From 8f194d929aa4d2c51fc6a085c717c8e19f1d920a Mon Sep 17 00:00:00 2001 From: getdls Date: Fri, 3 Aug 2018 11:44:35 +0200 Subject: [PATCH] [TMS] Fix AA in PS, Texture LOD sharper Scale AA fix in PS as well Default to negative LOD, negligible shimmer but sharper image --- .../a7f4801a8d29e333_0000000000000079_ps.txt | 227 ++++++++++++++++++ Source/TokyoMirage/rules.txt | 4 + 2 files changed, 231 insertions(+) create mode 100644 Source/TokyoMirage/a7f4801a8d29e333_0000000000000079_ps.txt diff --git a/Source/TokyoMirage/a7f4801a8d29e333_0000000000000079_ps.txt b/Source/TokyoMirage/a7f4801a8d29e333_0000000000000079_ps.txt new file mode 100644 index 00000000..fd23bbf0 --- /dev/null +++ b/Source/TokyoMirage/a7f4801a8d29e333_0000000000000079_ps.txt @@ -0,0 +1,227 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader a7f4801a8d29e333 +const float resScale = ; //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)); +} diff --git a/Source/TokyoMirage/rules.txt b/Source/TokyoMirage/rules.txt index 2b20fa3b..fef6f294 100644 --- a/Source/TokyoMirage/rules.txt +++ b/Source/TokyoMirage/rules.txt @@ -11,6 +11,10 @@ titleIds = 00050000101ED700,00050000101ED800,0005000010131D00 name = "Tokyo Mirage Sessions FE - " 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