for: Vertical Blur 1
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 4102408f48cb6b94
// Used for: Vertical Blur 1
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 46575655811a12b7
// Used for: Horizontal Blur
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 74b3539704b05bfd
// Used for: Horizontal Blur 1
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,27 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader f5190dd4ae552353
// Used for: Vertical Blur 1
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 4102408f48cb6b94
// Used for: Vertical Blur 1
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 46575655811a12b7
// Used for: Horizontal Blur
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 74b3539704b05bfd
// Used for: Horizontal Blur 1
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,27 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader f5190dd4ae552353
// Used for: Vertical Blur 1
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 4102408f48cb6b94
// Used for: Vertical Blur 1
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 46575655811a12b7
// Used for: Horizontal Blur
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,28 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 74b3539704b05bfd
// Used for: Horizontal Blur 1
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,27 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader f5190dd4ae552353
// Used for: Vertical Blur 1
const float blurFactor = 1.0; //Higher is less blur
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
ivec2 inputRes = textureSize(textureUnitPS0, 0);
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
vec2 scale = outputRes * blurFactor;
void main()
{
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
for (int i = 1; i<4; i++) {
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
}
passPixelColor0 = R1f;
}

View File

@ -1,377 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 0c68163cebcb2c67 // guardian explosion plasma smoke ps
uniform ivec4 uf_remappedPS[6];
uniform float uf_alphaTestRef;
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21048800 res 256x128x1 dim 1 tm: 4 format 0007 compSel: 0 1 1 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 2 0 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x2105e800 res 256x256x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 1 2 0 border: 0
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x210b5000 res 200x200x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0
layout(binding = 10) uniform samplerCubeArray textureUnitPS10;// Tex10 addr 0x3d568800 res 16x16x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x6) Sampler10 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem3;
layout(location = 3) in vec4 passParameterSem4;
layout(location = 4) in vec4 passParameterSem5;
layout(location = 5) in vec4 passParameterSem8;
layout(location = 6) in vec4 passParameterSem9;
layout(location = 7) in vec4 passParameterSem11;
layout(location = 8) in vec4 passParameterSem14;
layout(location = 9) in vec4 passParameterSem15;
layout(location = 10) in vec4 passParameterSem16;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId)
{
// stm -> x .. s, y .. t, z .. MajorAxis*2.0
vec3 inputCoord = normalize(vec3(src1.y, src1.x, src0.x));
float rx = inputCoord.x;
float ry = inputCoord.y;
float rz = inputCoord.z;
if( abs(rx) > abs(ry) && abs(rx) > abs(rz) )
{
stm.z = rx*2.0;
stm.xy = vec2(ry,rz);
if( rx >= 0.0 )
{
faceId = 0;
}
else
{
faceId = 1;
}
}
else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) )
{
stm.z = ry*2.0;
stm.xy = vec2(rx,rz);
if( ry >= 0.0 )
{
faceId = 2;
}
else
{
faceId = 3;
}
}
else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) )
{
stm.z = rz*2.0;
stm.xy = vec2(rx,ry);
if( rz >= 0.0 )
{
faceId = 4;
}
else
{
faceId = 5;
}
}
}
vec3 redcCUBEReverse(vec2 st, int faceId)
{
st.yx = st.xy;
vec3 v;
float majorAxis = 1.0;
if( faceId == 0 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = 1.0;
}
else if( faceId == 1 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = -1.0;
}
else if( faceId == 2 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = 1.0;
}
else if( faceId == 3 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = -1.0;
}
else if( faceId == 4 )
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = 1.0;
}
else
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = -1.0;
}
return v;
}
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = vec4(0.0);
vec4 R8f = vec4(0.0);
vec4 R9f = vec4(0.0);
vec4 R10f = vec4(0.0);
vec4 R11f = vec4(0.0);
vec4 R12f = vec4(0.0);
vec4 R13f = vec4(0.0);
vec4 R14f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R124f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
float cubeMapArrayIndex10 = 0.0;
R0f = passParameterSem0;
R1f = passParameterSem1;
R2f = passParameterSem3;
R3f = passParameterSem4;
R4f = passParameterSem5;
R5f = passParameterSem8;
R6f = passParameterSem9;
R7f = passParameterSem11;
R8f = passParameterSem14;
R9f = passParameterSem15;
R10f = passParameterSem16;
R4f.xw = (texture(textureUnitPS0, R5f.xy).xw);
// 0
backupReg0f = R7f.z;
PV0f.x = R3f.y * 1.5;
R123f.y = (R4f.w * 2.0 + -(1.0));
PV0f.y = R123f.y;
R123f.z = (R4f.x * 2.0 + -(1.0));
PV0f.z = R123f.z;
PV0f.w = R3f.y;
PV0f.w /= 2.0;
R7f.z = -(backupReg0f);
PS0f = R7f.z;
// 1
PV1f.x = mul_nonIEEE(PV0f.z, PV0f.w);
PV1f.y = mul_nonIEEE(PV0f.y, PV0f.w);
PV1f.z = mul_nonIEEE(PV0f.y, PV0f.x);
PV1f.w = mul_nonIEEE(PV0f.z, PV0f.x);
R3f.z = 1.0 / R2f.w;
PS1f = R3f.z;
// 2
backupReg0f = R5f.z;
backupReg1f = R5f.w;
R5f.xyz = vec3(R6f.x,R6f.y,backupReg0f) + vec3(PV1f.w,PV1f.z,PV1f.x);
R5f.w = backupReg1f + PV1f.y;
R6f.w = intBitsToFloat(uf_remappedPS[0].x);
PS0f = R6f.w;
// 3
redcCUBE(vec4(R7f.z,R7f.z,R7f.x,R7f.y),vec4(R7f.y,R7f.x,R7f.z,R7f.z),cubeMapSTM,cubeMapFaceId);
