[TMS] Port shader fixes for DoF, bloom, Fix LOD

Does not include shadow scaling, crashes/broken in 1.14
This commit is contained in:
getdls 2018-11-06 23:47:37 +01:00
parent 58ab2fe9f9
commit 8df2c9a42c
10 changed files with 1057 additions and 11 deletions

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@ -6,35 +6,35 @@ description = Texture LOD override, possible shimmer but sharper textures
version = 3 version = 3
[Preset] [Preset]
name = LOD -4 name = LOD Default
$LOD = 4 $LOD = 0
[Preset] [Preset]
name = LOD -1 name = LOD -1 (Sharper)
$LOD = 1 $LOD = -1
[Preset] [Preset]
name = LOD -2 name = LOD -2
$LOD = 2 $LOD = -2
[Preset] [Preset]
name = LOD -3 name = LOD -3
$LOD = 3 $LOD = -3
[Preset] [Preset]
name = LOD -4 name = LOD -4
$LOD = 4 $LOD = -4
[Preset] [Preset]
name = LOD -8 name = LOD -8
$LOD = 8 $LOD = -8
[Preset] [Preset]
name = LOD -16 name = LOD -16 (Sharpest)
$LOD = 16 $LOD = -16
[TextureRedefine] [TextureRedefine]
formats = 0x01a,0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435 formats = 0x01a,0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435
overwriteRelativeLodBias = - $LOD overwriteRelativeLodBias = $LOD

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@ -0,0 +1,78 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 04d0827b9471eb22
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem8;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 1) out vec4 passParameterSem137;
layout(location = 0) out vec4 passParameterSem136;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder = attrDataSem0;
attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
attrDecoder.xy = attrDataSem8.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R3f.x = R2f.x;
R3f.y = R2f.y;
PV0f.z = intBitsToFloat(uf_remappedVS[0].z) + 0.5;
// 1
R127f.z = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y) / resYScale, PV0f.z);
PV1f.z = R127f.z;
PV1f.w = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x) / resXScale, PV0f.z);
// 2
PV0f.x = R2f.y + PV1f.z;
PV0f.y = R2f.x + PV1f.w;
R0f.x = R2f.x + -(PV1f.w);
PS0f = R0f.x;
// 3
R0f.y = R2f.y + -(R127f.z);
R0f.z = PV0f.y;
R0f.w = PV0f.x;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem137 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem136 = vec4(R3f.x, R3f.y, R3f.z, R3f.z);
}

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@ -0,0 +1,161 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 201bd8dfd2a9e7d3
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem8;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 5) out vec4 passParameterSem141;
layout(location = 2) out vec4 passParameterSem138;
layout(location = 3) out vec4 passParameterSem139;
layout(location = 4) out vec4 passParameterSem140;
layout(location = 1) out vec4 passParameterSem137;
layout(location = 0) out vec4 passParameterSem136;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R123f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder = attrDataSem0;
attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
attrDecoder.xy = attrDataSem8.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
PV0f.x = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y) / resYScale, intBitsToFloat(uf_remappedVS[0].w));
PV0f.y = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x) / resXScale, intBitsToFloat(uf_remappedVS[0].w));
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z)) + R2f.y);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].z)) + R2f.x);
PV0f.w = R123f.w;
// 1
R6f.x = PV0f.w + PV0f.y;
PV1f.x = R6f.x;
R6f.y = PV0f.z + PV0f.x;
PV1f.y = R6f.y;
PV1f.z = PV0f.z + -(PV0f.x);
PV1f.w = PV0f.w + -(PV0f.y);
// 2
R5f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV1f.x);
PV0f.x = R5f.x;
R5f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV1f.y);
R6f.z = PV1f.w;
PV0f.z = R6f.z;
R6f.w = PV1f.z;
PV0f.w = R6f.w;
// 3
R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
PV1f.x = R123f.x;
R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
PV1f.y = R123f.y;
R0f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV0f.x);
PS1f = R0f.x;
// 4
R3f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PS1f);
PV0f.x = R3f.x;
R0f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + R5f.y);
PV0f.y = R0f.y;
R5f.z = PV1f.y;
PV0f.z = R5f.z;
R5f.w = PV1f.x;
PV0f.w = R5f.w;
// 5
R4f.x = (intBitsToFloat(uf_remappedVS[0].x) / resYScale * 2.0 + PV0f.x);
PV1f.x = R4f.x;
