From 972fcc6aa8de3ba01b48c8c4d475a6204863e695 Mon Sep 17 00:00:00 2001 From: Alex Kiri Date: Tue, 21 Nov 2017 22:39:57 +0200 Subject: [PATCH] [BotW] Fixed self shadowing issue --- .../93f16bf1d083933b_0000000000000000_vs.txt | 102 ++++++++++++++++++ 1 file changed, 102 insertions(+) create mode 100644 Source/BreathOfTheWild/93f16bf1d083933b_0000000000000000_vs.txt diff --git a/Source/BreathOfTheWild/93f16bf1d083933b_0000000000000000_vs.txt b/Source/BreathOfTheWild/93f16bf1d083933b_0000000000000000_vs.txt new file mode 100644 index 00000000..e25b12b6 --- /dev/null +++ b/Source/BreathOfTheWild/93f16bf1d083933b_0000000000000000_vs.txt @@ -0,0 +1,102 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 93f16bf1d083933b +// Self shadowing fix +// original shader dumped using cemu 1.11.0, BotW 1.3.1 +const float resXScale = ; +const float resYScale = ; + +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 1) out vec4 passParameterSem1; +layout(location = 0) out vec4 passParameterSem0; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R4f = vec4(0.0); +vec4 R127f = vec4(0.0); +uvec4 attrDecoder; +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xy = attrDataSem1.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +backupReg0f = R1f.x; +backupReg1f = R1f.y; +R1f.x = backupReg0f; +R1f.x *= 2.0; +R1f.y = backupReg1f; +R1f.y *= 2.0; +R1f.z = intBitsToFloat(0xbf5fdfe0); +R1f.w = 1.0; +!!! R127f.y = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x3fb13a93)/resXScale; +PS0f = R127f.y; +// 1 +!!! R127f.x = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x404ec4f0)/resXScale; +PV1f.x = R127f.x; +R4f.y = R2f.y; +R4f.z = R2f.x; +R3f.w = R2f.x; +R3f.x = R2f.y; +PS1f = R3f.x; +// 2 +R0f.x = PS1f; +R3f.y = R2f.x + -(R127f.y); +R3f.z = R2f.x + R127f.y; +R0f.w = R2f.x; +R0f.y = R2f.x + -(PV1f.x); +PS0f = R0f.y; +// 3 +R0f.z = R2f.x + R127f.x; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +passParameterSem0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); +// export +// skipped export to semanticId 255 +}