R127f.x = cubeMapSTM.x;
R127f.y = cubeMapSTM.y;
R127f.z = cubeMapSTM.z;
R127f.w = intBitsToFloat(cubeMapFaceId);
PV1f.x = R127f.x;
PV1f.y = R127f.y;
PV1f.z = R127f.z;
PV1f.w = R127f.w;
R7f.x = mul_nonIEEE(R2f.x, R3f.z);
PS1f = R7f.x;
// 4
R4f.x = (R0f.w * 2.0 + -(1.0));
R7f.y = mul_nonIEEE(R2f.y, R3f.z);
R6f.z = PV1f.w;
R3f.w = R1f.x + R1f.x;
PV0f.w = R3f.w;
PS0f = 1.0 / abs(PV1f.z);
// 5
R123f.x = (mul_nonIEEE(R127f.x,PS0f) + 1.5);
PV1f.x = R123f.x;
R13f.y = R1f.y + R1f.y;
PV1f.y = R13f.y;
R4f.z = R1f.z + R1f.z;
PV1f.z = R4f.z;
R123f.w = (mul_nonIEEE(R127f.y,PS0f) + 1.5);
PV1f.w = R123f.w;
R12f.y = -(R1f.x) + PV0f.w;
PS1f = R12f.y;
// 6
R6f.x = PV1f.w;
R6f.y = PV1f.x;
R7f.z = -(R1f.y) + PV1f.y;
R4f.w = -(R1f.z) + PV1f.z;
R11f.y = -(R0f.w) + 1.0;
PS0f = R11f.y;
R5f.x = (texture(textureUnitPS2, R5f.xy).w);
R14f.xyzw = (texture(textureUnitPS1, R5f.zw).xyzw);
R6f.xyz = (textureLod(textureUnitPS10, vec4(redcCUBEReverse(R6f.xy,floatBitsToInt(R6f.z)),cubeMapArrayIndex10),R6f.w).xyz);
R7f.x = (texture(textureUnitPS4, R7f.xy).x);
// 0
PV0f.x = R14f.z + R5f.x;
PV0f.x /= 2.0;
R127f.y = mul_nonIEEE(R11f.y, R11f.y);
R127f.y *= 4.0;
PV0f.z = R2f.z * R3f.z;
R126f.w = R5f.x + R4f.x;
PV0f.w = R126f.w;
R127f.z = R6f.x * 1.0;
PS0f = R127f.z;
// 1
R124f.x = PV0f.x + intBitsToFloat(0xbecccccd);
R124f.x *= 4.0;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),PV0f.z) + -(intBitsToFloat(uf_remappedPS[1].y)));
PV1f.y = R123f.y;
PV1f.z = max(PV0f.w, intBitsToFloat(0x3e4ccccd));
R127f.w = R6f.y * 1.0;
R127f.x = R6f.z * 1.0;
PS1f = R127f.x;
// 2
R126f.x = (mul_nonIEEE(R7f.x,intBitsToFloat(uf_remappedPS[1].w)) + intBitsToFloat(uf_remappedPS[1].x));
PV0f.y = min(PV1f.z, intBitsToFloat(0x3e99999a));
R126f.z = -(R14f.z) + 1.0;
R6f.w = R8f.x + 0.0;
R125f.x = 1.0 / PV1f.y;
PS0f = R125f.x;
// 3
PV1f.x = PV0f.y + intBitsToFloat(0xbe4ccccd);
R6f.y = (mul_nonIEEE(R127f.x,intBitsToFloat(uf_remappedPS[2].y)) + 0.0);
R6f.z = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[2].y)) + 0.0);
R2f.w = (mul_nonIEEE(R127f.z,intBitsToFloat(uf_remappedPS[2].y)) + 0.0);
R5f.w = R8f.y + 0.0;
PS1f = R5f.w;
// 4
backupReg0f = R8f.z;
R123f.x = (mul_nonIEEE(-(R4f.y),R126f.z) + R126f.x);
PV0f.x = R123f.x;
PV0f.y = -(intBitsToFloat(uf_remappedPS[1].z)) * R125f.x;
R8f.z = backupReg0f + 0.0;
PV0f.w = PV1f.x * intBitsToFloat(0x411fffff);
PS0f = mul_nonIEEE(R14f.w, R126f.w);
// 5
PV1f.x = PV0f.x + -(PV0f.y);
R126f.y = mul_nonIEEE(R1f.w, PS0f);
R126f.y = clamp(R126f.y, 0.0, 1.0);
PV1f.z = mul_nonIEEE(R14f.x, PV0f.w);
R126f.w = (mul_nonIEEE(PV0f.w,R124f.x) + -(R127f.y));
R126f.w = clamp(R126f.w, 0.0, 1.0);
// 6
R124f.x = (mul_nonIEEE(R4f.w,PV1f.z) + R1f.z);
PV0f.x = R124f.x;
R127f.y = (mul_nonIEEE(R7f.z,PV1f.z) + R1f.y);
PV0f.y = R127f.y;
R126f.z = (mul_nonIEEE(R12f.y,PV1f.z) + R1f.x);
PV0f.z = R126f.z;
PV0f.w = max(PV1f.x, 0.0);
// 7
backupReg0f = R0f.y;
backupReg1f = R0f.x;
PV1f.x = R0f.z + -(PV0f.x);
PV1f.y = backupReg0f + -(PV0f.y);
PV1f.z = backupReg1f + -(PV0f.z);
PV1f.w = min(PV0f.w, 2.0);
// 8
PV0f.x = PV1f.w + -0.0;
R123f.y = (mul_nonIEEE(PV1f.x,R126f.w) + R124f.x);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(PV1f.y,R126f.w) + R127f.y);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(PV1f.z,R126f.w) + R126f.z);
PV0f.w = R123f.w;
// 9
R124f.x = (mul_nonIEEE(R3f.w,R14f.y) + PV0f.w);
PV1f.x = R124f.x;
PV1f.y = PV0f.x * 0.5;
PV1f.y = clamp(PV1f.y, 0.0, 1.0);
R126f.z = (mul_nonIEEE(R4f.z,R14f.y) + PV0f.y);
PV1f.z = R126f.z;
R126f.w = (mul_nonIEEE(R13f.y,R14f.y) + PV0f.z);
PV1f.w = R126f.w;
// 10
PV0f.x = max(PV1f.x, 0.0);
PV0f.y = mul_nonIEEE(R126f.y, PV1f.y);
PV0f.y = clamp(PV0f.y, 0.0, 1.0);
PV0f.z = max(PV1f.z, 0.0);
PV0f.w = max(PV1f.w, 0.0);
// 11
backupReg0f = R3f.x;
R3f.x = min(PV0f.w, intBitsToFloat(uf_remappedPS[3].y));
PV1f.x = R3f.x;
R3f.y = min(PV0f.x, intBitsToFloat(uf_remappedPS[3].y));
PV1f.y = R3f.y;
R3f.w = min(PV0f.z, intBitsToFloat(uf_remappedPS[3].y));
PV1f.w = R3f.w;
R0f.w = mul_nonIEEE(backupReg0f, PV0f.y);
PS1f = R0f.w;
// 12
R14f.x = R126f.z + -(PV1f.w);
R13f.y = R126f.w + -(PV1f.x);
R4f.z = R124f.x + -(PV1f.y);
// 0
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R6f.y) + R8f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R6f.z) + R5f.w);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R2f.w) + R6f.w);
PV0f.w = R123f.w;
// 1
R124f.x = (mul_nonIEEE(R3f.y,PV0f.w) + R4f.z);
PV1f.x = R124f.x;
R126f.z = (mul_nonIEEE(R3f.w,PV0f.y) + R14f.x);
PV1f.z = R126f.z;
R126f.w = (mul_nonIEEE(R3f.x,PV0f.z) + R13f.y);
PV1f.w = R126f.w;
// 2
PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[4].y);
PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].x);
PV0f.w = -(PV1f.z) + intBitsToFloat(uf_remappedPS[4].z);
// 3
backupReg0f = R124f.x;
R124f.x = (mul_nonIEEE(PV0f.w,R10f.y) + R126f.z);
PV1f.x = R124f.x;
R126f.y = (mul_nonIEEE(PV0f.x,R10f.y) + R126f.w);
PV1f.y = R126f.y;
R126f.z = (mul_nonIEEE(PV0f.y,R10f.y) + backupReg0f);
PV1f.z = R126f.z;
// 4
PV0f.y = R9f.z + -(PV1f.x);
PV0f.z = R9f.y + -(PV1f.y);
PV0f.w = R9f.x + -(PV1f.z);
// 5
backupReg0f = R124f.x;
R124f.x = (mul_nonIEEE(PV0f.w,R9f.w) + R126f.z);
PV1f.x = R124f.x;
R126f.z = (mul_nonIEEE(PV0f.y,R9f.w) + backupReg0f);
PV1f.z = R126f.z;
R126f.w = (mul_nonIEEE(PV0f.z,R9f.w) + R126f.y);
PV1f.w = R126f.w;
// 6
PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[5].y);
PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[5].x);
PV0f.w = -(PV1f.z) + intBitsToFloat(uf_remappedPS[5].z);
// 7
R0f.x = (mul_nonIEEE(PV0f.y,R10f.x) + R124f.x);
R0f.y = (mul_nonIEEE(PV0f.x,R10f.x) + R126f.w);
R0f.z = (mul_nonIEEE(PV0f.w,R10f.x) + R126f.z);
// export
if( ((vec4(R0f.x, R0f.y, R0f.z, R0f.w)).a > uf_alphaTestRef) == false) discard;
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