R3f.y = (intBitsToFloat(uf_remappedVS[0].y) / resXScale * 2.0 + PV0f.y);
PV1f.y = R3f.y;
R123f.z = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
PV1f.z = R123f.z;
R123f.w = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
PV1f.w = R123f.w;
// 6
R2f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV1f.x);
R4f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV1f.y);
PV0f.y = R4f.y;
R0f.z = PV1f.w;
PV0f.z = R0f.z;
R0f.w = PV1f.z;
PV0f.w = R0f.w;
// 7
R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
PV1f.x = R123f.x;
R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
PV1f.y = R123f.y;
R2f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV0f.y);
PS1f = R2f.y;
// 8
R3f.z = PV1f.y;
PV0f.z = R3f.z;
R3f.w = PV1f.x;
PV0f.w = R3f.w;
// 9
R123f.z = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
PV1f.z = R123f.z;
R123f.w = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
PV1f.w = R123f.w;
// 10
R4f.z = PV1f.w;
PV0f.z = R4f.z;
R4f.w = PV1f.z;
PV0f.w = R4f.w;
// 11
R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
PV1f.x = R123f.x;
R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
PV1f.y = R123f.y;
// 12
R2f.z = PV1f.y;
R2f.w = PV1f.x;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem141 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem138 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem139 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
// export
passParameterSem140 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
// export
passParameterSem137 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
// export
passParameterSem136 = vec4(R6f.x, R6f.y, R6f.z, R6f.w);
}

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@ -0,0 +1,89 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 23c5bbfda0fc3b0f
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem8;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 1) out vec4 passParameterSem137;
layout(location = 0) out vec4 passParameterSem136;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R123f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder = attrDataSem0;
attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
attrDecoder.xy = attrDataSem8.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
PV0f.x = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y) / resYScale, intBitsToFloat(uf_remappedVS[0].w));
PV0f.y = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x) / resXScale, intBitsToFloat(uf_remappedVS[0].w));
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z)) + R2f.y);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].z)) + R2f.x);
PV0f.w = R123f.w;
// 1
R0f.x = PV0f.w + PV0f.y;
PV1f.x = R0f.x;
R0f.y = PV0f.z + PV0f.x;
PV1f.y = R0f.y;
PV1f.z = PV0f.z + -(PV0f.x);
PV1f.w = PV0f.w + -(PV0f.y);
// 2
R2f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV1f.x);
R2f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV1f.y);
R0f.z = PV1f.w;
PV0f.z = R0f.z;
R0f.w = PV1f.z;
PV0f.w = R0f.w;
// 3
R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
PV1f.x = R123f.x;
R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
PV1f.y = R123f.y;
// 4
R2f.z = PV1f.y;
R2f.w = PV1f.x;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem137 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem136 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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@ -0,0 +1,109 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 3259d3b3ca333bf3
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem8;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 2) out vec4 passParameterSem138;
layout(location = 1) out vec4 passParameterSem137;
layout(location = 0) out vec4 passParameterSem136;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder = attrDataSem0;
attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
attrDecoder.xy = attrDataSem8.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z)) + R2f.y);
PV0f.x = R127f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].z)) + R2f.x);
PV0f.y = R123f.y;
R127f.z = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y) / resYScale, intBitsToFloat(uf_remappedVS[0].w));
PV0f.z = R127f.z;
PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x) / resXScale, intBitsToFloat(uf_remappedVS[0].w));
// 1
PV1f.x = PV0f.x + -(PV0f.z);
PV1f.y = PV0f.y + -(PV0f.w);
R3f.x = PV0f.y + PV0f.w;
PS1f = R3f.x;
// 2
R0f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PS1f);
