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[XCX] Re-re-adds custom shaders removed in red-sky fix as enhancements
Re-adds custom shaders removed in red-sky fix as enhancements Initial commit is likely broken on some resolutions and Intel GPUs To-do Detecting res from shader instead of variables and new shader dumps Baseline is: Works on nvidia. Intel/AMD/3dfx/Integrated GPUs, not my problem.
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@ -5,29 +5,6 @@ path = "Xenoblade Chronicles X/Enhancements/Contrasty"
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description = This pack tweaks the colours and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. Enabling will ignore your other AA settings.
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version = 3
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[Preset]
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name = Default
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$redShadows = 1.0
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$greenShadows = 1.0
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$blueSadows = 1.0
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$redMid = 1.0
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$greenMid = 1.0
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$blueMid = 1.0
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$redHilight = 1.0
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$greenHilight =1.0
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$blueHilight = 1.0
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$contrastCurve = 0.0
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$hazeFactor = 1.0
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$bloom = 1.0
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$gamma = 1.0
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$exposure = 1.0
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$vibrance = 0.0
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$crushContrast = 0.0
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$bleach = 1.0
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$sharp_mix = 0.0
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[Preset]
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name = High Contrasty
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$redShadows = 1.0
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@ -92,4 +69,26 @@ $exposure = 1.0
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$vibrance = 0.0
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$crushContrast = 0.00
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$bleach = 0.85
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$sharp_mix = 0.1
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$sharp_mix = 0.1
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[Preset]
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name = Default
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$redShadows = 1.0
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$greenShadows = 1.0
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$blueSadows = 1.0
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$redMid = 1.0
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$greenMid = 1.0
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$blueMid = 1.0
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$redHilight = 1.0
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$greenHilight =1.0
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$blueHilight = 1.0
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$contrastCurve = 0.0
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$hazeFactor = 1.0
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$bloom = 1.0
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$gamma = 1.0
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$exposure = 1.0
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$vibrance = 0.0
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$crushContrast = 0.0
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$bleach = 1.0
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$sharp_mix = 0.0
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@ -0,0 +1,567 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 5eb82314ffb8484e
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//cross fade blur prel
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uniform ivec4 uf_remappedPS[7];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 320x180x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 1) out vec4 passPixelColor1;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R5f = vec4(0.0);
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vec4 R6f = vec4(0.0);
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vec4 R7f = vec4(0.0);
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vec4 R8f = vec4(0.0);
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vec4 R9f = vec4(0.0);
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vec4 R10f = vec4(0.0);
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vec4 R11f = vec4(0.0);
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vec4 R12f = vec4(0.0);
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vec4 R13f = vec4(0.0);
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vec4 R14f = vec4(0.0);
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vec4 R15f = vec4(0.0);
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vec4 R16f = vec4(0.0);
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vec4 R17f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R124f = vec4(0.0);
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vec4 R125f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem0;
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R14f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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// 0
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R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x);
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R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y);
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R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[0].z);
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R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[0].w);
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R17f.w = R14f.w;
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PS0f = R17f.w;
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// 1
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R2f.x = R0f.x + intBitsToFloat(uf_remappedPS[1].x);
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R2f.y = R0f.y + intBitsToFloat(uf_remappedPS[1].y);
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R1f.z = R0f.x + intBitsToFloat(uf_remappedPS[1].z);
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R1f.w = R0f.y + intBitsToFloat(uf_remappedPS[1].w);
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R16f.w = R14f.w;
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PS1f = R16f.w;
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// 2
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R3f.x = R0f.x + intBitsToFloat(uf_remappedPS[2].x);
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R3f.y = R0f.y + intBitsToFloat(uf_remappedPS[2].y);
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R2f.z = R0f.x + intBitsToFloat(uf_remappedPS[2].z);
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R2f.w = R0f.y + intBitsToFloat(uf_remappedPS[2].w);
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// 3
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R4f.x = R0f.x + intBitsToFloat(uf_remappedPS[3].x);
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R4f.y = R0f.y + intBitsToFloat(uf_remappedPS[3].y);
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R3f.z = R0f.x + intBitsToFloat(uf_remappedPS[3].z);
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R3f.w = R0f.y + intBitsToFloat(uf_remappedPS[3].w);
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R5f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
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R6f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
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R7f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw);
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R9f.xyzw = (texture(textureUnitPS0, R1f.zw).xyzw);
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R8f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
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R10f.xyzw = (texture(textureUnitPS0, R2f.zw).xyzw);
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R11f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw);
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R12f.xyzw = (texture(textureUnitPS0, R3f.zw).xyzw);
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// 0
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R4f.x = R0f.x + intBitsToFloat(uf_remappedPS[4].x);
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R4f.y = R0f.y + intBitsToFloat(uf_remappedPS[4].y);
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R3f.z = R0f.x + intBitsToFloat(uf_remappedPS[4].z);
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R3f.w = R0f.y + intBitsToFloat(uf_remappedPS[4].w);
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R127f.x = R5f.w + -(0.5);
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R127f.x *= 2.0;
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R127f.x = clamp(R127f.x, 0.0, 1.0);
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PS0f = R127f.x;
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// 1
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[5].z);
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R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[5].w);
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R2f.z = backupReg0f + intBitsToFloat(uf_remappedPS[5].x);
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R2f.w = backupReg1f + intBitsToFloat(uf_remappedPS[5].y);
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PS1f = R5f.x + -(0.0);
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// 2
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R126f.x = R127f.x + 1.0;
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PV0f.y = R5f.z + -(0.0);
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PV0f.z = R5f.y + -(0.0);
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R127f.w = R6f.w + -(0.5);
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R127f.w *= 2.0;