View File

@ -1,321 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 527591781440691a // distant cloud and fog ps
uniform ivec4 uf_remappedPS[7];
uniform float uf_alphaTestRef;
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x212f4000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x212fc000 res 256x64x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 2 0 border: 0
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x2118a000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 0 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0
layout(binding = 10) uniform samplerCubeArray textureUnitPS10;// Tex10 addr 0x3d568800 res 16x16x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x6) Sampler10 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem3;
layout(location = 3) in vec4 passParameterSem4;
layout(location = 4) in vec4 passParameterSem7;
layout(location = 5) in vec4 passParameterSem8;
layout(location = 6) in vec4 passParameterSem9;
layout(location = 7) in vec4 passParameterSem11;
layout(location = 8) in vec4 passParameterSem14;
layout(location = 9) in vec4 passParameterSem15;
layout(location = 10) in vec4 passParameterSem16;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId)
{
// stm -> x .. s, y .. t, z .. MajorAxis*2.0
vec3 inputCoord = normalize(vec3(src1.y, src1.x, src0.x));
float rx = inputCoord.x;
float ry = inputCoord.y;
float rz = inputCoord.z;
if( abs(rx) > abs(ry) && abs(rx) > abs(rz) )
{
stm.z = rx*2.0;
stm.xy = vec2(ry,rz);
if( rx >= 0.0 )
{
faceId = 0;
}
else
{
faceId = 1;
}
}
else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) )
{
stm.z = ry*2.0;
stm.xy = vec2(rx,rz);
if( ry >= 0.0 )
{
faceId = 2;
}
else
{
faceId = 3;
}
}
else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) )
{
stm.z = rz*2.0;
stm.xy = vec2(rx,ry);
if( rz >= 0.0 )
{
faceId = 4;
}
else
{
faceId = 5;
}
}
}
vec3 redcCUBEReverse(vec2 st, int faceId)
{
st.yx = st.xy;
vec3 v;
float majorAxis = 1.0;
if( faceId == 0 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = 1.0;
}
else if( faceId == 1 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = -1.0;
}
else if( faceId == 2 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = 1.0;
}
else if( faceId == 3 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = -1.0;
}
else if( faceId == 4 )
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = 1.0;
}
else
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = -1.0;
}
return v;
}
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = vec4(0.0);
vec4 R8f = vec4(0.0);
vec4 R9f = vec4(0.0);
vec4 R10f = vec4(0.0);
vec4 R11f = vec4(0.0);
vec4 R12f = vec4(0.0);
vec4 R13f = vec4(0.0);
vec4 R122f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
float cubeMapArrayIndex10 = 0.0;
R0f = passParameterSem0;
R1f = passParameterSem1;
R2f = passParameterSem3;
R3f = passParameterSem4;
R4f = passParameterSem7;
R5f = passParameterSem8;
R6f = passParameterSem9;
R7f = passParameterSem11;
R8f = passParameterSem14;
R9f = passParameterSem15;
R10f = passParameterSem16;
R11f.xw = (texture(textureUnitPS0, R5f.xy).xw);
R13f.x = (texture(textureUnitPS2, R6f.xy).w);
// 0
backupReg0f = R7f.z;
R127f.x = mul_nonIEEE(R3f.y, intBitsToFloat(uf_remappedPS[0].y));
PV0f.y = mul_nonIEEE(R3f.y, intBitsToFloat(uf_remappedPS[0].x));
R7f.z = -(backupReg0f);
PV0f.z = R7f.z;
R123f.w = (R11f.x * 2.0 + -(1.0));
PV0f.w = R123f.w;
R127f.z = (R11f.w * 2.0 + -(1.0));
PS0f = R127f.z;
// 1
redcCUBE(vec4(PV0f.z,PV0f.z,R7f.x,R7f.y),vec4(R7f.y,R7f.x,PV0f.z,PV0f.z),cubeMapSTM,cubeMapFaceId);
R126f.x = cubeMapSTM.x;
R126f.y = cubeMapSTM.y;
R126f.z = cubeMapSTM.z;
R126f.w = intBitsToFloat(cubeMapFaceId);
PV1f.x = R126f.x;
PV1f.y = R126f.y;
PV1f.z = R126f.z;
PV1f.w = R126f.w;
R7f.x = (mul_nonIEEE(PV0f.y,PV0f.w) + R5f.z);
PS1f = R7f.x;
// 2
R11f.x = R0f.x + -(R1f.x);
R7f.y = (mul_nonIEEE(R127f.x,R127f.z) + R5f.w);
R5f.z = PV1f.w;
R5f.w = intBitsToFloat(uf_remappedPS[1].x);
PS0f = 1.0 / abs(PV1f.z);
// 3
R6f.x = R0f.z + -(R1f.z);
R6f.y = R0f.y + -(R1f.y);
R123f.z = (mul_nonIEEE(R126f.y,PS0f) + 1.5);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(R126f.x,PS0f) + 1.5);
PV1f.w = R123f.w;
PS1f = 1.0 / R2f.w;
// 4
R5f.x = PV1f.z;
R5f.y = PV1f.w;
R7f.z = mul_nonIEEE(R2f.x, PS1f);
R7f.w = mul_nonIEEE(R2f.y, PS1f);
R11f.w = 1.0 / R2f.w;
PS0f = R11f.w;
R12f.xyzw = (texture(textureUnitPS1, R7f.xy).xyzw);
R5f.xyz = (textureLod(textureUnitPS10, vec4(redcCUBEReverse(R5f.xy,floatBitsToInt(R5f.z)),cubeMapArrayIndex10),R5f.w).xyz);
R7f.x = (texture(textureUnitPS4, R7f.zw).x);
// 0
PV0f.x = mul_nonIEEE(R12f.y, R12f.y);
PV0f.y = mul_nonIEEE(R12f.x, R12f.x);
R126f.z = R5f.x * 1.0;
PV0f.w = mul_nonIEEE(R12f.z, R12f.z);
R126f.x = R5f.y * 1.0;
PS0f = R126f.x;
// 1
PV1f.x = PV0f.w * 1.0;
PV1f.y = PV0f.x * 1.0;
PV1f.z = PV0f.y * 1.0;
R126f.w = R5f.z * 1.0;
R127f.w = R8f.x + 0.0;
PS1f = R127f.w;
// 2
R127f.x = R8f.y + 0.0;
R126f.y = (mul_nonIEEE(R6f.x,PV1f.x) + R1f.z);
R123f.z = (mul_nonIEEE(R6f.y,PV1f.y) + R1f.y);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(R11f.x,PV1f.z) + R1f.x);
PV0f.w = R123f.w;
R127f.y = R8f.z + 0.0;
PS0f = R127f.y;
// 3
R123f.x = (mul_nonIEEE(R126f.w,intBitsToFloat(uf_remappedPS[2].y)) + 0.0);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[2].y)) + 0.0);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(R126f.z,intBitsToFloat(uf_remappedPS[2].y)) + 0.0);
PV1f.z = R123f.z;
R126f.w = mul_nonIEEE(R4f.x, PV0f.w);
R125f.w = mul_nonIEEE(R4f.y, PV0f.z);
PS1f = R125f.w;
// 4
R2f.x = R2f.z * R11f.w;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),PV1f.y) + R127f.x);
PV0f.y = R123f.y;
PV0f.z = mul_nonIEEE(R4f.z, R126f.y);
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),PV1f.z) + R127f.w);
PV0f.w = R123f.w;
R122f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),PV1f.x) + R127f.y);
PS0f = R122f.x;
// 5
R127f.x = mul_nonIEEE(R126f.w, PV0f.w);
PV1f.x = R127f.x;
PV1f.y = mul_nonIEEE(R12f.w, R13f.x);
R126f.z = mul_nonIEEE(PV0f.z, PS0f);
PV1f.z = R126f.z;
R126f.w = mul_nonIEEE(R125f.w, PV0f.y);
PV1f.w = R126f.w;
// 6
PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[3].y);
PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[3].x);
R123f.z = (mul_nonIEEE(R4f.w,PV1f.y) + -(R0f.w))*4.0;
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV0f.z = R123f.z;
PV0f.w = -(PV1f.z) + intBitsToFloat(uf_remappedPS[3].z);
// 7
backupReg0f = R127f.x;
backupReg1f = R1f.w;
R127f.x = (mul_nonIEEE(PV0f.w,R10f.y) + R126f.z);
PV1f.x = R127f.x;
R127f.y = (mul_nonIEEE(PV0f.x,R10f.y) + R126f.w);
PV1f.y = R127f.y;
R126f.z = (mul_nonIEEE(PV0f.y,R10f.y) + backupReg0f);
PV1f.z = R126f.z;
R1f.w = mul_nonIEEE(backupReg1f, PV0f.z);
R1f.w = clamp(R1f.w, 0.0, 1.0);
// 8
PV0f.y = R9f.z + -(PV1f.x);
PV0f.z = R9f.y + -(PV1f.y);
PV0f.w = R9f.x + -(PV1f.z);
// 9
backupReg0f = R127f.x;
R127f.x = (mul_nonIEEE(PV0f.w,R9f.w) + R126f.z);
PV1f.x = R127f.x;
R126f.z = (mul_nonIEEE(PV0f.y,R9f.w) + backupReg0f);
PV1f.z = R126f.z;
R126f.w = (mul_nonIEEE(PV0f.z,R9f.w) + R127f.y);
PV1f.w = R126f.w;
// 10
PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[4].y);
PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].x);
PV0f.w = -(PV1f.z) + intBitsToFloat(uf_remappedPS[4].z);
// 11
backupReg0f = R10f.x;
backupReg0f = R10f.x;
backupReg0f = R10f.x;
R10f.x = (mul_nonIEEE(PV0f.y,backupReg0f) + R127f.x);
R10f.y = (mul_nonIEEE(PV0f.x,backupReg0f) + R126f.w);
R10f.z = (mul_nonIEEE(PV0f.w,backupReg0f) + R126f.z);
// 0
R127f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].w),R7f.x) + intBitsToFloat(uf_remappedPS[5].x));
R123f.y = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[5].w)) + -(intBitsToFloat(uf_remappedPS[5].y)));
PV0f.y = R123f.y;
// 1
PS1f = 1.0 / PV0f.y;
// 2
PV0f.z = -(intBitsToFloat(uf_remappedPS[5].z)) * PS1f;
R126f.z = 1.0 / intBitsToFloat(uf_remappedPS[6].y);
PS0f = R126f.z;
// 3
PV1f.w = -(PV0f.z) + R127f.x;
// 4
PV0f.y = PV1f.w * R126f.z;
PV0f.y = clamp(PV0f.y, 0.0, 1.0);
// 5
PV1f.x = mul_nonIEEE(R1f.w, PV0f.y);
// 6
R10f.w = mul_nonIEEE(R3f.x, PV1f.x);
// export
if( ((vec4(R10f.x, R10f.y, R10f.z, R10f.w)).a > uf_alphaTestRef) == false) discard;
passPixelColor0 = vec4(R10f.x, R10f.y, R10f.z, R10f.w);
}