PV0f.x = R0f.x;
R3f.y = R127f.x + R127f.z;
PV0f.y = R3f.y;
R3f.z = PV1f.y;
PV0f.z = R3f.z;
R3f.w = PV1f.x;
PV0f.w = R3f.w;
// 3
R2f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV0f.x);
R0f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV0f.y);
PV1f.y = R0f.y;
R123f.z = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
PV1f.z = R123f.z;
R123f.w = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
PV1f.w = R123f.w;
// 4
R2f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV1f.y);
R0f.z = PV1f.w;
PV0f.z = R0f.z;
R0f.w = PV1f.z;
PV0f.w = R0f.w;
// 5
R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
PV1f.x = R123f.x;
R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
PV1f.y = R123f.y;
// 6
R2f.z = PV1f.y;
R2f.w = PV1f.x;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem138 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem137 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem136 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 39863f29c6d85cb8
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem8;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem136;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder = attrDataSem0;
attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
attrDecoder.xy = attrDataSem8.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z)) + R2f.y);
PV0f.x = R127f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].z)) + R2f.x);
PV0f.y = R123f.y;
R127f.z = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y) / resYScale, intBitsToFloat(uf_remappedVS[0].w));
PV0f.z = R127f.z;
PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x) / resXScale, intBitsToFloat(uf_remappedVS[0].w));
// 1
PV1f.x = PV0f.x + -(PV0f.z);
PV1f.y = PV0f.y + -(PV0f.w);
R2f.x = PV0f.y + PV0f.w;
PS1f = R2f.x;
// 2
R2f.y = R127f.x + R127f.z;
R2f.z = PV1f.y;
R2f.w = PV1f.x;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem136 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 59fca914f0dcb060
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem8;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 2) out vec4 passParameterSem138;
layout(location = 3) out vec4 passParameterSem139;
layout(location = 4) out vec4 passParameterSem140;
layout(location = 5) out vec4 passParameterSem141;
layout(location = 6) out vec4 passParameterSem142;
layout(location = 1) out vec4 passParameterSem137;
layout(location = 0) out vec4 passParameterSem136;
layout(location = 7) out vec4 passParameterSem143;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = vec4(0.0);
vec4 R8f = vec4(0.0);
vec4 R123f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder = attrDataSem0;
attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
attrDecoder.xy = attrDataSem8.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
PV0f.x = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y) / resYScale, intBitsToFloat(uf_remappedVS[0].w));
PV0f.y = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x) / resXScale, intBitsToFloat(uf_remappedVS[0].w));
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z)) + R2f.y);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].z)) + R2f.x);
PV0f.w = R123f.w;
// 1
R6f.x = PV0f.w + PV0f.y;
PV1f.x = R6f.x;
R6f.y = PV0f.z + PV0f.x;
PV1f.y = R6f.y;
PV1f.z = PV0f.z + -(PV0f.x);
PV1f.w = PV0f.w + -(PV0f.y);
// 2
R5f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV1f.x);
PV0f.x = R5f.x;
R5f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV1f.y);
R6f.z = PV1f.w;
PV0f.z = R6f.z;
R6f.w = PV1f.z;
PV0f.w = R6f.w;
// 3
R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
PV1f.x = R123f.x;
R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
PV1f.y = R123f.y;
R2f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV0f.x);
PS1f = R2f.x;
// 4
R0f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PS1f);
PV0f.x = R0f.x;
R2f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + R5f.y);
PV0f.y = R2f.y;
R5f.z = PV1f.y;
PV0f.z = R5f.z;
R5f.w = PV1f.x;
PV0f.w = R5f.w;
// 5
R3f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV0f.x);
PV1f.x = R3f.x;
R0f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV0f.y);
PV1f.y = R0f.y;
R123f.z = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
PV1f.z = R123f.z;
R123f.w = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
PV1f.w = R123f.w;
// 6
R4f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV1f.x);
R3f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV1f.y);