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R127f.w = clamp(R127f.w, 0.0, 1.0);
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R125f.x = (R127f.x * PS1f + R14f.x);
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PS0f = R125f.x;
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// 3
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PV1f.x = R6f.x + -(0.0);
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PV1f.y = R6f.y + -(0.0);
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R123f.z = (R127f.x * PV0f.y + R14f.z);
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PV1f.z = R123f.z;
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R123f.w = (R127f.x * PV0f.z + R14f.y);
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PV1f.w = R123f.w;
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PS1f = R6f.z + -(0.0);
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// 4
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R3f.x = R7f.w + -(0.5);
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R3f.x *= 2.0;
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R3f.x = clamp(R3f.x, 0.0, 1.0);
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R3f.y = R126f.x + R127f.w;
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R1f.z = (R127f.w * PV1f.y + PV1f.w);
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R1f.w = (R127f.w * PV1f.x + R125f.x);
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R2f.y = (R127f.w * PS1f + PV1f.z);
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PS0f = R2f.y;
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R4f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw);
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R13f.xyzw = (texture(textureUnitPS0, R3f.zw).xyzw);
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R15f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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R0f.xyzw = (texture(textureUnitPS0, R2f.zw).xyzw);
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// 0
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R126f.x = R3f.y + R3f.x;
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PV0f.y = R7f.z + -(0.0);
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PV0f.z = R7f.y + -(0.0);
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PV0f.w = R7f.x + -(0.0);
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R127f.z = R9f.w + -(0.5);
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R127f.z *= 2.0;
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R127f.z = clamp(R127f.z, 0.0, 1.0);
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PS0f = R127f.z;
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// 1
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R123f.x = (R3f.x * PV0f.w + R1f.w);
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PV1f.x = R123f.x;
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R127f.y = R5f.w + -(intBitsToFloat(0x3f666666));
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R126f.z = (R3f.x * PV0f.y + R2f.y);
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R127f.w = (R3f.x * PV0f.z + R1f.z);
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PS1f = R9f.x + -(0.0);
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// 2
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PV0f.x = R9f.y + -(0.0);
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R126f.y = R126f.x + R127f.z;
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R124f.z = R8f.w + -(0.5);
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R124f.z *= 2.0;
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R124f.z = clamp(R124f.z, 0.0, 1.0);
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PV0f.w = R9f.z + -(0.0);
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R125f.z = (R127f.z * PS1f + PV1f.x);
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PS0f = R125f.z;
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// 3
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R126f.x = (R127f.z * PV0f.w + R126f.z);
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R125f.y = (R127f.z * PV0f.x + R127f.w);
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R126f.z = R127f.y * intBitsToFloat(0x41200000);
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R126f.z = clamp(R126f.z, 0.0, 1.0);
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R127f.w = -(R14f.x) + R5f.x;
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R127f.z = -(R14f.y) + R5f.y;
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PS1f = R127f.z;
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// 4
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R125f.x = R6f.w + -(intBitsToFloat(0x3f666666));
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R124f.y = -(R14f.z) + R5f.z;
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R5f.z = R7f.w + -(intBitsToFloat(0x3f666666));
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PV0f.w = R8f.x + -(0.0);
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R127f.y = R8f.y + -(0.0);
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PS0f = R127f.y;
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// 5
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backupReg0f = R126f.y;
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backupReg1f = R125f.z;
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PV1f.x = R8f.z + -(0.0);
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R126f.y = R8f.w + -(intBitsToFloat(0x3f666666));
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R125f.z = backupReg0f + R124f.z;
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R125f.w = R10f.w + -(0.5);
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R125f.w *= 2.0;
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R125f.w = clamp(R125f.w, 0.0, 1.0);
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R126f.w = (R124f.z * PV0f.w + backupReg1f);
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PS1f = R126f.w;
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// 6
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backupReg0f = R126f.x;
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backupReg1f = R127f.y;
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backupReg2f = R127f.z;
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R126f.x = (R127f.w * R126f.z + R14f.x);
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R127f.y = (R124f.z * PV1f.x + backupReg0f);
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R127f.z = (R124f.z * backupReg1f + R125f.y);
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R124f.w = (backupReg2f * R126f.z + R14f.y);
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R5f.w = R125f.x * intBitsToFloat(0x41200000);
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R5f.w = clamp(R5f.w, 0.0, 1.0);
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PS0f = R5f.w;
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// 7
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backupReg0f = R124f.y;
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backupReg1f = R126f.z;
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R125f.x = -(R14f.x) + R6f.x;
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R124f.y = -(R14f.y) + R6f.y;
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R126f.z = (backupReg0f * backupReg1f + R14f.z);
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R6f.w = -(R14f.z) + R6f.z;
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R1f.w = -(R14f.x) + R7f.x;
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PS1f = R1f.w;
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// 8
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backupReg0f = R126f.y;
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R127f.x = R5f.z * intBitsToFloat(0x41200000);
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R127f.x = clamp(R127f.x, 0.0, 1.0);
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R126f.y = -(R14f.z) + R7f.z;
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R124f.z = -(R14f.y) + R7f.y;
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R7f.w = R9f.w + -(intBitsToFloat(0x3f666666));
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R2f.w = backupReg0f * intBitsToFloat(0x41200000);
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R2f.w = clamp(R2f.w, 0.0, 1.0);
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PS0f = R2f.w;
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// 9
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R124f.x = -(R14f.z) + R8f.z;
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R125f.y = -(R14f.y) + R8f.y;
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R8f.z = -(R14f.x) + R8f.x;
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R127f.w = R10f.x + -(0.0);
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PS1f = R10f.y + -(0.0);
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// 10
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R8f.x = R10f.w + -(intBitsToFloat(0x3f666666));
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R6f.y = R125f.z + R125f.w;
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PV0f.z = R10f.z + -(0.0);
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R8f.w = R11f.w + -(0.5);
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R8f.w *= 2.0;
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R8f.w = clamp(R8f.w, 0.0, 1.0);
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R5f.x = (R125f.w * PS1f + R127f.z);
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PS0f = R5f.x;
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// 11
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backupReg0f = R126f.x;
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backupReg1f = R124f.z;
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R126f.x = max(R14f.x, backupReg0f);
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R5f.y = (R125f.w * R127f.w + R126f.w);
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R124f.z = max(R14f.z, R126f.z);
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R3f.w = (R125f.w * PV0f.z + R127f.y);
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R126f.w = (backupReg1f * R127f.x + R14f.y);
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PS1f = R126f.w;
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// 12
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backupReg0f = R125f.x;
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backupReg1f = R126f.y;
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R125f.x = max(R14f.y, R124f.w);
