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https://github.com/cemu-project/cemu_graphic_packs.git
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Fix explosion smoke by using the min shaders (#98)
A quick found by Xalphenos and Rajkosto Partially fix thin paper look explosion smoke on nvdia when using AccurateShaderMul = true, by using the ones from AccurateShaderMul = min Shaders dumped from Cemu 1.10.0f and BotW 1.3.1
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 71b06814302a7aad
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uniform ivec4 uf_remappedPS[6];
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uniform float uf_alphaTestRef;
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x21048800 res 256x128x1 dim 1 tm: 4 format 0007 compSel: 0 1 1 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 2 0 border: 0
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x2105e800 res 256x256x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 1 2 0 border: 0
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layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x21156000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 0
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layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0
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layout(binding = 10) uniform samplerCubeArray textureUnitPS10;// Tex10 addr 0x3d568800 res 16x16x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x6) Sampler10 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 2) in vec4 passParameterSem3;
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layout(location = 3) in vec4 passParameterSem4;
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layout(location = 4) in vec4 passParameterSem8;
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layout(location = 5) in vec4 passParameterSem9;
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layout(location = 6) in vec4 passParameterSem11;
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layout(location = 7) in vec4 passParameterSem14;
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layout(location = 8) in vec4 passParameterSem15;
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layout(location = 9) in vec4 passParameterSem16;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId)
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{
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// stm -> x .. s, y .. t, z .. MajorAxis*2.0
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vec3 inputCoord = normalize(vec3(src1.y, src1.x, src0.x));
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float rx = inputCoord.x;
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float ry = inputCoord.y;
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float rz = inputCoord.z;
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if( abs(rx) > abs(ry) && abs(rx) > abs(rz) )
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{
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stm.z = rx*2.0;
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stm.xy = vec2(ry,rz);
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if( rx >= 0.0 )
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{
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faceId = 0;
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}
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else
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{
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faceId = 1;
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}
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}
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else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) )
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{
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stm.z = ry*2.0;
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stm.xy = vec2(rx,rz);
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if( ry >= 0.0 )
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{
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faceId = 2;
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}
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else
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{
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faceId = 3;
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}
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}
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else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) )
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{
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stm.z = rz*2.0;
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stm.xy = vec2(rx,ry);
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if( rz >= 0.0 )
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{
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faceId = 4;
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}
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else
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{
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faceId = 5;
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}
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}
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}
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vec3 redcCUBEReverse(vec2 st, int faceId)
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{
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st.yx = st.xy;
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vec3 v;
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float majorAxis = 1.0;
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if( faceId == 0 )
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{
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v.yz = (st-vec2(1.5))*(majorAxis*2.0);
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v.x = 1.0;
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}
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else if( faceId == 1 )
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{