PV0f.y = R3f.y;
R2f.z = PV1f.w;
PV0f.z = R2f.z;
R2f.w = PV1f.z;
PV0f.w = R2f.w;
// 7
R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
PV1f.x = R123f.x;
R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
PV1f.y = R123f.y;
R4f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV0f.y);
PS1f = R4f.y;
// 8
R7f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + R4f.x);
PV0f.x = R7f.x;
R7f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PS1f);
PV0f.y = R7f.y;
R0f.z = PV1f.y;
PV0f.z = R0f.z;
R0f.w = PV1f.x;
PV0f.w = R0f.w;
// 9
R8f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV0f.x);
R8f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV0f.y);
R123f.z = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
PV1f.z = R123f.z;
R123f.w = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
PV1f.w = R123f.w;
// 10
R3f.z = PV1f.w;
PV0f.z = R3f.z;
R3f.w = PV1f.z;
PV0f.w = R3f.w;
// 11
R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
PV1f.x = R123f.x;
R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
PV1f.y = R123f.y;
// 12
R4f.z = PV1f.y;
PV0f.z = R4f.z;
R4f.w = PV1f.x;
PV0f.w = R4f.w;
// 13
R123f.z = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
PV1f.z = R123f.z;
R123f.w = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
PV1f.w = R123f.w;
// 14
R7f.z = PV1f.w;
R7f.w = PV1f.z;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem138 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem139 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem140 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
// export
passParameterSem141 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
// export
passParameterSem142 = vec4(R7f.x, R7f.y, R7f.z, R7f.w);
// export
passParameterSem137 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
// export
passParameterSem136 = vec4(R6f.x, R6f.y, R6f.z, R6f.w);
// 0
R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + R7f.w);
PV0f.x = R123f.x;
R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + R7f.z);
PV0f.y = R123f.y;
// 1
R8f.z = PV0f.y;
R8f.w = PV0f.x;
// export
passParameterSem143 = vec4(R8f.x, R8f.y, R8f.z, R8f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 88ae6940d510eea5
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem8;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem136;
layout(location = 1) out vec4 passParameterSem137;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder = attrDataSem0;
attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
attrDecoder.xy = attrDataSem8.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
PV0f.x = R2f.x + intBitsToFloat(uf_remappedVS[0].x) / resXScale;
PV0f.y = -(intBitsToFloat(uf_remappedVS[0].x)) / resXScale;
PV0f.w = intBitsToFloat(uf_remappedVS[0].y) / resYScale;
R0f.x = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x)) / resXScale;
PS0f = R0f.x;
// 1
backupReg0f = R2f.x;
R2f.x = backupReg0f + PV0f.y;
R0f.y = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)) / resYScale;
R0f.z = PV0f.x;
R2f.w = R2f.y + PV0f.w;
R2f.z = PV0f.x;
PS1f = R2f.z;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem136 = vec4(R0f.x, R0f.y, R0f.z, R0f.y);
// export
passParameterSem137 = vec4(R2f.x, R2f.w, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 8cdd68cf2a074404
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem8;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 4) out vec4 passParameterSem140;
layout(location = 2) out vec4 passParameterSem138;
layout(location = 3) out vec4 passParameterSem139;
layout(location = 1) out vec4 passParameterSem137;
layout(location = 0) out vec4 passParameterSem136;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder = attrDataSem0;
attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
attrDecoder.xy = attrDataSem8.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z)) + R2f.y);
PV0f.x = R127f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].z)) + R2f.x);
PV0f.y = R123f.y;
R127f.z = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y) / resYScale, intBitsToFloat(uf_remappedVS[0].w));
PV0f.z = R127f.z;
PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x) / resXScale, intBitsToFloat(uf_remappedVS[0].w));
// 1
PV1f.x = PV0f.x + -(PV0f.z);
PV1f.y = PV0f.y + -(PV0f.w);
R5f.x = PV0f.y + PV0f.w;
PS1f = R5f.x;
// 2
R4f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PS1f);
PV0f.x = R4f.x;
R5f.y = R127f.x + R127f.z;
PV0f.y = R5f.y;