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R126f.y = (R6f.w * R5f.w + R14f.z);
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R126f.z = (R124f.y * R5f.w + R14f.y);
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R124f.w = (backupReg0f * R5f.w + R14f.x);
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R125f.z = (backupReg1f * R127f.x + R14f.z);
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PS0f = R125f.z;
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// 13
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backupReg0f = R127f.x;
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backupReg1f = R9f.z;
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R127f.x = (R1f.w * backupReg0f + R14f.x);
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R124f.y = -(R14f.x) + R9f.x;
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R9f.z = R7f.w * intBitsToFloat(0x41200000);
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R9f.z = clamp(R9f.z, 0.0, 1.0);
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R125f.w = -(R14f.y) + R9f.y;
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R1f.w = -(R14f.z) + backupReg1f;
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PS1f = R1f.w;
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// 14
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backupReg0f = R124f.x;
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backupReg1f = R125f.y;
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R124f.x = (backupReg0f * R2f.w + R14f.z);
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R125f.y = R8f.x * intBitsToFloat(0x41200000);
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R125f.y = clamp(R125f.y, 0.0, 1.0);
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R127f.z = (backupReg1f * R2f.w + R14f.y);
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R127f.w = (R8f.z * R2f.w + R14f.x);
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R2f.w = -(R14f.y) + R10f.y;
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PS0f = R2f.w;
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// 15
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backupReg0f = R10f.x;
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backupReg1f = R10f.z;
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R10f.x = -(R14f.x) + backupReg0f;
|
||||
R127f.y = R11f.y + -(0.0);
|
||||
R10f.zwy = vec3(-(R14f.z),R11f.x,R11f.z) + vec3(backupReg1f,-(0.0),-(0.0));
|
||||
PS1f = R10f.y;
|
||||
// 16
|
||||
backupReg0f = R126f.x;
|
||||
backupReg1f = R124f.z;
|
||||
backupReg2f = R126f.y;
|
||||
R126f.x = max(backupReg0f, R124f.w);
|
||||
R126f.y = max(R125f.x, R126f.z);
|
||||
R126f.z = R6f.y + R8f.w;
|
||||
R7f.w = R12f.w + -(0.5);
|
||||
R7f.w *= 2.0;
|
||||
R7f.w = clamp(R7f.w, 0.0, 1.0);
|
||||
R124f.z = max(backupReg1f, backupReg2f);
|
||||
PS0f = R124f.z;
|
||||
// 17
|
||||
R8f.x = max(R124f.x, R125f.z);
|
||||
R9f.y = max(R127f.z, R126f.w);
|
||||
R127f.z = max(R127f.w, R127f.x);
|
||||
R127f.w = (R124f.y * R9f.z + R14f.x);
|
||||
R124f.y = (R125f.w * R9f.z + R14f.y);
|
||||
PS1f = R124f.y;
|
||||
// 18
|
||||
backupReg0f = R127f.y;
|
||||
R127f.x = (R1f.w * R9f.z + R14f.z);
|
||||
R127f.y = (R10f.x * R125f.y + R14f.x);
|
||||
R125f.z = (R2f.w * R125f.y + R14f.y);
|
||||
R1f.w = (R10f.z * R125f.y + R14f.z);
|
||||
R2f.w = (R8f.w * backupReg0f + R5f.x);
|
||||
PS0f = R2f.w;
|
||||
// 19
|
||||
backupReg0f = R10f.y;
|
||||
R10f.x = (R8f.w * R10f.w + R5f.y);
|
||||
R10f.y = R12f.x + -(0.0);
|
||||
R9f.z = (R8f.w * backupReg0f + R3f.w);
|
||||
R8f.w = R12f.y + -(0.0);
|
||||
R9f.x = R12f.z + -(0.0);
|
||||
PS1f = R9f.x;
|
||||
// 20
|
||||
R7f.x = R12f.w + -(intBitsToFloat(0x3f666666));
|
||||
R8f.y = R11f.w + -(intBitsToFloat(0x3f666666));
|
||||
R10f.z = R126f.z + R7f.w;
|
||||
R10f.w = max(R126f.y, R124f.y);
|
||||
R7f.y = max(R124f.z, R127f.x);
|
||||
PS0f = R7f.y;
|
||||
// 21
|
||||
backupReg0f = R9f.y;
|
||||
R6f.x = R13f.w + -(intBitsToFloat(0x3f666666));
|
||||
R9f.y = max(R126f.x, R127f.w);
|
||||
R8f.z = max(R127f.y, R127f.z);
|
||||
R9f.w = R4f.w + -(0.5);
|
||||
R9f.w *= 2.0;
|
||||
R9f.w = clamp(R9f.w, 0.0, 1.0);
|
||||
R5f.z = max(R125f.z, backupReg0f);
|
||||
PS1f = R5f.z;
|
||||
// 0
|
||||
R127f.x = (R7f.w * R9f.x + R9f.z);
|
||||
R127f.y = max(R1f.w, R8f.x);
|
||||
R125f.z = R8f.y * intBitsToFloat(0x41200000);
|
||||
R125f.z = clamp(R125f.z, 0.0, 1.0);
|
||||
R127f.w = (R7f.w * R10f.y + R10f.x);
|
||||
R124f.y = -(R14f.z) + R11f.z;
|
||||
PS0f = R124f.y;
|
||||
// 1
|
||||
R125f.x = -(R14f.y) + R11f.y;
|
||||
R11f.y = R7f.x * intBitsToFloat(0x41200000);
|
||||
R11f.y = clamp(R11f.y, 0.0, 1.0);
|
||||
R127f.z = (R7f.w * R8f.w + R2f.w);
|
||||
R125f.w = -(R14f.x) + R11f.x;
|
||||
R125f.y = -(R14f.y) + R12f.y;
|
||||
PS1f = R125f.y;
|
||||
// 2
|
||||
backupReg0f = R12f.x;
|
||||
R12f.x = -(R14f.z) + R12f.z;
|
||||
R126f.yzw = vec3(R4f.x,-(R14f.x),R4f.y) + vec3(-(0.0),backupReg0f,-(0.0));
|
||||
R126f.x = R4f.z + -(0.0);
|
||||
PS0f = R126f.x;
|
||||
// 3
|
||||
backupReg0f = R10f.z;
|
||||
R124f.x = R4f.w + -(intBitsToFloat(0x3f666666));
|
||||
R8f.y = R6f.x * intBitsToFloat(0x41200000);
|
||||
R8f.y = clamp(R8f.y, 0.0, 1.0);
|
||||
R10f.z = R13f.w + -(0.5);
|
||||
R10f.z *= 2.0;
|
||||
R10f.z = clamp(R10f.z, 0.0, 1.0);
|
||||
R124f.w = backupReg0f + R9f.w;
|
||||
R12f.y = -(R14f.x) + R13f.x;
|
||||
PS1f = R12f.y;
|
||||
// 4
|
||||
backupReg0f = R127f.x;
|
||||
R127f.x = -(R14f.y) + R13f.y;
|
||||
R10f.y = max(R9f.y, R8f.z);
|
||||
R124f.z = R15f.w + -(intBitsToFloat(0x3f666666));
|
||||
R12f.w = -(R14f.z) + R13f.z;
|
||||
R9f.y = (R9f.w * R126f.x + backupReg0f);
|
||||
PS0f = R9f.y;
|
||||
// 5
|
||||
backupReg0f = R124f.x;
|
||||
backupReg1f = R7f.y;
|
||||
backupReg2f = R10f.w;
|
||||
R124f.x = (R9f.w * R126f.y + R127f.w);
|
||||
R7f.y = backupReg0f * intBitsToFloat(0x41200000);
|
||||
R7f.y = clamp(R7f.y, 0.0, 1.0);
|
||||
R12f.z = max(backupReg1f, R127f.y);
|
||||
R10f.w = max(backupReg2f, R5f.z);
|
||||
R5f.z = -(R14f.x) + R4f.x;
|
||||
PS1f = R5f.z;
|
||||
// 6
|
||||
backupReg0f = R127f.z;
|
||||
R126f.x = (R125f.w * R125f.z + R14f.x);
|
||||
R126f.y = (R124f.y * R125f.z + R14f.z);
|
||||
R127f.z = (R9f.w * R126f.w + backupReg0f);
|
||||
R125f.w = (R125f.x * R125f.z + R14f.y);
|
||||
R127f.y = (R12f.x * R11f.y + R14f.z);
|
||||
PS0f = R127f.y;
|
||||
// 7
|
||||
backupReg0f = R125f.y;
|
||||
backupReg1f = R126f.z;
|
||||
R12f.x = -(R14f.z) + R4f.z;
|
||||
R125f.y = R13f.x + -(0.0);
|
||||
R126f.z = (backupReg0f * R11f.y + R14f.y);
|
||||
R126f.w = (backupReg1f * R11f.y + R14f.x);
|
||||
R8f.z = R0f.w + -(0.5);
|
||||
R8f.z *= 2.0;
|
||||
R8f.z = clamp(R8f.z, 0.0, 1.0);
|
||||
PS1f = R8f.z;
|
||||
// 8
|
||||
backupReg0f = R4f.y;
|
||||
R125f.x = R13f.y + -(0.0);
|
||||
R4f.y = -(R14f.y) + backupReg0f;
|
||||
R125f.z = R124f.w + R10f.z;
|
||||
R124f.w = R13f.z + -(0.0);
|
||||
R127f.w = R0f.w + -(intBitsToFloat(0x3f666666));
|
||||
PS0f = R127f.w;
|
||||
// 9
|
||||
backupReg0f = R127f.x;
|
||||
R127f.x = (R12f.w * R8f.y + R14f.z);
|
||||
R124f.y = (backupReg0f * R8f.y + R14f.y);
|
||||
R123f.z = (R12f.y * R8f.y + R14f.x);
|
||||
PV1f.z = R123f.z;
|
||||
R12f.w = R124f.z * intBitsToFloat(0x41200000);
|
||||
R12f.w = clamp(R12f.w, 0.0, 1.0);
|
||||
R4f.x = -(R14f.x) + R15f.x;
|
||||
PS1f = R4f.x;
|
||||
// 10
|
||||
R13f.x = (R10f.z * R125f.y + R124f.x);
|
||||
R125f.y = max(PV1f.z, R126f.w);
|
||||
R124f.z = -(R14f.z) + R15f.z;
|
||||
R126f.w = -(R14f.y) + R15f.y;
|
||||
R124f.x = max(R10f.w, R125f.w);
|
||||
PS0f = R124f.x;
|
||||
// 11
|
||||
backupReg0f = R125f.x;
|
||||
backupReg1f = R124f.y;
|
||||
R125f.x = (R10f.z * R124f.w + R9f.y);
|
||||
R124f.y = (R10f.z * backupReg0f + R127f.z);
|
||||
R10f.z = max(backupReg1f, R126f.z);
|
||||
R125f.w = max(R127f.x, R127f.y);
|
||||
R127f.y = R0f.x + -(0.0);
|
||||
PS1f = R127f.y;
|
||||
// 12
|
||||
backupReg0f = R126f.x;
|
||||
backupReg1f = R126f.y;
|
||||
backupReg2f = R127f.w;
|
||||
R126f.x = (R5f.z * R7f.y + R14f.x);
|
||||
R126f.y = max(R10f.y, backupReg0f);
|
||||
R126f.z = (R12f.x * R7f.y + R14f.z);
|
||||
R127f.w = max(R12f.z, backupReg1f);
|
||||
R5f.z = backupReg2f * intBitsToFloat(0x41200000);
|
||||
R5f.z = clamp(R5f.z, 0.0, 1.0);
|
||||
PS0f = R5f.z;
|
||||
// 13
|
||||
backupReg0f = R4f.y;
|
||||
R12f.x = -(R14f.z) + R0f.z;
|
||||
R4f.y = -(R14f.x) + R0f.x;
|
||||
R127f.z = (backupReg0f * R7f.y + R14f.y);
|
||||
R124f.w = R0f.z + -(0.0);
|
||||
R7f.y = R15f.w + -(0.5);
|
||||
R7f.y *= 2.0;
|
||||
R7f.y = clamp(R7f.y, 0.0, 1.0);
|
||||
PS1f = R7f.y;
|
||||
// 14
|
||||
backupReg0f = R0f.y;
|
||||
backupReg1f = R125f.z;
|
||||
R127f.x = R0f.y + -(0.0);
|
||||
R0f.y = -(R14f.y) + backupReg0f;
|
||||
R125f.z = backupReg1f + R8f.z;
|
||||
R123f.w = (R4f.x * R12f.w + R14f.x);
|
||||
PV0f.w = R123f.w;
|
||||
R0f.x = (R126f.w * R12f.w + R14f.y);
|
||||
PS0f = R0f.x;
|
||||
// 15
|
||||
backupReg0f = R126f.x;
|
||||
R126f.x = max(R126f.y, backupReg0f);
|
||||
R126f.y = max(R124f.x, R127f.z);
|
||||
R127f.z = max(PV0f.w, R125f.y);
|
||||
R123f.w = (R124f.z * R12f.w + R14f.z);
|
||||
PV1f.w = R123f.w;
|
||||
R124f.x = R15f.x + -(0.0);
|
||||
PS1f = R124f.x;
|
||||
// 16
|
||||
backupReg0f = R127f.x;
|
||||
backupReg1f = R126f.z;
|
||||
R127f.x = (R8f.z * R127f.y + R13f.x);
|
||||
R127f.y = (R8f.z * backupReg0f + R124f.y);
|
||||
R126f.z = max(R127f.w, backupReg1f);
|
||||
R127f.w = (R8f.z * R124f.w + R125f.x);
|
||||
R124f.y = max(PV1f.w, R125f.w);
|
||||
PS0f = R124f.y;
|
||||
// 17
|
||||
R123f.x = (R4f.y * R5f.z + R14f.x);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (R0f.y * R5f.z + R14f.y);
|
||||
PV1f.y = R123f.y;
|
||||
R124f.z = max(R0f.x, R10f.z);
|
||||
// 18
|
||||
backupReg0f = R126f.y;
|
||||
R123f.x = (R12f.x * R5f.z + R14f.z);
|
||||
PV0f.x = R123f.x;
|
||||
R126f.y = max(R126f.x, PV1f.x);
|
||||
PV0f.z = R15f.z + -(0.0);
|
||||
PV0f.w = R15f.y + -(0.0);
|
||||
R5f.z = max(backupReg0f, PV1f.y);
|
||||
PS0f = R5f.z;
|
||||
// 19
|
||||
backupReg0f = R127f.x;
|
||||
backupReg1f = R126f.z;
|
||||
backupReg2f = R127f.w;
|
||||
R127f.x = (R7f.y * PV0f.w + R127f.y);
|
||||
R127f.y = (R7f.y * R124f.x + backupReg0f);
|
||||
R126f.z = R125f.z + R7f.y;
|
||||
R127f.w = max(backupReg1f, PV0f.x);
|
||||
R125f.w = (R7f.y * PV0f.z + backupReg2f);
|
||||
PS1f = R125f.w;
|
||||
// 20
|
||||
PV0f.x = max(R10f.y, R127f.z);
|
||||
PV0f.z = max(R12f.z, R124f.y);
|
||||
PV0f.w = max(R10f.w, R124f.z);
|
||||
R127f.z = 1.0 / R6f.y;
|
||||
PS0f = R127f.z;
|
||||
// 21
|
||||
backupReg0f = R126f.y;
|
||||
R124f.x = max(PV0f.w, R5f.z);
|
||||
R126f.y = max(PV0f.x, backupReg0f);
|
||||
R5f.z = R5f.y * PS0f;
|
||||
R14f.w = max(PV0f.z, R127f.w);
|
||||
PS1f = 1.0 / R126f.z;
|
||||
// 22
|
||||
backupReg0f = R3f.w;
|
||||