View File

@ -1,366 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 6ef3887dc83ac35e // distant cloud and fog ps
uniform ivec4 uf_remappedPS[9];
uniform float uf_alphaTestRef;
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21106000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x212a2000 res 400x400x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 0 border: 0
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x212f1000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 0 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0
layout(binding = 10) uniform samplerCubeArray textureUnitPS10;// Tex10 addr 0x3d56d800 res 16x16x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x6) Sampler10 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem3;
layout(location = 3) in vec4 passParameterSem4;
layout(location = 4) in vec4 passParameterSem8;
layout(location = 5) in vec4 passParameterSem9;
layout(location = 6) in vec4 passParameterSem11;
layout(location = 7) in vec4 passParameterSem14;
layout(location = 8) in vec4 passParameterSem15;
layout(location = 9) in vec4 passParameterSem16;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId)
{
// stm -> x .. s, y .. t, z .. MajorAxis*2.0
vec3 inputCoord = normalize(vec3(src1.y, src1.x, src0.x));
float rx = inputCoord.x;
float ry = inputCoord.y;
float rz = inputCoord.z;
if( abs(rx) > abs(ry) && abs(rx) > abs(rz) )
{
stm.z = rx*2.0;
stm.xy = vec2(ry,rz);
if( rx >= 0.0 )
{
faceId = 0;
}
else
{
faceId = 1;
}
}
else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) )
{
stm.z = ry*2.0;
stm.xy = vec2(rx,rz);
if( ry >= 0.0 )
{
faceId = 2;
}
else
{
faceId = 3;
}
}
else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) )
{
stm.z = rz*2.0;
stm.xy = vec2(rx,ry);
if( rz >= 0.0 )
{
faceId = 4;
}
else
{
faceId = 5;
}
}
}
vec3 redcCUBEReverse(vec2 st, int faceId)
{
st.yx = st.xy;
vec3 v;
float majorAxis = 1.0;
if( faceId == 0 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = 1.0;
}
else if( faceId == 1 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = -1.0;
}
else if( faceId == 2 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = 1.0;
}
else if( faceId == 3 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = -1.0;
}
else if( faceId == 4 )
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = 1.0;
}
else
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = -1.0;
}
return v;
}
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = vec4(0.0);
vec4 R8f = vec4(0.0);
vec4 R9f = vec4(0.0);
vec4 R10f = vec4(0.0);
vec4 R11f = vec4(0.0);
vec4 R122f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
float cubeMapArrayIndex10 = 0.0;
R0f = passParameterSem0;
R1f = passParameterSem1;
R2f = passParameterSem3;
R3f = passParameterSem4;
R4f = passParameterSem8;
R5f = passParameterSem9;
R6f = passParameterSem11;
R7f = passParameterSem14;
R8f = passParameterSem15;
R9f = passParameterSem16;
R10f.xw = (texture(textureUnitPS0, R4f.xy).xw);
R10f.y = (texture(textureUnitPS2, R5f.xy).w);
// 0
R11f.x = R0f.x + -(R1f.x);
R123f.y = (R10f.w * 2.0 + -(1.0));
PV0f.y = R123f.y;
R123f.z = (R10f.x * 2.0 + -(1.0));
PV0f.z = R123f.z;
R127f.w = R10f.y * 1.0;
R127f.z = 1.0 / R2f.w;
PS0f = R127f.z;
// 1
PV1f.x = mul_nonIEEE(R3f.y, PV0f.z);
PV1f.y = mul_nonIEEE(R3f.y, PV0f.y);
R11f.z = mul_nonIEEE(R2f.x, PS0f);
R10f.w = intBitsToFloat(uf_remappedPS[0].x);
R11f.y = mul_nonIEEE(R2f.y, PS0f);
PS1f = R11f.y;
// 2
PV0f.x = R2f.z * R127f.z;
R2f.y = R0f.y + -(R1f.y);
PV0f.z = mul_nonIEEE(PV1f.x, R127f.w);
PV0f.w = mul_nonIEEE(R127f.w, PV1f.y);
R2f.w = R7f.x + 0.0;
PS0f = R2f.w;
// 3
R4f.xyz = vec3(R4f.z,R4f.w,R5f.x) + vec3(PV0f.z,PV0f.w,PV0f.z);
R4f.w = R5f.y + PV0f.w;
R122f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),PV0f.x) + -(intBitsToFloat(uf_remappedPS[1].y)));
PS1f = R122f.x;
// 4
R5f.x = dot(vec4(R6f.x,R6f.y,R6f.z,-0.0),vec4(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z),0.0));
PV0f.x = R5f.x;
PV0f.y = R5f.x;
PV0f.z = R5f.x;
PV0f.w = R5f.x;
R127f.z = 1.0 / PS1f;
PS0f = R127f.z;
// 5
backupReg0f = R0f.z;
tempf.x = dot(vec4(R6f.x,R6f.y,R6f.z,-0.0),vec4(intBitsToFloat(uf_remappedPS[3].x),intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].z),0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.y = tempf.x;
R5f.y = backupReg0f + -(R1f.z);
PS1f = R5f.y;
// 6
tempf.x = dot(vec4(R6f.x,R6f.y,R6f.z,-0.0),vec4(intBitsToFloat(uf_remappedPS[4].x),intBitsToFloat(uf_remappedPS[4].y),intBitsToFloat(uf_remappedPS[4].z),0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R2f.z = tempf.x;
R3f.z = R7f.y + 0.0;
PS0f = R3f.z;
// 7
backupReg0f = R6f.z;
tempf.x = dot(vec4(R6f.x,R6f.y,R6f.z,-0.0),vec4(intBitsToFloat(uf_remappedPS[5].x),intBitsToFloat(uf_remappedPS[5].y),intBitsToFloat(uf_remappedPS[5].z),0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.w = tempf.x;
R6f.z = -(backupReg0f);
PS1f = R6f.z;
// 8
redcCUBE(vec4(PS1f,PS1f,R6f.x,R6f.y),vec4(R6f.y,R6f.x,PS1f,PS1f),cubeMapSTM,cubeMapFaceId);
R126f.x = cubeMapSTM.x;
R126f.y = cubeMapSTM.y;
R126f.z = cubeMapSTM.z;
R126f.w = intBitsToFloat(cubeMapFaceId);
PV0f.x = R126f.x;
PV0f.y = R126f.y;
PV0f.z = R126f.z;
PV0f.w = R126f.w;
R6f.y = -(intBitsToFloat(uf_remappedPS[1].z)) * R127f.z;
PS0f = R6f.y;
// 9
backupReg0f = R0f.w;
PV1f.x = R127f.w * R127f.w;
R0f.y = R7f.z + 0.0;
R10f.z = PV0f.w;
R0f.w = (backupReg0f * 2.0 + -(1.0));
PS1f = 1.0 / abs(PV0f.z);
// 10
R123f.x = (R2f.z * R2f.z + PV1f.x);
PV0f.x = R123f.x;
R123f.z = (mul_nonIEEE(R126f.y,PS1f) + 1.5);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(R126f.x,PS1f) + 1.5);
PV0f.w = R123f.w;
// 11
R10f.x = PV0f.z;
R10f.y = PV0f.w;
R0f.x = (R127f.y * R127f.y + PV0f.x);
PS1f = R0f.x;
R10f.xyz = (textureLod(textureUnitPS10, vec4(redcCUBEReverse(R10f.xy,floatBitsToInt(R10f.z)),cubeMapArrayIndex10),R10f.w).xyz);
R7f.xyzw = (texture(textureUnitPS1, R4f.xy).xyzw);
R4f.y = (texture(textureUnitPS4, R11f.zy).x);
R11f.y = (texture(textureUnitPS0, R4f.zw).w);
// 0
R123f.x = (R5f.x * R5f.x + R0f.x);
PV0f.x = R123f.x;
PV0f.y = R10f.x * 1.0;
PV0f.z = R10f.y * 1.0;
PV0f.w = R10f.z * 1.0;
R126f.x = mul_nonIEEE(R7f.z, R7f.z);
PS0f = R126f.x;
// 1
R127f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[6].y)) + 0.0);
R123f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[6].y)) + 0.0);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(PV0f.y,intBitsToFloat(uf_remappedPS[6].y)) + 0.0);
PV1f.z = R123f.z;
R126f.w = mul_nonIEEE(R7f.x, R7f.x);
tempResultf = 1.0 / sqrt(PV0f.x);
PS1f = tempResultf;
// 2
backupReg0f = R126f.x;
R126f.x = (mul_nonIEEE(R5f.y,backupReg0f) + R1f.z);
PV0f.y = mul_nonIEEE(R7f.y, R7f.y);
PV0f.z = mul_nonIEEE(R2f.z, PS1f);
R127f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),PV1f.z) + R2f.w);
R126f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),PV1f.y) + R3f.z);
PS0f = R126f.z;
// 3
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R127f.x) + R0f.y);
PV1f.x = R123f.x;
PV1f.y = max(PV0f.z, -(PV0f.z));
R123f.z = (mul_nonIEEE(R11f.x,R126f.w) + R1f.x);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(R2f.y,PV0f.y) + R1f.y);
PV1f.w = R123f.w;
// 4
backupReg0f = R126f.z;
PV0f.x = max(PV1f.y, intBitsToFloat(0x3e99999a));
R127f.y = mul_nonIEEE(PV1f.z, R127f.w);
PV0f.y = R127f.y;
R126f.z = mul_nonIEEE(R126f.x, PV1f.x);
PV0f.z = R126f.z;
R127f.w = mul_nonIEEE(PV1f.w, backupReg0f);
PV0f.w = R127f.w;
PS0f = R11f.y + R0f.w;
PS0f = clamp(PS0f, 0.0, 1.0);
// 5
PV1f.x = -(PV0f.w) + intBitsToFloat(uf_remappedPS[7].y);
PV1f.y = -(PV0f.y) + intBitsToFloat(uf_remappedPS[7].x);
PV1f.z = -(PV0f.z) + intBitsToFloat(uf_remappedPS[7].z);
PV1f.w = min(PV0f.x, 1.0);
PS1f = mul_nonIEEE(R7f.w, PS0f);
// 6
backupReg0f = R1f.w;
R126f.x = (mul_nonIEEE(PV1f.y,R9f.y) + R127f.y);
PV0f.x = R126f.x;
R127f.y = (mul_nonIEEE(PV1f.x,R9f.y) + R127f.w);
PV0f.y = R127f.y;
PV0f.z = PV1f.w + intBitsToFloat(0xbe99999a);
R127f.w = (mul_nonIEEE(PV1f.z,R9f.y) + R126f.z);
PV0f.w = R127f.w;
R1f.w = mul_nonIEEE(backupReg0f, PS1f);
PS0f = R1f.w;
// 7
PV1f.x = R8f.z + -(PV0f.w);
PV1f.y = PV0f.z * intBitsToFloat(0x3fb6db6e);
PV1f.z = R8f.y + -(PV0f.y);
PV1f.w = R8f.x + -(PV0f.x);
// 8
backupReg0f = R127f.y;
PV0f.x = -(PV1f.y) + 1.0;
R127f.y = (mul_nonIEEE(PV1f.w,R8f.w) + R126f.x);
PV0f.y = R127f.y;
R126f.z = (mul_nonIEEE(PV1f.x,R8f.w) + R127f.w);
PV0f.z = R126f.z;
R127f.w = (mul_nonIEEE(PV1f.z,R8f.w) + backupReg0f);
PV0f.w = R127f.w;
// 9
PV1f.x = -(PV0f.w) + intBitsToFloat(uf_remappedPS[8].y);
PV1f.y = -(PV0f.y) + intBitsToFloat(uf_remappedPS[8].x);
PV1f.z = -(PV0f.z) + intBitsToFloat(uf_remappedPS[8].z);
PV1f.w = mul_nonIEEE(PV0f.x, PV0f.x);
// 10
backupReg0f = R6f.y;
R6f.x = (mul_nonIEEE(PV1f.y,R9f.x) + R127f.y);
R6f.y = (mul_nonIEEE(PV1f.x,R9f.x) + R127f.w);
R8f.z = (PV1f.w * intBitsToFloat(0x42c80000) + backupReg0f);
R6f.z = (mul_nonIEEE(PV1f.z,R9f.x) + R126f.z);
PS0f = R6f.z;
// 0
R123f.y = (mul_nonIEEE(R4f.y,intBitsToFloat(uf_remappedPS[1].w)) + intBitsToFloat(uf_remappedPS[1].x));
PV0f.y = R123f.y;
// 1
PV1f.y = PV0f.y + -(R8f.z);
// 2
PV0f.x = max(PV1f.y, 0.0);
// 3
PV1f.w = min(PV0f.x, intBitsToFloat(0x42c80000));
// 4
PV0f.z = PV1f.w + -0.0;
// 5
PV1f.y = PV0f.z * intBitsToFloat(0x3c23d70a);
PV1f.y = clamp(PV1f.y, 0.0, 1.0);
// 6
PV0f.x = mul_nonIEEE(R1f.w, PV1f.y);
PV0f.x = clamp(PV0f.x, 0.0, 1.0);
// 7
R6f.w = mul_nonIEEE(R3f.x, PV0f.x);
// export
if( ((vec4(R6f.x, R6f.y, R6f.z, R6f.w)).a > uf_alphaTestRef) == false) discard;
passPixelColor0 = vec4(R6f.x, R6f.y, R6f.z, R6f.w);
}

