[TMS] Fix AA in PS, Texture LOD sharper

Scale AA fix in PS as well
Default to negative LOD, negligible shimmer but sharper image
This commit is contained in:
getdls 2018-08-03 11:44:35 +02:00
parent de6a3c09d7
commit 8f194d929a
2 changed files with 231 additions and 0 deletions

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@ -0,0 +1,227 @@
<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
?>
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader a7f4801a8d29e333
const float resScale = <?=$scaleFactorX?>; //AA in PS
uniform ivec4 uf_remappedPS[3];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem136);
R1i = floatBitsToInt(passParameterSem137);
if( activeMaskStackC[1] == true ) {
R2i.y = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R1i.zy),0.0).y);
R0i.w = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R1i.xy),0.0).y);
R0i.z = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R1i.xw),0.0).y);
R2i.x = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R1i.zw),0.0).y);
R1i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.xy),0.0).xyzw);
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
backupReg0i = R2i.y;
R127i.x = floatBitsToInt(max(intBitsToFloat(R0i.w), intBitsToFloat(R0i.z)));
R2i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(0x3b2aaaa8));
PV0i.y = R2i.y;
R127i.z = floatBitsToInt(min(intBitsToFloat(R0i.w), intBitsToFloat(R0i.z)));
// 1
PV1i.x = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(PV0i.y)));
PV1i.w = floatBitsToInt(min(intBitsToFloat(R2i.x), intBitsToFloat(PV0i.y)));
// 2
R4i.z = floatBitsToInt(min(intBitsToFloat(R127i.z), intBitsToFloat(PV1i.w)));
PV0i.z = R4i.z;
R4i.w = floatBitsToInt(max(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.x)));
PV0i.w = R4i.w;
// 3
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].x)));
PV1i.y = floatBitsToInt(max(intBitsToFloat(R1i.y), intBitsToFloat(PV0i.w)));
PV1i.z = floatBitsToInt(min(intBitsToFloat(R1i.y), intBitsToFloat(PV0i.z)));
// 4
PV0i.z = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.y));
PV0i.w = floatBitsToInt(max(intBitsToFloat(uf_remappedPS[0].y), intBitsToFloat(PV1i.x)));
// 5
PV1i.y = ((intBitsToFloat(PV0i.w) > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0));
// 6
backupReg0i = R1i.y;
backupReg1i = R1i.z;
backupReg2i = R1i.w;
backupReg3i = R1i.x;
R3i.x = ((PV1i.y == 0)?(0):(0x3f800000));
R1i.y = ((PV1i.y == 0)?(0):(backupReg0i));
R1i.z = ((PV1i.y == 0)?(0):(backupReg1i));
R1i.w = ((PV1i.y == 0)?(0):(backupReg2i));
R1i.x = ((PV1i.y == 0)?(0):(backupReg3i));
PS0i = R1i.x;
// 7
predResult = (R3i.x == 0);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
backupReg0i = R0i.w;
PV0i.y = floatBitsToInt(intBitsToFloat(R0i.z) + -(intBitsToFloat(R2i.y)));
R127i.z = 0;
PV0i.w = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(R2i.x));
// 1
R127i.x = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(PV0i.w));
PV1i.x = R127i.x;
R127i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + -(intBitsToFloat(PV0i.w)));
PV1i.y = R127i.y;
// 2
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(R127i.z),-0.0),vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(R127i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
// 3
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
PS1i = floatBitsToInt(tempResultf);
// 4
backupReg0i = R127i.y;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS1i)));
PV0i.y = R127i.y;
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS1i)));
PV0i.z = R127i.z;
// 5
PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z))));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z) / resScale, intBitsToFloat(uf_remappedPS[1].x))); // sharpen pass?
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y)/ resScale, intBitsToFloat(uf_remappedPS[1].y))); //sharpen pass?
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y))));
// 6
R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(PV1i.y)));
R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(min(intBitsToFloat(PV1i.x), intBitsToFloat(PV1i.w)));