R12f.x = R5f.x * R127f.z;
|
||||
PV0f.x = R12f.x;
|
||||
R5f.y = R127f.y * PS1f;
|
||||
PV0f.y = R5f.y;
|
||||
R14f.z = R127f.x * PS1f;
|
||||
PV0f.z = R14f.z;
|
||||
R3f.w = backupReg0f * R127f.z;
|
||||
PV0f.w = R3f.w;
|
||||
R15f.z = R125f.w * PS1f;
|
||||
PS0f = R15f.z;
|
||||
// 23
|
||||
backupReg0f = R10f.y;
|
||||
backupReg1f = R12f.z;
|
||||
R5f.x = R10f.w + -(PV0f.x);
|
||||
R10f.y = backupReg0f + -(R5f.z);
|
||||
R12f.z = -(PV0f.y) + R126f.y;
|
||||
R10f.w = backupReg1f + -(PV0f.w);
|
||||
R6f.y = -(PV0f.z) + R124f.x;
|
||||
PS1f = R6f.y;
|
||||
// 0
|
||||
PV0f.x = -(R15f.z) + R14f.w;
|
||||
R17f.y = (R5f.x * intBitsToFloat(uf_remappedPS[6].x) + R12f.x);
|
||||
R17f.z = (R10f.w * intBitsToFloat(uf_remappedPS[6].x) + R3f.w);
|
||||
R17f.x = (R10f.y * intBitsToFloat(uf_remappedPS[6].x) + R5f.z);
|
||||
PS0f = R17f.x;
|
||||
// 1
|
||||
R16f.x = (R12f.z * intBitsToFloat(uf_remappedPS[6].x) + R5f.y);
|
||||
PV1f.x = R16f.x;
|
||||
R16f.y = (R6f.y * intBitsToFloat(uf_remappedPS[6].x) + R14f.z);
|
||||
PV1f.y = R16f.y;
|
||||
R16f.z = (PV0f.x * intBitsToFloat(uf_remappedPS[6].x) + R15f.z);
|
||||
PV1f.z = R16f.z;
|
||||
// 2
|
||||
R1f.xyz = vec3(PV1f.x,PV1f.y,PV1f.z);
|
||||
R1f.w = R16f.w;
|
||||
// 3
|
||||
R0f.xyz = vec3(R17f.x,R17f.y,R17f.z);
|
||||
R0f.w = R17f.w;
|
||||
// export
|
||||
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||
passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
}
|
@ -0,0 +1,191 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader 840947e29015aa9a
|
||||
//BB cliff
|
||||
|
||||
const float dither = $dither ;
|
||||
const float scaleShader = $scaleShader;
|
||||
const float scaleBlur = $scaleBlur;
|
||||
|
||||
const int sampleScale = 4;
|
||||
|
||||
highp float lineRand(vec2 co)
|
||||
{
|
||||
highp float a = 12.9898;
|
||||
highp float b = 78.233;
|
||||
highp float c = 43758.5453;
|
||||
highp float dt = dot(co.xy, vec2(a, b));
|
||||
highp float sn = mod(dt, 3.14);
|
||||
return fract(sin(sn) * c);
|
||||
}
|
||||
|
||||
|
||||
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(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG
|
||||
const int samples = 8 * sampleScale, //8 or 4 balances xy position
|
||||
LOD = 2, // gaussian done on MIPmap at scale LOD
|
||||
sLOD = 1 << LOD; // tile size = 2^LOD
|
||||
const float sigma = float(samples) * .25;
|
||||
|
||||
float gaussian(vec2 i) {
|
||||
return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma);
|
||||
}
|
||||
|
||||
vec4 blur(sampler2D sp, vec2 U, vec2 scale) {
|
||||
vec4 O = vec4(0);
|
||||
int s = samples / sLOD;
|
||||
|
||||
for (int i = 0; i < s*s; i++) {
|
||||
vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.;
|
||||
O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD));
|
||||
}
|
||||
|
||||
return O / O.a;
|
||||
}
|
||||
|
||||
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 R123f = 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;
|
||||
R0f.xy = R0f.xy - (lineRand(gl_FragCoord.xy)*0.0012 *dither);
|
||||
R0f.xy = R0f.xy + (lineRand(gl_FragCoord.xy*vec2(0.1, 0.09))*0.0011 *dither);
|
||||
// 0
|
||||
R2f.x = R1f.x + intBitsToFloat(uf_remappedPS[0].x);
|
||||
R2f.y = R1f.y + intBitsToFloat(uf_remappedPS[0].y);
|
||||
R0f.z = R1f.x + intBitsToFloat(uf_remappedPS[0].z);
|
||||
R0f.w = R1f.y + intBitsToFloat(uf_remappedPS[0].w);
|
||||
// 1
|
||||
backupReg0f = R1f.x;
|
||||
backupReg1f = R1f.y;
|
||||
backupReg0f = R1f.x;
|
||||
backupReg1f = R1f.y;
|
||||
R1f.xyz = vec3(backupReg0f,backupReg1f,backupReg0f) + vec3(intBitsToFloat(uf_remappedPS[1].x),intBitsToFloat(uf_remappedPS[1].y),intBitsToFloat(uf_remappedPS[1].z));
|
||||
R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w);
|
||||
|
||||
vec2 coord = passParameterSem0.xy*textureSize(textureUnitPS0, 0);
|
||||
vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0);
|
||||
vec2 uv = coord * ps;
|
||||
|
||||
|
||||
R3f.xyz = (texture(textureUnitPS1, R2f.xy).xyz);
|
||||
R4f.xyz = (texture(textureUnitPS1, R0f.zw).xyz);
|
||||
R5f.xyz = (texture(textureUnitPS1, R1f.xy).xyz);
|
||||
R6f.xyz = (texture(textureUnitPS1, R1f.zw).xyz);
|
||||
R2f.xyz = blur(textureUnitPS0, R2f.xy, ps*scaleBlur).xyz;
|
||||
R7f.xyz = R2f.xyz;
|
||||
R8f.xyz = R2f.xyz;
|
||||
R1f.xyz = R2f.xyz;
|
||||
//R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);
|
||||
//R7f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
|
||||
//R8f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
|
||||
//R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
|
||||
// 0
|
||||
tempf.x = dot(vec4(R3f.x,R3f.y,R3f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
|
||||
PV0f.x = tempf.x;
|
||||
PV0f.y = tempf.x;
|
||||
PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R127f.w = tempf.x;
|
||||
R127f.z = R2f.x + R7f.x;
|
||||
PS0f = R127f.z;
|
||||
// 1
|
||||
tempf.x = dot(vec4(R4f.x,R4f.y,R4f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
|
||||
PV1f.x = tempf.x;
|
||||
PV1f.y = tempf.x;
|
||||
PV1f.z = tempf.x;
|
||||
PV1f.w = tempf.x;
|
||||
R127f.y = R2f.y + R7f.y;
|
||||
PS1f = R127f.y;
|
||||
// 2
|
||||
tempf.x = dot(vec4(R5f.x,R5f.y,R5f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
|
||||
PV0f.x = tempf.x;
|
||||
PV0f.y = tempf.x;
|
||||
PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
PS0f = R127f.w + PV1f.x;
|
||||
// 3
|
||||
tempf.x = dot(vec4(R6f.x,R6f.y,R6f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
|
||||
PV1f.x = tempf.x;
|
||||
PV1f.y = tempf.x;
|
||||
PV1f.z = tempf.x;
|
||||
PV1f.w = tempf.x;
|
||||
PS1f = PS0f + PV0f.x;
|
||||
// 4
|
||||
PV0f.y = PS1f + PV1f.x;
|
||||
PV0f.z = R127f.y + R8f.y;
|
||||
PV0f.w = R2f.z + R7f.z;
|
||||
// 5
|
||||
R123f.x = (PV0f.y * 0.25 + -(R0f.x));
|
||||
PV1f.x = R123f.x;
|
||||
PV1f.y = R127f.z + R8f.x;
|
||||
PV1f.z = PV0f.z + R1f.y;
|
||||
PV1f.w = PV0f.w + R8f.z;
|
||||
// 6
|
||||
PV0f.x = PV1f.y + R1f.x;
|
||||
PV0f.y = PV1f.w + R1f.z;
|
||||
PV0f.z = PV1f.z * 0.25;
|
||||
PV0f.w = max(PV1f.x, -(PV1f.x));
|
||||
// 7
|
||||
backupReg0f = R0f.y;
|
||||
PV1f.x = PV0f.x * 0.25;
|
||||
PV1f.y = PV0f.y * 0.25;
|
||||
PV1f.z = backupReg0f * PV0f.w;
|
||||
PV1f.z = clamp(PV1f.z, 0.0, 1.0);
|
||||
PV1f.w = max(PV0f.z, 0.0);
|
||||
// 8
|
||||
PV0f.x = max(PV1f.y, 0.0);
|
||||
R0f.y = min(PV1f.w, 4.0);
|
||||
PV0f.z = max(PV1f.x, 0.0);
|
||||
tempResultf = log2(PV1f.z);
|
||||
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
||||
PS0f = tempResultf;
|
||||
// 9
|
||||
PV1f.x = PS0f * intBitsToFloat(uf_remappedPS[2].w);
|
||||
R0f.z = min(PV0f.x, 4.0);
|
||||
R0f.x = min(PV0f.z, 4.0);
|
||||
PS1f = R0f.x;
|
||||
// 10
|
||||
PS0f = exp2(PV1f.x);
|
||||
// 11
|
||||
R0f.w = PS0f * intBitsToFloat(uf_remappedPS[2].z);
|
||||
// export
|
||||
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||
}
|
@ -0,0 +1,131 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader 810cde937ebbdf9f
|
||||
//de-band sky, replaced by format convert. Keep around for testing
|
||||
const float dither = $dither ;
|
||||
uniform ivec4 uf_remappedPS[5];
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
highp float lineRand(vec2 co)
|
||||
{
|
||||
highp float a = 12.9898;
|
||||
highp float b = 78.233;
|
||||
highp float c = 43758.5453;
|
||||
highp float dt = dot(co.xy, vec2(a, b));
|
||||
highp float sn = mod(dt, 3.14);
|
||||
return fract(sin(sn) * c);
|
||||
}
|
||||
|
||||
|
||||
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 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;
|
||||
R0f = passParameterSem0;
|
||||
R0f.xy = R0f.xy - (lineRand(gl_FragCoord.xy)*0.042 *dither);
|
||||
R0f.xy = R0f.xy + (lineRand(gl_FragCoord.xy*vec2(0.1, 0.09))*0.041 *dither);
|
||||
// 0
|
||||
backupReg0f = R0f.x;
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
backupReg1f = R0f.y;
|
||||
backupReg2f = R0f.z;
|
||||
backupReg2f = R0f.z;
|
||||
tempf.x = dot(vec4(backupReg0f,backupReg1f,backupReg2f,-0.0),vec4(backupReg0f,backupReg1f,backupReg2f,0.0));
|
||||
PV0f.x = tempf.x;
|
||||
PV0f.y = tempf.x;
|
||||
PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R1f.w = 1.0;
|
||||
PS0f = R1f.w;
|
||||
// 1
|
||||
tempResultf = 1.0 / sqrt(PV0f.x);
|
||||
PS1f = tempResultf;
|
||||
// 2
|
||||
R127f.x = R0f.x * PS1f;
|
||||
PV0f.x = R127f.x;
|
||||
R127f.y = R0f.y * PS1f;
|
||||
PV0f.y = R127f.y;
|
||||
R127f.z = R0f.z * PS1f;
|
||||
PV0f.z = R127f.z;
|
||||
// 3
|
||||
tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),-0.0),vec4(PV0f.x,PV0f.y,PV0f.z,0.0));
|
||||
PV1f.x = tempf.x;
|
||||
PV1f.y = tempf.x;
|
||||
PV1f.z = tempf.x;
|
||||
PV1f.w = tempf.x;
|
||||
// 4
|
||||
PV0f.x = intBitsToFloat(uf_remappedPS[1].z) * R127f.z;
|
||||
PV0f.w = max(PV1f.x, -(PV1f.x));
|
||||
// 5
|
||||
R123f.x = (intBitsToFloat(uf_remappedPS[1].y) * R127f.y + PV0f.x);
|
||||
PV1f.x = R123f.x;
|
||||
R127f.z = -(PV0f.w) + 1.0;
|
||||
R127f.z = clamp(R127f.z, 0.0, 1.0);
|
||||
PV1f.z = R127f.z;
|
||||
// 6
|
||||
R123f.w = (intBitsToFloat(uf_remappedPS[1].x) * R127f.x + PV1f.x);
|
||||
R123f.w = clamp(R123f.w, 0.0, 1.0);
|
||||
PV0f.w = R123f.w;
|
||||
tempResultf = log2(PV1f.z);
|
||||
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
||||
PS0f = tempResultf;
|
||||
// 7
|
||||
PV1f.x = PS0f * intBitsToFloat(uf_remappedPS[2].w);
|
||||
tempResultf = log2(PV0f.w);
|
||||
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
||||
PS1f = tempResultf;
|
||||
// 8
|
||||
PV0f.y = PS1f * intBitsToFloat(uf_remappedPS[3].w);
|
||||
R127f.w = exp2(PV1f.x);
|
||||
PS0f = R127f.w;
|
||||
// 9
|
||||
R127f.x = (R127f.z * intBitsToFloat(0x3f733333) + -(PS0f));
|
||||
PV1f.z = PS0f + -(intBitsToFloat(0x3f4ccccd));
|
||||
R126f.x = exp2(PV0f.y);
|
||||
PS1f = R126f.x;
|
||||
// 10
|
||||
PV0f.y = PV1f.z * intBitsToFloat(0x40a00000);
|
||||
PV0f.y = clamp(PV0f.y, 0.0, 1.0);
|
||||
// 11
|
||||
backupReg0f = R127f.w;
|
||||
R127f.w = (R127f.x * PV0f.y + backupReg0f);
|
||||
PV1f.w = R127f.w;
|
||||
// 12
|
||||
R127f.y = (PV1f.w * intBitsToFloat(uf_remappedPS[2].y) + intBitsToFloat(uf_remappedPS[4].y));
|
||||
R127f.z = (PV1f.w * intBitsToFloat(uf_remappedPS[2].x) + intBitsToFloat(uf_remappedPS[4].x));
|
||||
// 13
|
||||
R123f.x = (R127f.w * intBitsToFloat(uf_remappedPS[2].z) + intBitsToFloat(uf_remappedPS[4].z));
|
||||
PV1f.x = R123f.x;
|
||||
// 14
|
||||
R1f.x = (R126f.x * intBitsToFloat(uf_remappedPS[3].x) + R127f.z);
|
||||
R1f.y = (R126f.x * intBitsToFloat(uf_remappedPS[3].y) + R127f.y);
|
||||
R1f.z = (R126f.x * intBitsToFloat(uf_remappedPS[3].z) + PV1f.x);
|
||||
// export
|
||||
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
}
|
@ -0,0 +1,134 @@
|
||||
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader b253dca415790207
|
||||
// motion blur alpha, disabled while testing, inconsistent results with 60 fps.