View File

@ -1,382 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 71b06814302a7aad
uniform ivec4 uf_remappedPS[6];
uniform float uf_alphaTestRef;
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21048800 res 256x128x1 dim 1 tm: 4 format 0007 compSel: 0 1 1 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 2 0 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x2105e800 res 256x256x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 1 2 0 border: 0
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x21156000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0
layout(binding = 10) uniform samplerCubeArray textureUnitPS10;// Tex10 addr 0x3d568800 res 16x16x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x6) Sampler10 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem3;
layout(location = 3) in vec4 passParameterSem4;
layout(location = 4) in vec4 passParameterSem8;
layout(location = 5) in vec4 passParameterSem9;
layout(location = 6) in vec4 passParameterSem11;
layout(location = 7) in vec4 passParameterSem14;
layout(location = 8) in vec4 passParameterSem15;
layout(location = 9) in vec4 passParameterSem16;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId)
{
// stm -> x .. s, y .. t, z .. MajorAxis*2.0
vec3 inputCoord = normalize(vec3(src1.y, src1.x, src0.x));
float rx = inputCoord.x;
float ry = inputCoord.y;
float rz = inputCoord.z;
if( abs(rx) > abs(ry) && abs(rx) > abs(rz) )
{
stm.z = rx*2.0;
stm.xy = vec2(ry,rz);
if( rx >= 0.0 )
{
faceId = 0;
}
else
{
faceId = 1;
}
}
else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) )
{
stm.z = ry*2.0;
stm.xy = vec2(rx,rz);
if( ry >= 0.0 )
{
faceId = 2;
}
else
{
faceId = 3;
}
}
else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) )
{
stm.z = rz*2.0;
stm.xy = vec2(rx,ry);
if( rz >= 0.0 )
{
faceId = 4;
}
else
{
faceId = 5;
}
}
}
vec3 redcCUBEReverse(vec2 st, int faceId)
{
st.yx = st.xy;
vec3 v;
float majorAxis = 1.0;
if( faceId == 0 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = 1.0;
}
else if( faceId == 1 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = -1.0;
}
else if( faceId == 2 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = 1.0;
}
else if( faceId == 3 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = -1.0;
}
else if( faceId == 4 )
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = 1.0;
}
else
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = -1.0;
}
return v;
}
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = vec4(0.0);
vec4 R8f = vec4(0.0);
vec4 R9f = vec4(0.0);
vec4 R10f = vec4(0.0);
vec4 R11f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
float cubeMapArrayIndex10 = 0.0;
R0f = passParameterSem0;
R1f = passParameterSem1;
R2f = passParameterSem3;
R3f = passParameterSem4;
R4f = passParameterSem8;
R5f = passParameterSem9;
R6f = passParameterSem11;
R7f = passParameterSem14;
R8f = passParameterSem15;
R9f = passParameterSem16;
R10f.xw = (texture(textureUnitPS0, R4f.xy).xw);
// 0
PV0f.x = R3f.y * 1.5;
R123f.y = (R10f.w * 2.0 + -(1.0));
PV0f.y = R123f.y;
R123f.z = (R10f.x * 2.0 + -(1.0));
PV0f.z = R123f.z;
PV0f.w = R3f.y;
PV0f.w /= 2.0;
R127f.w = 1.0 / R2f.w;
PS0f = R127f.w;
// 1
PV1f.x = mul_nonIEEE(PV0f.z, PV0f.w);
PV1f.y = mul_nonIEEE(PV0f.y, PV0f.w);
PV1f.z = mul_nonIEEE(PV0f.y, PV0f.x);
PV1f.w = mul_nonIEEE(PV0f.z, PV0f.x);
R10f.x = mul_nonIEEE(R2f.x, PS0f);
PS1f = R10f.x;
// 2
backupReg0f = R4f.z;
backupReg1f = R4f.w;
R4f.xyz = vec3(R5f.x,R5f.y,backupReg0f) + vec3(PV1f.w,PV1f.z,PV1f.x);
R4f.w = backupReg1f + PV1f.y;
R10f.y = mul_nonIEEE(R2f.y, R127f.w);
PS0f = R10f.y;
// 3
backupReg0f = R6f.z;
R5f.x = (R0f.w * 2.0 + -(1.0));
PV1f.y = R2f.z * R127f.w;
R6f.z = -(backupReg0f);
PV1f.z = R6f.z;
R2f.w = intBitsToFloat(uf_remappedPS[0].x);
R5f.z = R1f.x + R1f.x;
PS1f = R5f.z;
// 4
redcCUBE(vec4(PV1f.z,PV1f.z,R6f.x,R6f.y),vec4(R6f.y,R6f.x,PV1f.z,PV1f.z),cubeMapSTM,cubeMapFaceId);
R127f.x = cubeMapSTM.x;
R127f.y = cubeMapSTM.y;
R127f.z = cubeMapSTM.z;
R127f.w = intBitsToFloat(cubeMapFaceId);
PV0f.x = R127f.x;
PV0f.y = R127f.y;
PV0f.z = R127f.z;
PV0f.w = R127f.w;
R126f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),PV1f.y) + -(intBitsToFloat(uf_remappedPS[1].y)));
PS0f = R126f.z;
// 5
R6f.x = -(R1f.x) + R5f.z;
R6f.y = R1f.y + R1f.y;
PV1f.y = R6f.y;
R2f.z = PV0f.w;
R6f.w = R1f.z + R1f.z;
PV1f.w = R6f.w;
PS1f = 1.0 / abs(PV0f.z);
// 6
R123f.x = (mul_nonIEEE(R127f.y,PS1f) + 1.5);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(R127f.x,PS1f) + 1.5);
PV0f.y = R123f.y;
R3f.z = -(R1f.y) + PV1f.y;
R5f.w = -(R1f.z) + PV1f.w;
PS0f = 1.0 / R126f.z;
// 7
R2f.x = PV0f.x;
R2f.y = PV0f.y;
R6f.z = -(intBitsToFloat(uf_remappedPS[1].z)) * PS0f;
R10f.w = -(R0f.w) + 1.0;
R3f.w = -(R9f.w) + 1.0;
PS1f = R3f.w;
R4f.x = (texture(textureUnitPS2, R4f.xy).w);
R10f.x = (texture(textureUnitPS4, R10f.xy).x);
R11f.xyzw = (texture(textureUnitPS1, R4f.zw).xyzw);