R2i.w = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV1i.y) / resScale);
R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV1i.z) / resScale);
PS0i = R2i.y;
// 7
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[2].w))); //?
// 8
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.y));
// 9
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i)));
// 10
PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.z), intBitsToFloat(0xc0000000)));
PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), intBitsToFloat(0xc0000000)));
// 11
PV1i.z = floatBitsToInt(min(intBitsToFloat(PV0i.x), 2.0));
PV1i.w = floatBitsToInt(min(intBitsToFloat(PV0i.y), 2.0));
// 12
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w) , intBitsToFloat(PV1i.z)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z) , intBitsToFloat(PV1i.w)));
// 13
backupReg0i = R0i.x ;
backupReg1i = R0i.y;
backupReg0i = R0i.x;
backupReg1i = R0i.y;
R0i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg0i)) + vec3(-(intBitsToFloat(PV0i.w) / resScale),-(intBitsToFloat(PV0i.z) / resScale),intBitsToFloat(PV0i.w) / resScale));
R0i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.z) / resScale);
}
if( activeMaskStackC[2] == true ) {
R1i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R1i.xy),0.0).xyzw);
R2i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R2i.wy),0.0).xyzw);
R3i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.xy),0.0).xyzw);
R0i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.zw),0.0).xyzw);
}
if( activeMaskStackC[2] == true ) {
// 0
R127i.xyz = floatBitsToInt(vec3(intBitsToFloat(R1i.y),intBitsToFloat(R1i.x),intBitsToFloat(R1i.w)) + vec3(intBitsToFloat(R2i.y),intBitsToFloat(R2i.x),intBitsToFloat(R2i.w)));
PV0i.y = R127i.y;
R127i.w = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R2i.z));
// 1
backupReg0i = R0i.x;
backupReg1i = R0i.z;
PV1i.x = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(R0i.y));
PV1i.y = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(backupReg0i));
PV1i.z = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(R0i.w));
PV1i.w = floatBitsToInt(intBitsToFloat(R3i.z) + intBitsToFloat(backupReg1i));
R126i.z = PV0i.y;
R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) / 2.0);
PS1i = R126i.z;
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(R127i.x) + intBitsToFloat(PV1i.x));
PV0i.y = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(PV1i.y));
PV0i.z = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(PV1i.z));
PV0i.w = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(PV1i.w));
R126i.y = R127i.x;
R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) / 2.0);
PS0i = R126i.y;
// 3
backupReg0i = R127i.w;
R127i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 0.25 );
PV1i.x = R127i.x;
R127i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 0.25);
R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 0.25);
R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 0.25);
R126i.x = backupReg0i;
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0);
PS1i = R126i.x;
// 4
PV0i.x = ((intBitsToFloat(PV1i.x) > intBitsToFloat(R4i.w))?int(0xFFFFFFFF):int(0x0));
PV0i.y = ((intBitsToFloat(R4i.z) > intBitsToFloat(PV1i.x))?int(0xFFFFFFFF):int(0x0));
// 5
R123i.w = ((PV0i.y == 0)?(PV0i.x):(int(-1)));
PV1i.w = R123i.w;
// 6
R1i.x = ((PV1i.w == 0)?(R127i.y):(R126i.z));
R1i.y = ((PV1i.w == 0)?(R127i.x):(R126i.y));
R1i.z = ((PV1i.w == 0)?(R127i.w):(R126i.x));
R1i.w = ((PV1i.w == 0)?(R127i.z):(R127i.z));
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
}

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@ -11,6 +11,10 @@ titleIds = 00050000101ED700,00050000101ED800,0005000010131D00
name = "Tokyo Mirage Sessions FE - <?=$title?>"
version = 2
[TextureRedefine] #lod override, shimmer and sharper textures
formats = 0x011,0x235,0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435,0x01a
overwriteRelativeLodBias = -4 #
[TextureRedefine]
width = 1280
height = 720