|
||||
const float resScale = float($height)/float($gameHeight);
|
||||
|
||||
//const float resScale = 2.0;
|
||||
//const float resScale = 3;
|
||||
uniform ivec4 uf_remappedPS[5];
|
||||
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
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 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;
|
||||
R0f = passParameterSem0;
|
||||
// 0
|
||||
R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x)/ resScale;
|
||||
R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y)/ resScale;
|
||||
R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[1].x)/ resScale;
|
||||
R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[1].y)/ resScale;
|
||||
R5f.w = 1.0;
|
||||
PS0f = R5f.w;
|
||||
// 1
|
||||
R2f.x = R0f.x + intBitsToFloat(uf_remappedPS[2].x)/ resScale;
|
||||
R2f.y = R0f.y + intBitsToFloat(uf_remappedPS[2].y)/ resScale;
|
||||
R1f.z = R0f.x + intBitsToFloat(uf_remappedPS[3].x)/ resScale;
|
||||
R1f.w = R0f.y + intBitsToFloat(uf_remappedPS[3].y)/ resScale;
|
||||
// 2
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[4].x)/ resScale;
|
||||
R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[4].y)/resScale;
|
||||
R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
|
||||
R4f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
|
||||
R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);
|
||||
R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
|
||||
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
|
||||
// 0
|
||||
PV0f.x = R3f.y + -(0.5);
|
||||
PV0f.x *= 2.0;
|
||||
PV0f.y = R3f.x + -(0.5);
|
||||
PV0f.y *= 2.0;
|
||||
R127f.z = R4f.x + -(0.5);
|
||||
R127f.z *= 2.0;
|
||||
R127f.w = R4f.y + -(0.5);
|
||||
R127f.w *= 2.0;
|
||||
PS0f = R3f.z * intBitsToFloat(uf_remappedPS[0].z);
|
||||
// 1
|
||||
R123f.x = (R4f.z * intBitsToFloat(uf_remappedPS[1].z) + PS0f);
|
||||
PV1f.x = R123f.x;
|
||||
R127f.y = R2f.x + -(0.5);
|
||||
R127f.y *= 2.0;
|
||||
PV1f.z = PV0f.y * intBitsToFloat(uf_remappedPS[0].z);
|
||||
PV1f.w = PV0f.x * intBitsToFloat(uf_remappedPS[0].z);
|
||||
R126f.z = R2f.y + -(0.5);
|
||||
R126f.z *= 2.0;
|
||||
PS1f = R126f.z;
|
||||
// 2
|
||||
R123f.x = (R127f.z * intBitsToFloat(uf_remappedPS[1].z) + PV1f.z);
|
||||
PV0f.x = R123f.x;
|
||||
R126f.y = R1f.x + -(0.5);
|
||||
R126f.y *= 2.0;
|
||||
R123f.z = (R127f.w * intBitsToFloat(uf_remappedPS[1].z) + PV1f.w);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (R2f.z * intBitsToFloat(uf_remappedPS[2].z) + PV1f.x);
|
||||
PV0f.w = R123f.w;
|
||||
R127f.w = R1f.y + -(0.5);
|
||||
R127f.w *= 2.0;
|
||||
PS0f = R127f.w;
|
||||
// 3
|
||||
R123f.x = (R126f.z * intBitsToFloat(uf_remappedPS[2].z) + PV0f.z);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (R127f.y * intBitsToFloat(uf_remappedPS[2].z) + PV0f.x);
|
||||
PV1f.y = R123f.y;
|
||||
R126f.z = R0f.x + -(0.5);
|
||||
R126f.z *= 2.0;
|
||||
R123f.w = (R1f.z * intBitsToFloat(uf_remappedPS[3].z) + PV0f.w);
|
||||
PV1f.w = R123f.w;
|
||||
R126f.w = R0f.y + -(0.5);
|
||||
R126f.w *= 2.0;
|
||||
PS1f = R126f.w;
|
||||
// 4
|
||||
R123f.x = (R0f.z * intBitsToFloat(uf_remappedPS[4].z) + PV1f.w);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (R126f.y * intBitsToFloat(uf_remappedPS[3].z) + PV1f.y);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (R127f.w * intBitsToFloat(uf_remappedPS[3].z) + PV1f.x);
|
||||
PV0f.z = R123f.z;
|
||||
// 5
|
||||
R123f.y = (R126f.w * intBitsToFloat(uf_remappedPS[4].z) + PV0f.z);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (R126f.z * intBitsToFloat(uf_remappedPS[4].z) + PV0f.y);
|
||||
PV1f.z = R123f.z;
|
||||
R5f.z = PV0f.x;
|
||||
PS1f = R5f.z;
|
||||
// 6
|
||||
R5f.x = PV1f.z + 1.0;
|
||||
R5f.x /= 2.0;
|
||||
R5f.y = PV1f.y + 1.0;
|
||||
R5f.y /= 2.0;
|
||||
// export
|
||||
passPixelColor0 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
|
||||
}
|
@ -0,0 +1,277 @@
|
||||
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader ed70de7fe7542f87
|
||||
//motion blur sample spread scaling, disabled while testing, inconsistent results with 60 fps.
|
||||
const float resScale = float($height)/float($gameHeight);
|
||||
//const float resScale = 2.0;
|
||||
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(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e12000 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
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 R5i = ivec4(0);
|
||||
ivec4 R6i = ivec4(0);
|
||||
ivec4 R7i = ivec4(0);
|
||||
ivec4 R8i = ivec4(0);
|
||||
ivec4 R9i = ivec4(0);
|
||||
ivec4 R10i = ivec4(0);
|
||||
ivec4 R11i = ivec4(0);
|
||||
ivec4 R12i = ivec4(0);
|
||||
ivec4 R13i = ivec4(0);
|
||||
ivec4 R14i = ivec4(0);
|
||||
ivec4 R15i = 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(passParameterSem0);
|
||||
R1i = floatBitsToInt(passParameterSem1);
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
R12i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).xyzw);
|
||||
}
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
activeMaskStack[1] = activeMaskStack[0];
|
||||
activeMaskStackC[2] = activeMaskStackC[1];
|
||||
// 0
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(R12i.y) + -(0.5));
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(R12i.x) + -(0.5));
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
|
||||
R0i.z = ((0.0 >= intBitsToFloat(R12i.z))?int(0xFFFFFFFF):int(0x0));
|
||||
// 1
|
||||
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0xbd4ccccd)/resScale);
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(0x3d4ccccd)/resScale);
|
||||
// 2
|
||||
R12i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R12i.w), intBitsToFloat(PV1i.w)));
|
||||
R12i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R12i.w), intBitsToFloat(PV1i.z)));
|
||||
// 3
|
||||
predResult = (R0i.z == 0);
|
||||
activeMaskStack[1] = predResult;
|
||||
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
|
||||
}
|
||||
else {
|
||||
activeMaskStack[1] = false;
|
||||
activeMaskStackC[2] = false;
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
// 0
|
||||
R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(R12i.x)));
|
||||
PV0i.x = R1i.x;
|
||||
R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R12i.y)));
|
||||
PV0i.y = R1i.y;
|
||||
// 1
|
||||
R2i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x));
|
||||
PV1i.x = R2i.x;
|
||||
R2i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y));
|
||||
PV1i.y = R2i.y;
|
||||
// 2
|
||||
R3i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV1i.x));
|
||||
PV0i.x = R3i.x;
|
||||
R3i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV1i.y));
|
||||
PV0i.y = R3i.y;
|
||||
// 3
|
||||
R4i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x));
|
||||
PV1i.x = R4i.x;
|
||||
R4i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y));
|
||||
PV1i.y = R4i.y;
|
||||
// 4
|
||||
R5i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV1i.x));
|
||||
PV0i.x = R5i.x;
|
||||
R5i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV1i.y));
|
||||
PV0i.y = R5i.y;
|
||||
// 5
|
||||
R6i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x));
|
||||
PV1i.x = R6i.x;
|
||||
R6i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y));
|
||||
PV1i.y = R6i.y;
|
||||
// 6
|
||||
R7i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV1i.x));
|
||||
PV0i.x = R7i.x;
|
||||
R7i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV1i.y));
|
||||
PV0i.y = R7i.y;
|
||||
// 7
|
||||
R15i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x));
|
||||
PV1i.x = R15i.x;
|
||||
R15i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y));
|
||||
PV1i.y = R15i.y;
|
||||
// 8
|
||||
R11i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV1i.x));
|
||||
PV0i.x = R11i.x;
|
||||
R11i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV1i.y));
|
||||
PV0i.y = R11i.y;
|
||||
// 9
|
||||
R10i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x));
|
||||
PV1i.x = R10i.x;
|
||||
R10i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y));
|
||||
PV1i.y = R10i.y;
|
||||
// 10
|
||||
R9i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV1i.x));
|
||||
PV0i.x = R9i.x;
|
||||
R9i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV1i.y));
|
||||
PV0i.y = R9i.y;
|
||||
// 11
|
||||
R8i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x));
|
||||
PV1i.x = R8i.x;
|
||||
R8i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y));
|
||||
PV1i.y = R8i.y;
|
||||
// 12
|
||||
R14i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV1i.x));
|
||||
PV0i.x = R14i.x;
|
||||
R14i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV1i.y));
|
||||
PV0i.y = R14i.y;
|
||||
// 13
|
||||
R13i.x = floatBitsToInt(-(intBitsToFloat(R12i.x)) + intBitsToFloat(PV0i.x));
|
||||
PV1i.x = R13i.x;
|
||||
R13i.y = floatBitsToInt(-(intBitsToFloat(R12i.y)) + intBitsToFloat(PV0i.y));
|
||||
PV1i.y = R13i.y;
|
||||
// 14
|
||||
backupReg0i = R12i.x;
|
||||
backupReg1i = R12i.y;
|
||||
R12i.x = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(PV1i.x));
|
||||
R12i.y = floatBitsToInt(-(intBitsToFloat(backupReg1i)) + intBitsToFloat(PV1i.y));
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
R1i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyz);
|
||||
R0i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyz);
|
||||
R2i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).xyz);
|
||||
R3i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R3i.xy)).xyz);
|
||||
R4i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R4i.xy)).xyz);
|
||||
R5i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R5i.xy)).xyz);
|
||||
R6i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R6i.xy)).xyz);
|
||||
R7i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R7i.xy)).xyz);
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
// 0
|
||||
backupReg0i = R0i.y;
|
||||
backupReg1i = R0i.x;
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(R1i.z));
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R1i.y));
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(R1i.x));
|
||||
// 1
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R2i.z));
|
||||
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R2i.y));