R2f.xyz = (textureLod(textureUnitPS10, vec4(redcCUBEReverse(R2f.xy,floatBitsToInt(R2f.z)),cubeMapArrayIndex10),R2f.w).xyz);
// 0
PV0f.x = R11f.z + R4f.x;
PV0f.x /= 2.0;
PV0f.y = -(R11f.z) + 1.0;
R123f.z = (mul_nonIEEE(R10f.x,intBitsToFloat(uf_remappedPS[1].w)) + intBitsToFloat(uf_remappedPS[1].x));
PV0f.z = R123f.z;
R127f.w = R4f.x + R5f.x;
PV0f.w = R127f.w;
R127f.y = mul_nonIEEE(R10f.w, R10f.w);
R127f.y *= 4.0;
PS0f = R127f.y;
// 1
R123f.x = (-(PV0f.y) * intBitsToFloat(0x40c00000) + PV0f.z);
PV1f.x = R123f.x;
PV1f.y = mul_nonIEEE(R2f.x, R3f.w);
PV1f.z = max(PV0f.w, intBitsToFloat(0x3e4ccccd));
R125f.w = PV0f.x + intBitsToFloat(0xbecccccd);
R125f.w *= 4.0;
PS1f = mul_nonIEEE(R2f.y, R3f.w);
// 2
PV0f.x = mul_nonIEEE(R2f.z, R3f.w);
PV0f.y = min(PV1f.z, intBitsToFloat(0x3e99999a));
R2f.z = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[2].y)) + 0.0);
R126f.w = PV1f.x + -(R6f.z);
PV0f.w = R126f.w;
R6f.z = (mul_nonIEEE(PS1f,intBitsToFloat(uf_remappedPS[2].y)) + 0.0);
PS0f = R6f.z;
// 3
PV1f.x = PV0f.y + intBitsToFloat(0xbe4ccccd);
R2f.y = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[2].y)) + 0.0);
R123f.z = (PV0f.w * intBitsToFloat(0x3d08888a) + intBitsToFloat(0xbe2aaaad));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV1f.z = R123f.z;
R3f.w = R7f.x + 0.0;
R2f.x = R7f.y + 0.0;
PS1f = R2f.x;
// 4
R7f.x = R7f.z + 0.0;
PV0f.y = mul_nonIEEE(PV1f.z, PV1f.z);
PV0f.z = mul_nonIEEE(R11f.w, R127f.w);
PV0f.w = PV1f.x * intBitsToFloat(0x411fffff);
R127f.w = R126f.w;
R127f.w *= 2.0;
R127f.w = clamp(R127f.w, 0.0, 1.0);
PS0f = R127f.w;
// 5
R127f.x = (0.5 * PV0f.y + 0.5);
R126f.y = (mul_nonIEEE(PV0f.w,R125f.w) + -(R127f.y));
R126f.y = clamp(R126f.y, 0.0, 1.0);
PV1f.z = mul_nonIEEE(R11f.x, PV0f.w);
PV1f.w = mul_nonIEEE(R1f.w, PV0f.z);
PV1f.w = clamp(PV1f.w, 0.0, 1.0);
// 6
R123f.x = (mul_nonIEEE(R5f.w,PV1f.z) + R1f.z);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(R3f.z,PV1f.z) + R1f.y);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R6f.x,PV1f.z) + R1f.x);
PV0f.z = R123f.z;
PV0f.w = mul_nonIEEE(PV1f.w, R127f.w);
PV0f.w = clamp(PV0f.w, 0.0, 1.0);
// 7
R123f.y = (mul_nonIEEE(R6f.w,R11f.y) + PV0f.x);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(R6f.y,R11f.y) + PV0f.y);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(R5f.z,R11f.y) + PV0f.z);
PV1f.w = R123f.w;
R5f.w = mul_nonIEEE(R3f.x, PV0f.w);
PS1f = R5f.w;
// 8
R127f.y = mul_nonIEEE(PV1f.y, R127f.x);
PV0f.y = R127f.y;
R127f.z = mul_nonIEEE(PV1f.z, R127f.x);
PV0f.z = R127f.z;
R127f.w = mul_nonIEEE(PV1f.w, R127f.x);
PV0f.w = R127f.w;
// 9
backupReg0f = R0f.y;
PV1f.y = R0f.z + -(PV0f.y);
PV1f.z = backupReg0f + -(PV0f.z);
PV1f.w = R0f.x + -(PV0f.w);
// 10
backupReg0f = R127f.z;
R127f.x = (mul_nonIEEE(PV1f.w,R126f.y) + R127f.w);
PV0f.x = R127f.x;
R127f.z = (mul_nonIEEE(PV1f.y,R126f.y) + R127f.y);
PV0f.z = R127f.z;
R127f.w = (mul_nonIEEE(PV1f.z,R126f.y) + backupReg0f);
PV0f.w = R127f.w;
// 11
PV1f.x = max(PV0f.x, 0.0);
PV1f.z = max(PV0f.z, 0.0);
PV1f.w = max(PV0f.w, 0.0);
// 12
R0f.x = min(PV1f.w, intBitsToFloat(uf_remappedPS[3].y));
PV0f.x = R0f.x;
R0f.y = min(PV1f.x, intBitsToFloat(uf_remappedPS[3].y));
PV0f.y = R0f.y;
R0f.w = min(PV1f.z, intBitsToFloat(uf_remappedPS[3].y));
PV0f.w = R0f.w;
// 13
R3f.x = R127f.z + -(PV0f.w);
R3f.y = R127f.w + -(PV0f.x);
R0f.z = R127f.x + -(PV0f.y);
// 0
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R2f.y) + R7f.x);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R6f.z) + R2f.x);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R2f.z) + R3f.w);
PV0f.w = R123f.w;
// 1
R127f.x = (mul_nonIEEE(R0f.y,PV0f.w) + R0f.z);
PV1f.x = R127f.x;
R127f.z = (mul_nonIEEE(R0f.w,PV0f.y) + R3f.x);
PV1f.z = R127f.z;
R127f.w = (mul_nonIEEE(R0f.x,PV0f.z) + R3f.y);
PV1f.w = R127f.w;
// 2
PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[4].y);
PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].x);
PV0f.w = -(PV1f.z) + intBitsToFloat(uf_remappedPS[4].z);
// 3
backupReg0f = R127f.x;
R127f.x = (mul_nonIEEE(PV0f.w,R9f.y) + R127f.z);
PV1f.x = R127f.x;
R127f.y = (mul_nonIEEE(PV0f.x,R9f.y) + R127f.w);
PV1f.y = R127f.y;
R127f.z = (mul_nonIEEE(PV0f.y,R9f.y) + backupReg0f);
PV1f.z = R127f.z;
// 4
PV0f.y = R8f.z + -(PV1f.x);
PV0f.z = R8f.y + -(PV1f.y);
PV0f.w = R8f.x + -(PV1f.z);
// 5
backupReg0f = R127f.x;
R127f.x = (mul_nonIEEE(PV0f.w,R8f.w) + R127f.z);
PV1f.x = R127f.x;
R127f.z = (mul_nonIEEE(PV0f.y,R8f.w) + backupReg0f);
PV1f.z = R127f.z;
R127f.w = (mul_nonIEEE(PV0f.z,R8f.w) + R127f.y);
PV1f.w = R127f.w;
// 6
PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[5].y);
PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[5].x);
PV0f.w = -(PV1f.z) + intBitsToFloat(uf_remappedPS[5].z);
// 7
R5f.x = (mul_nonIEEE(PV0f.y,R9f.x) + R127f.x);
R5f.y = (mul_nonIEEE(PV0f.x,R9f.x) + R127f.w);
R5f.z = (mul_nonIEEE(PV0f.w,R9f.x) + R127f.z);
// export
if( ((vec4(R5f.x, R5f.y, R5f.z, R5f.w)).a > uf_alphaTestRef) == false) discard;
passPixelColor0 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
}