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v.yz = (st-vec2(1.5))*(majorAxis*2.0);
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v.x = -1.0;
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}
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else if( faceId == 2 )
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{
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v.xz = (st-vec2(1.5))*(majorAxis*2.0);
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v.y = 1.0;
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}
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else if( faceId == 3 )
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{
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v.xz = (st-vec2(1.5))*(majorAxis*2.0);
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v.y = -1.0;
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}
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else if( faceId == 4 )
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{
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v.xy = (st-vec2(1.5))*(majorAxis*2.0);
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v.z = 1.0;
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}
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else
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{
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v.xy = (st-vec2(1.5))*(majorAxis*2.0);
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v.z = -1.0;
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}
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return v;
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}
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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 R123f = 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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float cubeMapArrayIndex10 = 0.0;
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R0f = passParameterSem0;
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R1f = passParameterSem1;
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R2f = passParameterSem3;
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R3f = passParameterSem4;
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R4f = passParameterSem8;
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R5f = passParameterSem9;
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R6f = passParameterSem11;
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R7f = passParameterSem14;
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R8f = passParameterSem15;
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R9f = passParameterSem16;
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R10f.xw = (texture(textureUnitPS0, R4f.xy).xw);
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// 0
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PV0f.x = R3f.y * 1.5;
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R123f.y = (R10f.w * 2.0 + -(1.0));
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PV0f.y = R123f.y;
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R123f.z = (R10f.x * 2.0 + -(1.0));
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PV0f.z = R123f.z;
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PV0f.w = R3f.y;
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PV0f.w /= 2.0;
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R127f.w = 1.0 / R2f.w;
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PS0f = R127f.w;
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// 1
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PV1f.x = mul_nonIEEE(PV0f.z, PV0f.w);
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PV1f.y = mul_nonIEEE(PV0f.y, PV0f.w);
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PV1f.z = mul_nonIEEE(PV0f.y, PV0f.x);
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PV1f.w = mul_nonIEEE(PV0f.z, PV0f.x);
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R10f.x = mul_nonIEEE(R2f.x, PS0f);
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PS1f = R10f.x;
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// 2
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backupReg0f = R4f.z;
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backupReg1f = R4f.w;
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R4f.xyz = vec3(R5f.x,R5f.y,backupReg0f) + vec3(PV1f.w,PV1f.z,PV1f.x);
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R4f.w = backupReg1f + PV1f.y;
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R10f.y = mul_nonIEEE(R2f.y, R127f.w);
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PS0f = R10f.y;
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// 3
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backupReg0f = R6f.z;
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R5f.x = (R0f.w * 2.0 + -(1.0));
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PV1f.y = R2f.z * R127f.w;
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R6f.z = -(backupReg0f);
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PV1f.z = R6f.z;
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R2f.w = intBitsToFloat(uf_remappedPS[0].x);
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R5f.z = R1f.x + R1f.x;
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PS1f = R5f.z;
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// 4
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redcCUBE(vec4(PV1f.z,PV1f.z,R6f.x,R6f.y),vec4(R6f.y,R6f.x,PV1f.z,PV1f.z),cubeMapSTM,cubeMapFaceId);
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R127f.x = cubeMapSTM.x;
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R127f.y = cubeMapSTM.y;
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R127f.z = cubeMapSTM.z;
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R127f.w = intBitsToFloat(cubeMapFaceId);
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PV0f.x = R127f.x;
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PV0f.y = R127f.y;
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PV0f.z = R127f.z;
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PV0f.w = R127f.w;