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R2i.x));
|
||||
// 2
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R3i.x));
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R3i.z));
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R3i.y));
|
||||
// 3
|
||||
backupReg0i = R4i.x;
|
||||
R4i.x = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R4i.y));
|
||||
R4i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(backupReg0i));
|
||||
R0i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R4i.z));
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
R3i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R15i.xy)).xyz);
|
||||
R2i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R11i.xy)).xyz);
|
||||
R0i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R10i.xy)).xyz);
|
||||
R1i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R9i.xy)).xyz);
|
||||
R8i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R8i.xy)).xyz);
|
||||
R9i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R14i.xy)).xyz);
|
||||
R10i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R13i.xy)).xyz);
|
||||
R11i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R12i.xy)).xyz);
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
// 0
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(R0i.w) + intBitsToFloat(R5i.z));
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R5i.y));
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R5i.x));
|
||||
// 1
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R6i.z));
|
||||
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R6i.y));
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R6i.x));
|
||||
// 2
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R7i.x));
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R7i.z));
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R7i.y));
|
||||
// 3
|
||||
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.y));
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R3i.x));
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R3i.z));
|
||||
// 4
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R2i.z));
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R2i.y));
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R2i.x));
|
||||
// 5
|
||||
backupReg0i = R0i.y;
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R0i.z));
|
||||
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(backupReg0i));
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R0i.x));
|
||||
// 6
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R1i.x));
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R1i.z));
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R1i.y));
|
||||
// 7
|
||||
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R8i.y));
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R8i.x));
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R8i.z));
|
||||
// 8
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R9i.z));
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R9i.y));
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R9i.x));
|
||||
// 9
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R10i.z));
|
||||
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R10i.y));
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R10i.x));
|
||||
// 10
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R11i.x));
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R11i.z));
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R11i.y));
|
||||
// 11
|
||||
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x3d800000));
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3d800000));
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(0x3d800000));
|
||||
// 12
|
||||
PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.w), 0.0));
|
||||
PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), 0.0));
|
||||
PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.y), 0.0));
|
||||
// 13
|
||||
R0i.x = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(0x41000000)));
|
||||
R0i.y = floatBitsToInt(min(intBitsToFloat(PV0i.y), intBitsToFloat(0x41000000)));
|
||||
R0i.z = floatBitsToInt(min(intBitsToFloat(PV0i.x), intBitsToFloat(0x41000000)));
|
||||
R0i.w = R12i.z;
|
||||
}
|
||||
activeMaskStack[1] = activeMaskStack[1] == false;
|
||||
activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true;
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
// 0
|
||||
R0i.xyz = ivec3(0,0,0);
|
||||
R0i.w = 0;
|
||||
}
|
||||
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
|
||||
// export
|
||||
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
|
||||
}
|
@ -0,0 +1,245 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader b3fb199c73caa796
|
||||
//BB title
|
||||
|
||||
const float dither = $dither ;
|
||||
const float scaleShader = $scaleShader;
|
||||
const float scaleBlur = $scaleBlur;
|
||||
|
||||
|
||||
const int sampleScale = 4;
|
||||
const float lightBloom = 0.95;
|
||||
highp float lineRand(vec2 co)
|
||||
{
|
||||
highp float a = 12.9898;
|
||||
highp float b = 78.233;
|
||||
highp float c = 43758.5453;
|
||||
highp float dt = dot(co.xy, vec2(a, b));
|
||||
highp float sn = mod(dt, 3.14);
|
||||
return fract(sin(sn) * c);
|
||||
}
|
||||
|
||||
uniform ivec4 uf_remappedPS[4];
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf551a000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG
|
||||
const int samples = 8 * sampleScale, //8 or 4 balances xy position
|
||||
LOD = 2, // gaussian done on MIPmap at scale LOD
|
||||
sLOD = 1 << LOD; // tile size = 2^LOD
|
||||
const float sigma = float(samples) * .25;
|
||||
|
||||
float gaussian(vec2 i) {
|
||||
return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma);
|
||||
}
|
||||
|
||||
vec4 blur(sampler2D sp, vec2 U, vec2 scale) {
|
||||
vec4 O = vec4(0);
|
||||
int s = samples / sLOD;
|
||||
|
||||
for (int i = 0; i < s*s; i++) {
|
||||
vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.;
|
||||
O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD));
|
||||
}
|
||||
|
||||
return O / O.a;
|
||||
}
|
||||
|
||||
|
||||
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 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;
|
||||
R0f = passParameterSem0;
|
||||
R0f.xy = R0f.xy - (lineRand(gl_FragCoord.xy)*0.0012 *dither);
|
||||
R0f.xy = R0f.xy + (lineRand(gl_FragCoord.xy*vec2(0.1, 0.09))*0.0011 *dither);
|
||||
// 0
|
||||
R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x);
|
||||
R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y);
|
||||
R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[0].z);
|
||||
R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[0].w);
|
||||
// 1
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[1].x);
|
||||
R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[1].y);
|
||||
R1f.z = backupReg0f + intBitsToFloat(uf_remappedPS[1].z);
|
||||
R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w);
|
||||
|
||||
vec2 coord = passParameterSem0.xy*textureSize(textureUnitPS0, 0); //
|
||||
vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0);
|
||||
vec2 uv = coord * ps;
|
||||
|
||||
|
||||
R2f.xyzw = (texture(textureUnitPS1, R1f.xy).xyzw);
|
||||
R3f.xyzw = (texture(textureUnitPS1, R0f.zw).xyzw);
|
||||
R4f.xyzw = (texture(textureUnitPS1, R0f.xy).xyzw);
|
||||
R5f.xyzw = (texture(textureUnitPS1, R1f.zw).xyzw);
|
||||
|
||||
R6f.xyz = blur(textureUnitPS0, R1f.xy, ps*scaleBlur).xyz; //1.0 4k //.66 2k //0.075 1k
|
||||
R7f.xyz = R6f.xyz;
|
||||
R0f.xyz = R6f.xyz;
|
||||
R1f.xyz = R6f.xyz;
|
||||
/*
|
||||
R6f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
|
||||
R7f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
|
||||
R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
||||
R1f.xyzw = (texture(textureUnitPS0, R1f.zw).xyzw);
|
||||
*/
|
||||
// 0
|
||||
PV0f.x = R2f.z + R3f.z;
|
||||
PV0f.y = R2f.y + R3f.y;
|
||||
PV0f.z = R2f.x + R3f.x;
|
||||
PV0f.w = R2f.w + R3f.w;
|
||||
// 1
|
||||
PV1f.x = PV0f.x + R4f.z;
|
||||
PV1f.y = PV0f.y + R4f.y;
|
||||
PV1f.z = PV0f.z + R4f.x;
|
||||
PV1f.w = PV0f.w + R4f.w;
|
||||
R127f.x = R6f.x + R7f.x;
|
||||
PS1f = R127f.x;
|
||||
// 2
|
||||
PV0f.x = PV1f.x + R5f.z;
|
||||
PV0f.y = PV1f.y + R5f.y;
|
||||
PV0f.z = PV1f.z + R5f.x;
|
||||
PV0f.w = PV1f.w + R5f.w;
|
||||
R127f.w = R6f.y + R7f.y;
|
||||
PS0f = R127f.w;
|
||||
// 3
|
||||
PV1f.x = PV0f.x * intBitsToFloat(uf_remappedPS[2].z);
|
||||
PV1f.y = PV0f.y * intBitsToFloat(uf_remappedPS[2].z);
|
||||
PV1f.z = PV0f.z * intBitsToFloat(uf_remappedPS[2].z);
|
||||
PV1f.w = PV0f.w * intBitsToFloat(uf_remappedPS[2].z);
|
||||
R127f.z = R6f.z + R7f.z;
|
||||
PS1f = R127f.z;
|
||||
// 4
|
||||
PV0f.x = max(PV1f.x, 0.0);
|
||||
PV0f.y = max(PV1f.y, 0.0);
|
||||
PV0f.z = max(PV1f.z, 0.0);
|
||||
PV0f.w = max(PV1f.w, 0.0);
|
||||
R126f.y = R6f.w + R7f.w;
|
||||
PS0f = R126f.y;
|
||||
// 5
|
||||
R6f.x = min(PV0f.x, 4.0);
|
||||
PV1f.x = R6f.x;
|
||||
R125f.y = min(PV0f.y, 4.0);
|
||||
PV1f.y = R125f.y;
|
||||
R126f.z = min(PV0f.z, 4.0);
|
||||
PV1f.z = R126f.z;
|
||||
R125f.w = min(PV0f.w, 4.0);
|
||||
R124f.x = R127f.x + R0f.x;
|
||||
PS1f = R124f.x;
|
||||
// 6
|
||||
PV0f.x = PV1f.z + -(intBitsToFloat(uf_remappedPS[2].x));
|
||||
PV0f.y = PV1f.y + -(intBitsToFloat(uf_remappedPS[3].x));
|
||||
PV0f.z = PV1f.z + -(intBitsToFloat(uf_remappedPS[3].x));
|
||||
PV0f.w = PV1f.x + -(intBitsToFloat(uf_remappedPS[3].x));
|
||||
R127f.y = PV1f.y + -(intBitsToFloat(uf_remappedPS[2].x));
|
||||
PS0f = R127f.y;
|
||||
// 7
|
||||
R127f.x = R6f.x + -(intBitsToFloat(uf_remappedPS[2].x));
|
||||
PV1f.y = max(PV0f.z, 0.0);
|
||||
PV1f.z = max(PV0f.y, 0.0);
|
||||
PV1f.w = max(PV0f.w, 0.0);
|
||||
R126f.x = max(PV0f.x, 0.0);
|
||||
PS1f = R126f.x;
|
||||
// 8
|
||||
backupReg0f = R127f.y;
|
||||
R125f.x = dot(vec4(intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].y),-0.0),vec4(PV1f.y,PV1f.z,PV1f.w,0.0));
|
||||
PV0f.x = R125f.x;
|
||||
PV0f.y = R125f.x;
|
||||
PV0f.z = R125f.x;
|
||||
PV0f.w = R125f.x;
|
||||
R127f.y = max(backupReg0f, 0.0);
|
||||
PS0f = R127f.y;
|
||||
// 9
|
||||
backupReg0f = R126f.y;
|
||||
backupReg1f = R127f.x;
|
||||
backupReg2f = R127f.w;
|
||||
R127f.x = R127f.z + R0f.z;
|
||||
R126f.y = backupReg0f + R0f.w;