View File

@ -1,342 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 8146394a1b1f1f28 // guardian explosion yellow smoke ps
uniform ivec4 uf_remappedPS[5];
uniform float uf_alphaTestRef;
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21048800 res 256x128x1 dim 1 tm: 4 format 0007 compSel: 0 1 1 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x2105e800 res 256x256x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 0 border: 0
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x210b5000 res 200x200x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0
layout(binding = 10) uniform samplerCubeArray textureUnitPS10;// Tex10 addr 0x3d568800 res 16x16x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x6) Sampler10 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem3;
layout(location = 3) in vec4 passParameterSem4;
layout(location = 4) in vec4 passParameterSem5;
layout(location = 5) in vec4 passParameterSem8;
layout(location = 6) in vec4 passParameterSem9;
layout(location = 7) in vec4 passParameterSem11;
layout(location = 8) in vec4 passParameterSem14;
layout(location = 9) in vec4 passParameterSem15;
layout(location = 10) in vec4 passParameterSem16;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId)
{
// stm -> x .. s, y .. t, z .. MajorAxis*2.0
vec3 inputCoord = normalize(vec3(src1.y, src1.x, src0.x));
float rx = inputCoord.x;
float ry = inputCoord.y;
float rz = inputCoord.z;
if( abs(rx) > abs(ry) && abs(rx) > abs(rz) )
{
stm.z = rx*2.0;
stm.xy = vec2(ry,rz);
if( rx >= 0.0 )
{
faceId = 0;
}
else
{
faceId = 1;
}
}
else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) )
{
stm.z = ry*2.0;
stm.xy = vec2(rx,rz);
if( ry >= 0.0 )
{
faceId = 2;
}
else
{
faceId = 3;
}
}
else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) )
{
stm.z = rz*2.0;
stm.xy = vec2(rx,ry);
if( rz >= 0.0 )
{
faceId = 4;
}
else
{
faceId = 5;
}
}
}
vec3 redcCUBEReverse(vec2 st, int faceId)
{
st.yx = st.xy;
vec3 v;
float majorAxis = 1.0;
if( faceId == 0 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = 1.0;
}
else if( faceId == 1 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = -1.0;
}
else if( faceId == 2 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = 1.0;
}
else if( faceId == 3 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = -1.0;
}
else if( faceId == 4 )
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = 1.0;
}
else
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = -1.0;
}
return v;
}
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = vec4(0.0);
vec4 R8f = vec4(0.0);
vec4 R9f = vec4(0.0);
vec4 R10f = vec4(0.0);
vec4 R11f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
float cubeMapArrayIndex10 = 0.0;
R0f = passParameterSem0;
R1f = passParameterSem1;
R2f = passParameterSem3;
R3f = passParameterSem4;
R4f = passParameterSem5;
R5f = passParameterSem8;
R6f = passParameterSem9;
R7f = passParameterSem11;
R8f = passParameterSem14;
R9f = passParameterSem15;
R10f = passParameterSem16;
R11f.xw = (texture(textureUnitPS0, R5f.xy).xw);
// 0
backupReg0f = R7f.z;
R123f.x = (R11f.x * 2.0 + -(1.0));
PV0f.x = R123f.x;
R127f.y = (1.5 * R4f.x + 0.5);
R7f.z = -(backupReg0f);
R123f.w = (R11f.w * 2.0 + -(1.0));
PV0f.w = R123f.w;
PS0f = 1.0 / R2f.w;
// 1
R4f.x = mul_nonIEEE(R2f.x, PS0f);
R126f.y = mul_nonIEEE(R3f.y, PV0f.w);
R127f.z = mul_nonIEEE(R3f.y, PV0f.x);
PV1f.z = R127f.z;
R4f.w = mul_nonIEEE(R2f.y, PS0f);
R11f.w = intBitsToFloat(uf_remappedPS[0].x);
PS1f = R11f.w;
// 2
redcCUBE(vec4(R7f.z,R7f.z,R7f.x,R7f.y),vec4(R7f.y,R7f.x,R7f.z,R7f.z),cubeMapSTM,cubeMapFaceId);
R125f.x = cubeMapSTM.x;
R125f.y = cubeMapSTM.y;
R125f.z = cubeMapSTM.z;
R125f.w = intBitsToFloat(cubeMapFaceId);
PV0f.x = R125f.x;
PV0f.y = R125f.y;
PV0f.z = R125f.z;
PV0f.w = R125f.w;
PS0f = mul_nonIEEE(PV1f.z, R127f.y);
// 3
backupReg0f = R6f.x;
R6f.x = R5f.z + PS0f;
R7f.y = R6f.y + R126f.y;
PV1f.z = mul_nonIEEE(R126f.y, R127f.y);
R7f.w = backupReg0f + R127f.z;
PS1f = 1.0 / abs(PV0f.z);
// 4
R5f.x = (R0f.x * 1.5 + -(R0f.x));
R6f.y = R5f.w + PV1f.z;
R123f.z = (mul_nonIEEE(R125f.y,PS1f) + 1.5);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(R125f.x,PS1f) + 1.5);
PV0f.w = R123f.w;
R11f.z = R125f.w;
PS0f = R11f.z;
// 5
R11f.x = PV0f.z;
R11f.y = PV0f.w;
R5f.z = (R0f.y * 1.5 + -(R0f.y));
R3f.w = (R0f.z * 1.5 + -(R0f.z));
R5f.w = 1.0 / R2f.w;
PS1f = R5f.w;
R4f.x = (texture(textureUnitPS4, R4f.xw).x);
R6f.xyzw = (texture(textureUnitPS1, R6f.xy).xyzw);
R11f.xyz = (textureLod(textureUnitPS10, vec4(redcCUBEReverse(R11f.xy,floatBitsToInt(R11f.z)),cubeMapArrayIndex10),R11f.w).xyz);
R7f.y = (texture(textureUnitPS2, R7f.wy).w);
// 0
backupReg0f = R0f.z;
R125f.x = R0f.x;
R125f.x /= 2.0;
R127f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R4f.x) + intBitsToFloat(uf_remappedPS[1].x));
PV0f.z = R2f.z * R5f.w;
R125f.w = R0f.y;
R125f.w /= 2.0;
R125f.y = backupReg0f;
R125f.y /= 2.0;
PS0f = R125f.y;
// 1
R123f.x = (mul_nonIEEE(R5f.x,R6f.x) + R0f.x);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[1].w)) + -(intBitsToFloat(uf_remappedPS[1].y)));
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(R3f.w,R6f.x) + R0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(R5f.z,R6f.x) + R0f.y);
PV1f.w = R123f.w;
R127f.x = R11f.y * 1.0;
PS1f = R127f.x;
// 2
R123f.x = (mul_nonIEEE(R125f.w,R6f.y) + PV1f.w);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(R125f.x,R6f.y) + PV1f.x);
PV0f.y = R123f.y;
R125f.z = R11f.x * 1.0;
R123f.w = (mul_nonIEEE(R125f.y,R6f.y) + PV1f.z);
PV0f.w = R123f.w;
PS0f = 1.0 / PV1f.y;
// 3
R125f.x = R11f.z * 1.0;
R125f.y = mul_nonIEEE(R1f.y, PV0f.x);
R127f.z = mul_nonIEEE(R1f.x, PV0f.y);
R125f.w = -(intBitsToFloat(uf_remappedPS[1].z)) * PS0f;
PV1f.w = R125f.w;
R126f.x = mul_nonIEEE(R1f.z, PV0f.w);
PS1f = R126f.x;
// 4
backupReg0f = R8f.x;
backupReg1f = R8f.y;
R8f.x = backupReg0f + 0.0;
R8f.y = R8f.z + 0.0;
R11f.z = backupReg1f + 0.0;
PV0f.w = -(PV1f.w) + R127f.y;
R8f.z = (mul_nonIEEE(R125f.z,intBitsToFloat(uf_remappedPS[2].y)) + 0.0);
PS0f = R8f.z;
// 5
R0f.x = (mul_nonIEEE(R125f.x,intBitsToFloat(uf_remappedPS[2].y)) + 0.0);
R0f.y = (mul_nonIEEE(R127f.x,intBitsToFloat(uf_remappedPS[2].y)) + 0.0);
R123f.z = (PV0f.w * intBitsToFloat(0x3d4ccccd) + intBitsToFloat(0xbd4ccccd));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV1f.z = R123f.z;
R123f.w = (R0f.w * 2.0 + -(1.0));
PV1f.w = R123f.w;
PS1f = -(R6f.z) + 1.0;
// 6
R123f.x = (intBitsToFloat(0x3ecccccc) * PV1f.z + intBitsToFloat(0x3f19999a));
PV0f.x = R123f.x;
PV0f.y = R125f.w + PS1f;
PV0f.w = R7f.y + PV1f.w;
// 7
PV1f.x = mul_nonIEEE(R6f.w, PV0f.w);
R6f.y = mul_nonIEEE(R127f.z, PV0f.x);
R6f.z = mul_nonIEEE(R126f.x, PV0f.x);
R6f.w = mul_nonIEEE(R125f.y, PV0f.x);
PS1f = R127f.y + -(PV0f.y);
PS1f = clamp(PS1f, 0.0, 1.0);
// 8
PV0f.x = PS1f;
PV0f.x *= 4.0;
PV0f.x = clamp(PV0f.x, 0.0, 1.0);
PV0f.y = mul_nonIEEE(R1f.w, PV1f.x);
PV0f.y = clamp(PV0f.y, 0.0, 1.0);
// 9
PV1f.x = mul_nonIEEE(PV0f.y, PV0f.x);
PV1f.x = clamp(PV1f.x, 0.0, 1.0);
// 10
R3f.w = mul_nonIEEE(R3f.x, PV1f.x);
// 0
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.x) + R8f.y);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.y) + R11f.z);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R8f.z) + R8f.x);
PV0f.w = R123f.w;
// 1
R126f.x = mul_nonIEEE(R6f.y, PV0f.w);
PV1f.x = R126f.x;
R127f.z = mul_nonIEEE(R6f.z, PV0f.y);
PV1f.z = R127f.z;
R125f.w = mul_nonIEEE(R6f.w, PV0f.z);
PV1f.w = R125f.w;
// 2
PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[3].y);
PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[3].x);
PV0f.w = -(PV1f.z) + intBitsToFloat(uf_remappedPS[3].z);
// 3
backupReg0f = R126f.x;
R126f.x = (mul_nonIEEE(PV0f.w,R10f.y) + R127f.z);
PV1f.x = R126f.x;
R127f.y = (mul_nonIEEE(PV0f.x,R10f.y) + R125f.w);
PV1f.y = R127f.y;
R127f.z = (mul_nonIEEE(PV0f.y,R10f.y) + backupReg0f);
PV1f.z = R127f.z;
// 4
PV0f.y = R9f.z + -(PV1f.x);
PV0f.z = R9f.y + -(PV1f.y);
PV0f.w = R9f.x + -(PV1f.z);
// 5
backupReg0f = R126f.x;
R126f.x = (mul_nonIEEE(PV0f.w,R9f.w) + R127f.z);
PV1f.x = R126f.x;
R127f.z = (mul_nonIEEE(PV0f.y,R9f.w) + backupReg0f);
PV1f.z = R127f.z;
R125f.w = (mul_nonIEEE(PV0f.z,R9f.w) + R127f.y);
PV1f.w = R125f.w;
// 6
PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[4].y);
PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].x);
PV0f.w = -(PV1f.z) + intBitsToFloat(uf_remappedPS[4].z);
// 7
R3f.x = (mul_nonIEEE(PV0f.y,R10f.x) + R126f.x);
R3f.y = (mul_nonIEEE(PV0f.x,R10f.x) + R125f.w);
R3f.z = (mul_nonIEEE(PV0f.w,R10f.x) + R127f.z);
// export
if( ((vec4(R3f.x, R3f.y, R3f.z, R3f.w)).a > uf_alphaTestRef) == false) discard;
passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}