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R126f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),PV1f.y) + -(intBitsToFloat(uf_remappedPS[1].y)));
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PS0f = R126f.z;
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// 5
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R6f.x = -(R1f.x) + R5f.z;
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R6f.y = R1f.y + R1f.y;
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PV1f.y = R6f.y;
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R2f.z = PV0f.w;
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R6f.w = R1f.z + R1f.z;
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PV1f.w = R6f.w;
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PS1f = 1.0 / abs(PV0f.z);
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// 6
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R123f.x = (mul_nonIEEE(R127f.y,PS1f) + 1.5);
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PV0f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R127f.x,PS1f) + 1.5);
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PV0f.y = R123f.y;
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R3f.z = -(R1f.y) + PV1f.y;
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R5f.w = -(R1f.z) + PV1f.w;
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PS0f = 1.0 / R126f.z;
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// 7
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R2f.x = PV0f.x;
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R2f.y = PV0f.y;
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R6f.z = -(intBitsToFloat(uf_remappedPS[1].z)) * PS0f;
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R10f.w = -(R0f.w) + 1.0;
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R3f.w = -(R9f.w) + 1.0;
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PS1f = R3f.w;
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R4f.x = (texture(textureUnitPS2, R4f.xy).w);
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R10f.x = (texture(textureUnitPS4, R10f.xy).x);
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R11f.xyzw = (texture(textureUnitPS1, R4f.zw).xyzw);
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R2f.xyz = (textureLod(textureUnitPS10, vec4(redcCUBEReverse(R2f.xy,floatBitsToInt(R2f.z)),cubeMapArrayIndex10),R2f.w).xyz);
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// 0
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PV0f.x = R11f.z + R4f.x;
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PV0f.x /= 2.0;
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PV0f.y = -(R11f.z) + 1.0;
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R123f.z = (mul_nonIEEE(R10f.x,intBitsToFloat(uf_remappedPS[1].w)) + intBitsToFloat(uf_remappedPS[1].x));
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PV0f.z = R123f.z;
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R127f.w = R4f.x + R5f.x;
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PV0f.w = R127f.w;
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R127f.y = mul_nonIEEE(R10f.w, R10f.w);
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R127f.y *= 4.0;
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PS0f = R127f.y;
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// 1
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R123f.x = (-(PV0f.y) * intBitsToFloat(0x40c00000) + PV0f.z);
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PV1f.x = R123f.x;
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PV1f.y = mul_nonIEEE(R2f.x, R3f.w);
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PV1f.z = max(PV0f.w, intBitsToFloat(0x3e4ccccd));
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R125f.w = PV0f.x + intBitsToFloat(0xbecccccd);
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R125f.w *= 4.0;
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PS1f = mul_nonIEEE(R2f.y, R3f.w);
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// 2
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PV0f.x = mul_nonIEEE(R2f.z, R3f.w);
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PV0f.y = min(PV1f.z, intBitsToFloat(0x3e99999a));
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R2f.z = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[2].y)) + 0.0);
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R126f.w = PV1f.x + -(R6f.z);
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PV0f.w = R126f.w;
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R6f.z = (mul_nonIEEE(PS1f,intBitsToFloat(uf_remappedPS[2].y)) + 0.0);
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PS0f = R6f.z;
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// 3
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PV1f.x = PV0f.y + intBitsToFloat(0xbe4ccccd);
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R2f.y = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[2].y)) + 0.0);
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R123f.z = (PV0f.w * intBitsToFloat(0x3d08888a) + intBitsToFloat(0xbe2aaaad));
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R123f.z = clamp(R123f.z, 0.0, 1.0);
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PV1f.z = R123f.z;
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R3f.w = R7f.x + 0.0;
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R2f.x = R7f.y + 0.0;
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PS1f = R2f.x;
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// 4
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R7f.x = R7f.z + 0.0;
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PV0f.y = mul_nonIEEE(PV1f.z, PV1f.z);
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PV0f.z = mul_nonIEEE(R11f.w, R127f.w);
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PV0f.w = PV1f.x * intBitsToFloat(0x411fffff);
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R127f.w = R126f.w;
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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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PS0f = R127f.w;
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// 5
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R127f.x = (0.5 * PV0f.y + 0.5);