|
||||
PV1f.z = max(backupReg1f, 0.0);
|
||||
R127f.w = backupReg2f + R0f.y;
|
||||
R126f.w = R126f.z * PV0f.x;
|
||||
PS1f = R126f.w;
|
||||
// 10
|
||||
tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].y),-0.0),vec4(R126f.x,R127f.y,PV1f.z,0.0));
|
||||
PV0f.x = tempf.x;
|
||||
PV0f.y = tempf.x;
|
||||
PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R124f.w = tempf.x;
|
||||
R127f.z = R125f.y * R125f.x;
|
||||
PS0f = R127f.z;
|
||||
// 11
|
||||
PV1f.x = R125f.w * R125f.x;
|
||||
PV1f.y = R6f.x * R125f.x;
|
||||
R125f.z = R127f.w + R1f.y;
|
||||
R127f.w = R127f.x + R1f.z;
|
||||
R0f.w = R126f.y + R1f.w;
|
||||
PS1f = R0f.w;
|
||||
// 12
|
||||
backupReg0f = R124f.x;
|
||||
R124f.x = (R125f.y * R124f.w + R127f.z);
|
||||
R125f.y = (R6f.x * R124f.w + PV1f.y);
|
||||
PV0f.z = backupReg0f + R1f.x;
|
||||
R123f.w = (R126f.z * R124f.w + R126f.w);
|
||||
PV0f.w = R123f.w;
|
||||
R127f.x = (R125f.w * R124f.w + PV1f.x);
|
||||
PS0f = R127f.x;
|
||||
// 13
|
||||
R125f.x = R127f.w * intBitsToFloat(uf_remappedPS[3].z);
|
||||
R126f.y = R125f.z * intBitsToFloat(uf_remappedPS[3].z);
|
||||
PV1f.z = PV0f.z * intBitsToFloat(uf_remappedPS[3].z);
|
||||
R127f.w = R0f.w * intBitsToFloat(uf_remappedPS[3].z);
|
||||
PS1f = min(PV0f.w, intBitsToFloat(uf_remappedPS[2].w));
|
||||
// 14
|
||||
PV0f.x = min(R127f.x, intBitsToFloat(uf_remappedPS[2].w));
|
||||
PV0f.y = min(R125f.y, intBitsToFloat(uf_remappedPS[2].w));
|
||||
PV0f.z = min(R124f.x, intBitsToFloat(uf_remappedPS[2].w));
|
||||
R0f.x = max(PV1f.z, PS1f);
|
||||
PS0f = R0f.x;
|
||||
// 15
|
||||
R0f.y = max(R126f.y, PV0f.z);
|
||||
R0f.z = max(R125f.x, PV0f.y);
|
||||
R0f.w = max(R127f.w, PV0f.x);
|
||||
// export
|
||||
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)*0.33; //.25 4k
|
||||
}
|
@ -0,0 +1,196 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader d8e69e8df8c227f5
|
||||
//BB grid n char select
|
||||
const float dither = $dither ;
|
||||
const float scaleShader = $scaleShader;
|
||||
const float scaleBlur = $scaleBlur;
|
||||
|
||||
|
||||
const int sampleScale = 4;
|
||||
const float lightBloom = 0.95;
|
||||
highp float lineRand(vec2 co)
|
||||
{
|
||||
highp float a = 12.9898;
|
||||
highp float b = 78.233;
|
||||
highp float c = 43758.5453;
|
||||
highp float dt = dot(co.xy, vec2(a, b));
|
||||
highp float sn = mod(dt, 3.14);
|
||||
return fract(sin(sn) * c);
|
||||
}
|
||||
|
||||
|
||||
|
||||
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(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG
|
||||
const int samples = 8 * sampleScale, //8 or 4 balances xy position
|
||||
LOD = 2, // gaussian done on MIPmap at scale LOD
|
||||
sLOD = 1 << LOD; // tile size = 2^LOD
|
||||
const float sigma = float(samples) * .25;
|
||||
|
||||
float gaussian(vec2 i) {
|
||||
return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma);
|
||||
}
|
||||
|
||||
vec4 blur(sampler2D sp, vec2 U, vec2 scale) {
|
||||
vec4 O = vec4(0);
|
||||
int s = samples / sLOD;
|
||||
|
||||
for (int i = 0; i < s*s; i++) {
|
||||
vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.;
|
||||
O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD));
|
||||
}
|
||||
|
||||
return O / O.a;
|
||||
}
|
||||
|
||||
|
||||
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 R123f = 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;
|
||||
R0f.xy = R0f.xy - (lineRand(gl_FragCoord.xy)*0.0012 *dither);
|
||||
R0f.xy = R0f.xy + (lineRand(gl_FragCoord.xy*vec2(0.1, 0.09))*0.0011 *dither);
|
||||
// 0
|
||||
R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x);
|
||||
R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y);
|
||||
R0f.z = R0f.x + intBitsToFloat(uf_remappedPS[0].z);
|
||||
R0f.w = R0f.y + intBitsToFloat(uf_remappedPS[0].w);
|
||||
// 1
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
R0f.x = backupReg0f + intBitsToFloat(uf_remappedPS[1].x);
|
||||
R0f.y = backupReg1f + intBitsToFloat(uf_remappedPS[1].y);
|
||||
R1f.z = backupReg0f + intBitsToFloat(uf_remappedPS[1].z);
|
||||
R1f.w = backupReg1f + intBitsToFloat(uf_remappedPS[1].w);
|
||||
|
||||
vec2 coord = passParameterSem0.xy*textureSize(textureUnitPS0, 0); //
|
||||
vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0);
|
||||
vec2 uv = coord * ps;
|
||||
|
||||
|
||||
R2f.xyz = (texture(textureUnitPS1, R1f.xy).xyz);
|
||||
R3f.xyz = (texture(textureUnitPS1, R0f.zw).xyz);
|
||||
R4f.xyz = (texture(textureUnitPS1, R0f.xy).xyz);
|
||||
R5f.xyz = (texture(textureUnitPS1, R1f.zw).xyz);
|
||||
|
||||
R6f.xyz = blur(textureUnitPS0, R1f.xy, ps*scaleBlur).xyz; //1.0 4k //.66 2k //0.075 1k //.51 4kx2
|
||||
R7f.xyz = R6f.xyz;
|
||||
R0f.xyz = R6f.xyz;
|
||||
R1f.xyz = R6f.xyz;
|
||||
/*
|
||||
R6f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
|
||||
R7f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
|
||||
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
|
||||
R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz);
|
||||
*/
|
||||
// 0
|
||||
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
|
||||
PV0f.x = tempf.x;
|
||||
PV0f.y = tempf.x;
|
||||
PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R127f.w = tempf.x;
|
||||
R127f.z = R6f.x + R7f.x;
|
||||
PS0f = R127f.z;
|
||||
// 1
|
||||
tempf.x = dot(vec4(R3f.x,R3f.y,R3f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
|
||||
PV1f.x = tempf.x;
|
||||
PV1f.y = tempf.x;
|
||||
PV1f.z = tempf.x;
|
||||
PV1f.w = tempf.x;
|
||||
R127f.y = R6f.y + R7f.y;
|
||||
PS1f = R127f.y;
|
||||
// 2
|
||||
tempf.x = dot(vec4(R4f.x,R4f.y,R4f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
|
||||
PV0f.x = tempf.x;
|
||||
PV0f.y = tempf.x;
|
||||
PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
PS0f = R127f.w + PV1f.x;
|
||||
// 3
|
||||
tempf.x = dot(vec4(R5f.x,R5f.y,R5f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
|
||||
PV1f.x = tempf.x;
|
||||
PV1f.y = tempf.x;
|
||||
PV1f.z = tempf.x;
|
||||
PV1f.w = tempf.x;
|
||||
PS1f = PS0f + PV0f.x;
|
||||
// 4
|
||||
backupReg0f = R0f.y;
|
||||
PV0f.y = PS1f + PV1f.x;
|
||||
PV0f.z = R127f.y + backupReg0f;
|
||||
PV0f.w = R6f.z + R7f.z;
|
||||
// 5
|
||||
backupReg0f = R0f.z;
|
||||
R123f.x = (PV0f.y * 0.25 + -(intBitsToFloat(uf_remappedPS[2].x)));
|
||||
PV1f.x = R123f.x;
|
||||
PV1f.y = R127f.z + R0f.x;
|
||||
PV1f.z = PV0f.z + R1f.y;
|
||||
PV1f.w = PV0f.w + backupReg0f;
|
||||
// 6
|
||||
PV0f.x = PV1f.y + R1f.x;
|
||||
PV0f.y = PV1f.w + R1f.z;
|
||||
PV0f.z = PV1f.z * 0.25;
|
||||
PV0f.w = max(PV1f.x, -(PV1f.x));
|
||||
// 7
|
||||
PV1f.x = PV0f.x * 0.25;
|
||||
PV1f.y = PV0f.y * 0.25;
|
||||
PV1f.z = PV0f.w * intBitsToFloat(uf_remappedPS[2].y);
|
||||
PV1f.z = clamp(PV1f.z, 0.0, 1.0);
|
||||
PV1f.w = max(PV0f.z, 0.0);
|
||||
// 8
|
||||
PV0f.x = max(PV1f.y, 0.0);
|
||||
R1f.y = min(PV1f.w, 4.0);
|
||||
PV0f.z = max(PV1f.x, 0.0);
|
||||
tempResultf = log2(PV1f.z);
|
||||
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
||||
PS0f = tempResultf;
|
||||
// 9
|
||||
PV1f.x = PS0f * intBitsToFloat(uf_remappedPS[2].w);
|
||||
R1f.z = min(PV0f.x, 4.0);
|
||||
R1f.x = min(PV0f.z, 4.0);
|
||||
PS1f = R1f.x;
|
||||
// 10
|
||||
PS0f = exp2(PV1f.x);
|
||||
// 11
|
||||
R1f.w = PS0f * intBitsToFloat(uf_remappedPS[2].z);
|
||||
// export
|
||||
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w)*1.0;
|
||||
}
|
@ -0,0 +1,61 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_packing : enable
|
||||
// shader e412d30f981be3b5
|
||||
//stasis cinematic align. A compromise for centering pretty blur
|
||||
|
||||
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 = 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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
|
||||
void main()
|
||||
{
|
||||
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;
|
||||
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 = R2f.x;
|
||||
backupReg1f = R2f.y;
|
||||
R2f.x = (backupReg0f * intBitsToFloat(uf_remappedVS[0].x) + intBitsToFloat(uf_remappedVS[0].z)*0.5);//edit
|
||||
R2f.y = (backupReg1f * intBitsToFloat(uf_remappedVS[0].y) + intBitsToFloat(uf_remappedVS[0].w)*0.5);
|
||||
// export
|
||||
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
// export
|
||||
passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.z);
|
||||
// 0
|
||||
}
|
57
Enhancements/XenobladeX_Enhancement_FancyFX/rules.txt
Normal file
57
Enhancements/XenobladeX_Enhancement_FancyFX/rules.txt
Normal file
@ -0,0 +1,57 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
|
||||
name = Fancy gfx # I would have called this RTX on, but Nvidia has trademarked it ;)
|
||||
path = "Xenoblade Chronicles X/Enhancements/Fancy fx"
|
||||
description = Pretty blur, de-band sky, re-align cinematic etc, maintained on Nvidia.
|
||||
version = 3
|
||||
|
||||
[TextureRedefine]
|
||||
width = 1280
|
||||
height = 720
|
||||
formats = 0x816
|
||||
overwriteFormat = 0x820
|
||||
|
||||
[TextureRedefine]
|
||||
width = 640
|
||||
height = 368
|
||||
formats = 0x816
|
||||
overwriteFormat = 0x820
|
||||
|
||||
[TextureRedefine]
|
||||
width = 640
|
||||
height = 360
|
||||
formats = 0x816
|
||||
overwriteFormat = 0x820
|
||||
|
||||
[Preset]
|
||||
name = 1080 -> 1440
|
||||
$width = 2560
|
||||
$height = 1440
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$internalRes = 0.75
|
||||
$dither = 0.15
|
||||
$scaleShader = (1440.0/1080.0)
|
||||
$scaleBlur = 0.5
|
||||
|
||||
[Preset]
|
||||
name = 1440 -> 2880
|
||||
$width = 3840
|
||||
$height = 2160
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$internalRes = (1440.0/2160.0)
|
||||
$dither = 0.25
|
||||
$scaleShader = 1.0 #round 1.5 shadow to 2.0
|
||||
$scaleBlur = 0.75
|
||||
|
||||
[Preset]
|
||||
name = 2880+ (probably won't look good)
|
||||
$width = 7680
|
||||
$height = 4320
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$internalRes = 0.5
|
||||
$dither = 0.25
|
||||
$scaleShader = 1.0
|
||||
$scaleBlur = 1.0
|
@ -2,7 +2,7 @@
|
||||
titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
|
||||
name = Resolution
|
||||
path = "Xenoblade Chronicles X/Graphics/Resolution"
|
||||
description = Changes the resolution of the game. 1080 FX scaling runs DoF, fog etc at lower precision for better performance
|
||||
description = Changes the resolution of the game.