View File

@ -1,179 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader c85a3a407d055ff0 // guardian explosion fire ps
uniform ivec4 uf_remappedPS[1];
uniform float uf_alphaTestRef;
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x2115a000 res 128x64x1 dim 1 tm: 4 format 0031 compSel: 0 1 1 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 2 0 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x2105e800 res 256x256x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 1 2 0 border: 0
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x21156000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem3;
layout(location = 3) in vec4 passParameterSem4;
layout(location = 4) in vec4 passParameterSem8;
layout(location = 5) in vec4 passParameterSem9;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem0;
R1f = passParameterSem1;
R2f = passParameterSem3;
R3f = passParameterSem4;
R4f = passParameterSem8;
R5f = passParameterSem9;
R6f.xw = (texture(textureUnitPS0, R4f.xy).xw);
// 0
PV0f.x = R3f.y * 1.5;
PV0f.y = R3f.y;
PV0f.y /= 2.0;
R123f.z = (R6f.w * 2.0 + -(1.0));
PV0f.z = R123f.z;
R123f.w = (R6f.x * 2.0 + -(1.0));
PV0f.w = R123f.w;
R3f.z = 1.0 / R2f.w;
PS0f = R3f.z;
// 1
PV1f.x = mul_nonIEEE(PV0f.w, PV0f.y);
PV1f.y = mul_nonIEEE(PV0f.z, PV0f.y);
PV1f.z = mul_nonIEEE(PV0f.z, PV0f.x);
PV1f.w = mul_nonIEEE(PV0f.w, PV0f.x);
R6f.x = mul_nonIEEE(R2f.x, PS0f);
PS1f = R6f.x;
// 2
backupReg0f = R4f.z;
backupReg1f = R4f.w;
R4f.xyz = vec3(R5f.x,R5f.y,backupReg0f) + vec3(PV1f.w,PV1f.z,PV1f.x);
R4f.w = backupReg1f + PV1f.y;
R6f.y = mul_nonIEEE(R2f.y, R3f.z);
PS0f = R6f.y;
R4f.x = (texture(textureUnitPS2, R4f.xy).w);
R6f.x = (texture(textureUnitPS4, R6f.xy).x);
R5f.xyzw = (texture(textureUnitPS1, R4f.zw).xyzw);
// 0
R123f.x = (mul_nonIEEE(R6f.x,intBitsToFloat(uf_remappedPS[0].w)) + intBitsToFloat(uf_remappedPS[0].x));
PV0f.x = R123f.x;
R123f.y = (R0f.w * 2.0 + -(1.0));
PV0f.y = R123f.y;
PV0f.z = R2f.z * R3f.z;
PV0f.w = -(R5f.z) + 1.0;
R127f.z = R1f.x + R1f.x;
PS0f = R127f.z;
// 1
R127f.x = (-(PV0f.w) * intBitsToFloat(0x40c00000) + PV0f.x);
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),PV0f.z) + -(intBitsToFloat(uf_remappedPS[0].y)));
PV1f.y = R123f.y;
R126f.z = R1f.y + R1f.y;
PV1f.z = R126f.z;
R127f.w = R4f.x + PV0f.y;
PV1f.w = R127f.w;
R126f.y = R1f.z + R1f.z;
PS1f = R126f.y;
// 2
R125f.x = -(R1f.x) + R127f.z;
R127f.y = -(R1f.y) + PV1f.z;
PV0f.z = max(PV1f.w, intBitsToFloat(0x3e4ccccd));
R126f.w = -(R1f.z) + PS1f;
PS0f = 1.0 / PV1f.y;
// 3
PV1f.x = min(PV0f.z, intBitsToFloat(0x3e99999a));
PV1f.y = R5f.z + R4f.x;
PV1f.y /= 2.0;
PV1f.z = -(R0f.w) + 1.0;
PV1f.w = -(intBitsToFloat(uf_remappedPS[0].z)) * PS0f;
PS1f = mul_nonIEEE(R5f.w, R127f.w);
// 4
R126f.x = mul_nonIEEE(R1f.w, PS1f);
R126f.x = clamp(R126f.x, 0.0, 1.0);
PV0f.y = PV1f.x + intBitsToFloat(0xbe4ccccd);
PV0f.z = R127f.x + -(PV1f.w);
R127f.w = PV1f.y + intBitsToFloat(0xbecccccd);
R127f.w *= 4.0;
R127f.x = mul_nonIEEE(PV1f.z, PV1f.z);
R127f.x *= 4.0;
PS0f = R127f.x;
// 5
PV1f.x = PV0f.z;
PV1f.x *= 2.0;
PV1f.x = clamp(PV1f.x, 0.0, 1.0);
R123f.y = (PV0f.z * intBitsToFloat(0x3d08888a) + intBitsToFloat(0xbe2aaaad));
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV1f.y = R123f.y;
PV1f.w = PV0f.y * intBitsToFloat(0x411fffff);
// 6
backupReg0f = R127f.w;
PV0f.x = mul_nonIEEE(PV1f.y, PV1f.y);
PV0f.y = mul_nonIEEE(R126f.x, PV1f.x);
PV0f.y = clamp(PV0f.y, 0.0, 1.0);
PV0f.z = mul_nonIEEE(R5f.x, PV1f.w);
R127f.w = (mul_nonIEEE(PV1f.w,backupReg0f) + -(R127f.x));
R127f.w = clamp(R127f.w, 0.0, 1.0);
// 7
R123f.x = (mul_nonIEEE(R127f.y,PV0f.z) + R1f.y);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R126f.w,PV0f.z) + R1f.z);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(R125f.x,PV0f.z) + R1f.x);
PV1f.z = R123f.z;
R126f.w = (0.5 * PV0f.x + 0.5);
R1f.w = mul_nonIEEE(R3f.x, PV0f.y);
PS1f = R1f.w;
// 8
R123f.x = (mul_nonIEEE(R126f.y,R5f.y) + PV1f.y);
PV0f.x = R123f.x;
R123f.z = (mul_nonIEEE(R126f.z,R5f.y) + PV1f.x);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(R127f.z,R5f.y) + PV1f.z);
PV0f.w = R123f.w;
// 9
R125f.x = mul_nonIEEE(PV0f.x, R126f.w);
PV1f.x = R125f.x;
R126f.y = mul_nonIEEE(PV0f.z, R126f.w);
PV1f.y = R126f.y;
R127f.z = mul_nonIEEE(PV0f.w, R126f.w);
PV1f.z = R127f.z;
// 10
backupReg0f = R0f.y;
backupReg1f = R0f.x;
PV0f.x = R0f.z + -(PV1f.x);
PV0f.y = backupReg0f + -(PV1f.y);
PV0f.z = backupReg1f + -(PV1f.z);
// 11
R1f.x = (mul_nonIEEE(PV0f.z,R127f.w) + R127f.z);
R1f.y = (mul_nonIEEE(PV0f.y,R127f.w) + R126f.y);
R1f.z = (mul_nonIEEE(PV0f.x,R127f.w) + R125f.x);
// export
if( ((vec4(R1f.x, R1f.y, R1f.z, R1f.w)).a > uf_alphaTestRef) == false) discard;
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

View File

@ -6,6 +6,7 @@ install:
- xcopy C:\projects\cemu-graphic-packs\Performance C:\projects\cemu-graphic-packs\AppVeyor /E /I - xcopy C:\projects\cemu-graphic-packs\Performance C:\projects\cemu-graphic-packs\AppVeyor /E /I
- xcopy C:\projects\cemu-graphic-packs\Quality C:\projects\cemu-graphic-packs\AppVeyor /E /I - xcopy C:\projects\cemu-graphic-packs\Quality C:\projects\cemu-graphic-packs\AppVeyor /E /I
- xcopy C:\projects\cemu-graphic-packs\Workaround C:\projects\cemu-graphic-packs\AppVeyor /E /I - xcopy C:\projects\cemu-graphic-packs\Workaround C:\projects\cemu-graphic-packs\AppVeyor /E /I
- echo D | xcopy C:\projects\cemu-graphic-packs\readme.txt C:\projects\cemu-graphic-packs\AppVeyor
build: off build: off
artifacts: artifacts:
- path: AppVeyor - path: AppVeyor

19
readme.txt Normal file
View File

@ -0,0 +1,19 @@
Go to the GitHub Site for more information: https://slashiee.github.io/cemu_graphic_packs/
Please delete any current graphics packs that you are going to replace! This is necessary if, for example, any shader edits in an older installed version are deleted from a pack in a future downloaded version.
Contributors:
slashiee - 417 commits: 117,762 line additions and 131,299 line deletions.
getdls - 31 commits: 30,136 line additions and 1,317 line deletions.
Darkemaste - 23 commits: 14,684 line additions and 747 line deletions.
JoelAlone - 17 commits: 22,529 line additions and 1,797 line deletions.
NAVras-Z - 16 commits: 32,854 line additions and 14,979 line deletions.
alexkiri - 13 commits: 18,432 line additions and 17,262 line deletions.
Crementif - 9 commits: 18,831 line additions and 14,792 line deletions.
Xalphenos - 6 commits: 312 line additions and 36 line deletions.
rajkosto - 6 commits: 503 line additions and 6 line deletions.
SwooshyCueb - 2 commits: 851 line additions and 990 line deletions.
runderscore - 1 commit: 21 line additions and 3 line deletions.
riperiperi - 1 commit: 103 line additions and 22 line deletions.
tails101 - 1 commit: 10 line additions and 0 line deletions.
Keelhauled - 1 commit: 99 line additions and 0 line deletions.