R5f.z = PV1f.y;
PV0f.z = R5f.z;
R5f.w = PV1f.x;
PV0f.w = R5f.w;
// 3
R0f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV0f.x);
PV1f.x = R0f.x;
R4f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV0f.y);
PV1f.y = R4f.y;
R123f.z = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
PV1f.z = R123f.z;
R123f.w = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
PV1f.w = R123f.w;
// 4
R3f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV1f.x);
R0f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV1f.y);
PV0f.y = R0f.y;
R4f.z = PV1f.w;
PV0f.z = R4f.z;
R4f.w = PV1f.z;
PV0f.w = R4f.w;
// 5
R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
PV1f.x = R123f.x;
R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
PV1f.y = R123f.y;
R3f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV0f.y);
PS1f = R3f.y;
// 6
R2f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + R3f.x);
R2f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PS1f);
R0f.z = PV1f.y;
PV0f.z = R0f.z;
R0f.w = PV1f.x;
PV0f.w = R0f.w;
// 7
R123f.z = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
PV1f.z = R123f.z;
R123f.w = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
PV1f.w = R123f.w;
// 8
R3f.z = PV1f.w;
PV0f.z = R3f.z;
R3f.w = PV1f.z;
PV0f.w = R3f.w;
// 9
R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
PV1f.x = R123f.x;
R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
PV1f.y = R123f.y;
// 10
R2f.z = PV1f.y;
R2f.w = PV1f.x;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem140 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem138 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem139 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
// export
passParameterSem137 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
// export
passParameterSem136 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader b181218b85619285
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem8;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 3) out vec4 passParameterSem139;
layout(location = 2) out vec4 passParameterSem138;
layout(location = 1) out vec4 passParameterSem137;
layout(location = 0) out vec4 passParameterSem136;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R123f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder = attrDataSem0;
attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
attrDecoder.xy = attrDataSem8.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
PV0f.x = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y) / resYScale, intBitsToFloat(uf_remappedVS[0].w));
PV0f.y = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x) / resXScale, intBitsToFloat(uf_remappedVS[0].w));
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z)) + R2f.y);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].z)) + R2f.x);
PV0f.w = R123f.w;
// 1
R4f.x = PV0f.w + PV0f.y;
PV1f.x = R4f.x;
R4f.y = PV0f.z + PV0f.x;
PV1f.y = R4f.y;
PV1f.z = PV0f.z + -(PV0f.x);
PV1f.w = PV0f.w + -(PV0f.y);
// 2
R3f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV1f.x);
PV0f.x = R3f.x;
R3f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV1f.y);
R4f.z = PV1f.w;
PV0f.z = R4f.z;
R4f.w = PV1f.z;
PV0f.w = R4f.w;
// 3
R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
PV1f.x = R123f.x;
R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
PV1f.y = R123f.y;
R0f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV0f.x);
PS1f = R0f.x;
// 4
R2f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PS1f);
R0f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + R3f.y);
PV0f.y = R0f.y;
R3f.z = PV1f.y;
PV0f.z = R3f.z;
R3f.w = PV1f.x;
PV0f.w = R3f.w;
// 5
R2f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV0f.y);
R123f.z = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
PV1f.z = R123f.z;
R123f.w = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
PV1f.w = R123f.w;
// 6
R0f.z = PV1f.w;
PV0f.z = R0f.z;
R0f.w = PV1f.z;
PV0f.w = R0f.w;
// 7
R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
PV1f.x = R123f.x;
R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
PV1f.y = R123f.y;
// 8
R2f.z = PV1f.y;
R2f.w = PV1f.x;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem139 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem138 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem137 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
// export
passParameterSem136 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
}