|
||||
version = 3
|
||||
|
||||
[Preset]
|
||||
@ -35,9 +35,9 @@ $width = 1920
|
||||
$height = 1080
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$internalRes = 1.0
|
||||
$internalRes = (720.0/1080.0)
|
||||
$dither = 0.15
|
||||
$scaleShader = (1440.0/1080.0)
|
||||
$scaleShader = 1.0 #(1440.0/1080.0)
|
||||
$scaleBlur = 0.5
|
||||
|
||||
[Preset]
|
||||
@ -86,6 +86,17 @@ $dither = 0.1
|
||||
$scaleShader = 1.0
|
||||
$scaleBlur = 0.5
|
||||
|
||||
[Preset]
|
||||
name = 3840x1620 (21:9 4k panel 1:1 pix mapping, transition fix)
|
||||
$width = 3840
|
||||
$height = 1620
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$internalRes = 0.5
|
||||
$dither = 0.25
|
||||
$scaleShader = (1440.0/1620.0) #round 1. shadow to 2.0
|
||||
$scaleBlur = 1.0
|
||||
|
||||
|
||||
[Preset]
|
||||
name = 3200x1800
|
||||
@ -155,13 +166,38 @@ $scaleBlur = 1.0
|
||||
#$scaleShader = 1.0
|
||||
#$scaleBlur = 1.0
|
||||
|
||||
#[TextureRedefine]
|
||||
#formats = 0x1a
|
||||
#overwriteFormat = 0x1f
|
||||
#[TextureRedefine] #moved to fancy gfx for better compatibility
|
||||
#width = 1280
|
||||
#height = 720
|
||||
#formats = 0x816
|
||||
#overwriteFormat = 0x820
|
||||
|
||||
|
||||
#[TextureRedefine]
|
||||
#width = 640
|
||||
#height = 368
|
||||
#formats = 0x816
|
||||
#overwriteFormat = 0x823
|
||||
#overwriteFormat = 0x820
|
||||
|
||||
#[TextureRedefine]
|
||||
#width = 640
|
||||
#height = 360
|
||||
#formats = 0x816
|
||||
#overwriteFormat = 0x820
|
||||
|
||||
#[TextureRedefine] # Bloom, DOF
|
||||
#width = 320
|
||||
#height = 192
|
||||
#formats = 0x816
|
||||
#overwriteFormat = 0x820
|
||||
|
||||
#[TextureRedefine] # Bloom, DOF
|
||||
#width = 320
|
||||
#height = 180
|
||||
#formats = 0x816
|
||||
#overwriteFormat = 0x820
|
||||
|
||||
|
||||
|
||||
[TextureRedefine]
|
||||
width = 1280
|
||||
@ -175,8 +211,8 @@ overwriteHeight = ($height/$gameHeight) * 720
|
||||
width = 1024
|
||||
height = 1024
|
||||
formats = 0x005
|
||||
overwriteWidth = ($height/$gameHeight) * (1024*$scaleShader*$internalRes)
|
||||
overwriteHeight = ($height/$gameHeight) * (1024*$scaleShader*$internalRes)
|
||||
overwriteWidth = ($height/$gameHeight)* (1024*$scaleShader*$internalRes*2)
|
||||
overwriteHeight = ($height/$gameHeight) * (1024*$scaleShader*$internalRes*2)
|
||||
|
||||
[TextureRedefine] #ingame menu
|
||||
width = 1024
|
||||
@ -219,8 +255,8 @@ overwriteHeight = ($height/$gameHeight) * (360*$internalRes)
|
||||
width = 512
|
||||
height = 512
|
||||
formats = 0x005
|
||||
overwriteWidth = ($height/$gameHeight) * (1024*$scaleShader*$internalRes)
|
||||
overwriteHeight = ($height/$gameHeight) * (1024*$scaleShader*$internalRes)
|
||||
overwriteWidth = ($height/$gameHeight) * (1024*$scaleShader*$internalRes*2)
|
||||
overwriteHeight = ($height/$gameHeight) * (1024*$scaleShader*$internalRes*2)
|
||||
|
||||
[TextureRedefine]
|
||||
width = 512
|
||||
@ -266,20 +302,20 @@ formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
overwriteWidth = ($width/$gameWidth) * (256*$internalRes)
|
||||
overwriteHeight = ($height/$gameHeight) * (144*$internalRes)
|
||||
|
||||
#[TextureRedefine] # PR screen
|
||||
#width = 256
|
||||
#height = 256
|
||||
#formats = 0x810 #,0x011 #0x816
|
||||
#overwriteWidth = ($height/$gameHeight) * (256*$internalRes)
|
||||
#overwriteHeight = ($height/$gameHeight) * (256*$internalRes)
|
||||
#
|
||||
#[TextureRedefine]# sky
|
||||
#width = 255
|
||||
#height = 255
|
||||
#formats = 0x810
|
||||
##formatsExcluded = 0x01a,0x431,0x035,0x034,0x033,0x031
|
||||
#overwriteWidth = ($height/$gameHeight) * 255
|
||||
#overwriteHeight = ($height/$gameHeight) * 255
|
||||
[TextureRedefine] # PR screen
|
||||
width = 256
|
||||
height = 256
|
||||
formats = 0x810,0x01a,0x816,0x011
|
||||
overwriteWidth = ($width/$gameWidth) * (256*$internalRes)
|
||||
overwriteHeight = ($height/$gameHeight) * (256*$internalRes)
|
||||
|
||||
[TextureRedefine]# sky, pr screen
|
||||
width = 255
|
||||
height = 255
|
||||
formats = 0x810,0x01a,0x41a,0x816,0x011
|
||||
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
overwriteWidth = ($width/$gameWidth) * (255*$internalRes)
|
||||
overwriteHeight = ($height/$gameHeight) * (255*$internalRes)
|
||||
|
||||
[TextureRedefine] # skell depth
|
||||
width = 192
|
||||
@ -302,19 +338,18 @@ formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
overwriteWidth = ($width/$gameWidth) * (160*$internalRes)
|
||||
overwriteHeight = ($height/$gameHeight) * (90*$internalRes)
|
||||
|
||||
#[TextureRedefine] #
|
||||
#width = 128
|
||||
#height = 128
|
||||
##formats = 0x806 #,0x035,0x034,0x033,0x031
|
||||
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
#overwriteWidth = ($width/$gameWidth) * 128
|
||||
#overwriteHeight = ($height/$gameHeight) * 128
|
||||
[TextureRedefine] #
|
||||
width = 128
|
||||
height = 128
|
||||
formats = 0x806 #,0x035,0x034,0x033,0x031
|
||||
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
overwriteWidth = ($width/$gameWidth) * 128
|
||||
overwriteHeight = ($height/$gameHeight) * 128
|
||||
|
||||
#[TextureRedefine]
|
||||
#width = 127
|
||||
#height = 127
|
||||
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
####formats = 0x80e # 0x820,0x816 #,0x035,0x034,0x033,0x032,0x031
|
||||
#formats = 0x80e # 0x820,0x816 #,0x035,0x034,0x033,0x032,0x031
|
||||
#overwriteWidth = ($width/$gameWidth) * 127
|
||||
#overwriteHeight = ($height/$gameHeight) * 127
|
||||
|
||||
@ -330,46 +365,57 @@ height = 46
|
||||
overwriteWidth = ($width/$gameWidth) * (80*$internalRes)
|
||||
overwriteHeight = ($height/$gameHeight) * (46*$internalRes)
|
||||
|
||||
#[TextureRedefine]
|
||||
#width = 64
|
||||
#height = 64
|
||||
####formats = 0x820,0x816 #,0x035,0x034,0x033,0x032,0x031
|
||||
[TextureRedefine]
|
||||
width = 64
|
||||
height = 64
|
||||
dept = 1
|
||||
formats = 0x820,0x816 #,0x035,0x034,0x033,0x032,0x031
|
||||
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
#overwriteWidth = ($width/$gameWidth) * (64*$internalRes)
|
||||
#overwriteHeight = ($height/$gameHeight) * (64*$internalRes)
|
||||
overwriteWidth = ($width/$gameWidth) * (64*$internalRes)
|
||||
overwriteHeight = ($height/$gameHeight) * (64*$internalRes)
|
||||
|
||||
[TextureRedefine] #skell cockpit bloom 3rd level
|
||||
width = 64
|
||||
height = 32
|
||||
formats = 0x816 #0x820,0x816 #,0x035,0x034,0x033,0x032,0x031
|
||||
formats = 0x816,0x806 #0x820,0x816 #,0x035,0x034,0x033,0x032,0x031
|
||||
overwriteWidth = ($width/$gameWidth) * (64*$internalRes)
|
||||
overwriteHeight = ($height/$gameHeight) * (32*$internalRes)
|
||||
|
||||
|
||||
#[TextureRedefine] #shader fixes removed, disabled
|
||||
[TextureRedefine]
|
||||
width = 32
|
||||
height = 32
|
||||
dept = 1
|
||||
formats = 0x806 #,0x035,0x034,0x033,0x032,0x031
|
||||
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
overwriteWidth = ($width/$gameWidth) * (32*$internalRes)
|
||||
overwriteHeight = ($height/$gameHeight) * (32*$internalRes)
|
||||
#
|
||||
#[TextureRedefine] #
|
||||
#width = 32
|
||||
#height = 16
|
||||
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
#formats = 0x816
|
||||
##formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
#overwriteWidth = ($width/$gameWidth) * (32*$internalRes)
|
||||
#overwriteHeight = ($height/$gameHeight) * (16*$internalRes)
|
||||
#
|
||||
#[TextureRedefine] #
|
||||
#
|
||||
#[TextureRedefine] #don't scale 0x01a
|
||||
#width = 16
|
||||
#height = 16
|
||||
#dept = 1
|
||||
#formats = 0x816 #0x008 ,0x431,0x031
|
||||
##formatsExcluded = 0x431,0x035,0x034,0x033,0x031,0x806
|
||||
###formatsExcluded = 0x431,0x035,0x034,0x033,0x031,0x806
|
||||
#overwriteWidth = ($width/$gameWidth) * (16*$internalRes)
|
||||
#overwriteHeight = ($height/$gameHeight) * (8*$internalRes)
|
||||
#
|
||||
#[TextureRedefine] #
|
||||
#[TextureRedefine] # tilemode 2
|
||||
#width = 16
|
||||
#height = 8
|
||||
#formats = 0x81e,0x80e,0x806 #0x008 ,0x431,0x031
|
||||
#formats = 0x81e,0x80e,0x806 0x008 #,0x431,0x031
|
||||
##formatsExcluded = 0x431,0x035,0x034,0x033,0x031,0x806
|
||||
#overwriteWidth = ($width/$gameWidth) * (16*$internalRes)
|
||||
#overwriteHeight = ($height/$gameHeight) * (8*$internalRes)
|
||||
#
|
||||
#[TextureRedefine] #
|
||||
|
||||
#[TextureRedefine] # tilemode 2
|
||||
#width = 8
|
||||
#height = 8
|
||||
#formats = 0x806 #,0x81e,0x80e # ,0x431,0x031
|
||||
@ -377,36 +423,6 @@ overwriteHeight = ($height/$gameHeight) * (32*$internalRes)
|
||||
#overwriteWidth = ($width/$gameWidth) * (8*$internalRes)
|
||||
#overwriteHeight = ($height/$gameHeight) * (8*$internalRes)
|
||||
|
||||
#[TextureRedefine] #
|
||||
#width = 32
|
||||
#height = 32
|
||||
#formatsExcluded = 0x806,0x01a #breaks flashlight scene
|
||||
#overwriteWidth = ($width/$gameWidth) * (32*$internalRes)
|
||||
#overwriteHeight = ($height/$gameHeight) * (32*$internalRes)
|
||||
#
|
||||
#[TextureRedefine]
|
||||
#width = 32
|
||||
#height = 16
|
||||
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
#overwriteWidth = ($width/$gameWidth) * (32*$internalRes)
|
||||
#overwriteHeight = ($height/$gameHeight) * (16*$internalRes)
|
||||
#
|
||||
#[TextureRedefine] #
|
||||
#width = 16
|
||||
#height = 8
|
||||
####formats = 0x008,0x80e # ,0x431,0x031
|
||||
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031,0x806
|
||||
#overwriteWidth = ($width/$gameWidth) * (16*$internalRes)
|
||||
#overwriteHeight = ($height/$gameHeight) * (8*$internalRes)
|
||||
|
||||
#[TextureRedefine] # breaks depth when scaling 1080
|
||||
#width = 8
|
||||
#height = 8
|
||||
###formats = ,0x81e,0x80e # ,0x431,0x031
|
||||
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031,0x806
|
||||
#overwriteWidth = ($width/$gameWidth) * (8*$internalRes)
|
||||
#overwriteHeight = ($height/$gameHeight) * (8*$internalRes)
|
||||
#
|
||||
#[TextureRedefine]
|
||||
#width = 4
|
||||
#height = 4
|
||||
|
Loading…
Reference in New Issue
Block a user