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R126f.y = (mul_nonIEEE(PV0f.w,R125f.w) + -(R127f.y));
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R126f.y = clamp(R126f.y, 0.0, 1.0);
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PV1f.z = mul_nonIEEE(R11f.x, PV0f.w);
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PV1f.w = mul_nonIEEE(R1f.w, PV0f.z);
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PV1f.w = clamp(PV1f.w, 0.0, 1.0);
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// 6
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R123f.x = (mul_nonIEEE(R5f.w,PV1f.z) + R1f.z);
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PV0f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R3f.z,PV1f.z) + R1f.y);
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PV0f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R6f.x,PV1f.z) + R1f.x);
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PV0f.z = R123f.z;
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PV0f.w = mul_nonIEEE(PV1f.w, R127f.w);
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PV0f.w = clamp(PV0f.w, 0.0, 1.0);
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// 7
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R123f.y = (mul_nonIEEE(R6f.w,R11f.y) + PV0f.x);
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PV1f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R6f.y,R11f.y) + PV0f.y);
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PV1f.z = R123f.z;
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R123f.w = (mul_nonIEEE(R5f.z,R11f.y) + PV0f.z);
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PV1f.w = R123f.w;
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R5f.w = mul_nonIEEE(R3f.x, PV0f.w);
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PS1f = R5f.w;
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// 8
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R127f.y = mul_nonIEEE(PV1f.y, R127f.x);
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PV0f.y = R127f.y;
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R127f.z = mul_nonIEEE(PV1f.z, R127f.x);
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PV0f.z = R127f.z;
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R127f.w = mul_nonIEEE(PV1f.w, R127f.x);
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PV0f.w = R127f.w;
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// 9
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backupReg0f = R0f.y;
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PV1f.y = R0f.z + -(PV0f.y);
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PV1f.z = backupReg0f + -(PV0f.z);
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PV1f.w = R0f.x + -(PV0f.w);
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// 10
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backupReg0f = R127f.z;
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R127f.x = (mul_nonIEEE(PV1f.w,R126f.y) + R127f.w);
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PV0f.x = R127f.x;
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R127f.z = (mul_nonIEEE(PV1f.y,R126f.y) + R127f.y);
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PV0f.z = R127f.z;
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R127f.w = (mul_nonIEEE(PV1f.z,R126f.y) + backupReg0f);
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PV0f.w = R127f.w;
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// 11
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PV1f.x = max(PV0f.x, 0.0);
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PV1f.z = max(PV0f.z, 0.0);
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PV1f.w = max(PV0f.w, 0.0);
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// 12
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R0f.x = min(PV1f.w, intBitsToFloat(uf_remappedPS[3].y));
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PV0f.x = R0f.x;
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R0f.y = min(PV1f.x, intBitsToFloat(uf_remappedPS[3].y));
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PV0f.y = R0f.y;
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R0f.w = min(PV1f.z, intBitsToFloat(uf_remappedPS[3].y));
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PV0f.w = R0f.w;
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// 13
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R3f.x = R127f.z + -(PV0f.w);
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R3f.y = R127f.w + -(PV0f.x);
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R0f.z = R127f.x + -(PV0f.y);
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// 0
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R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R2f.y) + R7f.x);
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PV0f.y = R123f.y;
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R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R6f.z) + R2f.x);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R2f.z) + R3f.w);
|
||||
PV0f.w = R123f.w;
|
||||
// 1
|
||||
R127f.x = (mul_nonIEEE(R0f.y,PV0f.w) + R0f.z);
|
||||
PV1f.x = R127f.x;
|
||||
R127f.z = (mul_nonIEEE(R0f.w,PV0f.y) + R3f.x);
|
||||
PV1f.z = R127f.z;
|
||||
R127f.w = (mul_nonIEEE(R0f.x,PV0f.z) + R3f.y);
|
||||
PV1f.w = R127f.w;
|
||||
// 2
|
||||
PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[4].y);
|
||||
PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].x);
|
||||
PV0f.w = -(PV1f.z) + intBitsToFloat(uf_remappedPS[4].z);
|
||||
// 3
|
||||
backupReg0f = R127f.x;
|
||||
R127f.x = (mul_nonIEEE(PV0f.w,R9f.y) + R127f.z);
|
||||
PV1f.x = R127f.x;
|
||||
R127f.y = (mul_nonIEEE(PV0f.x,R9f.y) + R127f.w);
|
||||
PV1f.y = R127f.y;
|
||||
R127f.z = (mul_nonIEEE(PV0f.y,R9f.y) + backupReg0f);
|
||||
PV1f.z = R127f.z;
|
||||
// 4
|
||||
PV0f.y = R8f.z + -(PV1f.x);
|
||||
PV0f.z = R8f.y + -(PV1f.y);
|
||||
PV0f.w = R8f.x + -(PV1f.z);
|
||||
// 5
|
||||
backupReg0f = R127f.x;
|
||||
R127f.x = (mul_nonIEEE(PV0f.w,R8f.w) + R127f.z);
|
||||
PV1f.x = R127f.x;
|
||||
R127f.z = (mul_nonIEEE(PV0f.y,R8f.w) + backupReg0f);
|
||||
PV1f.z = R127f.z;
|
||||
R127f.w = (mul_nonIEEE(PV0f.z,R8f.w) + R127f.y);
|
||||
PV1f.w = R127f.w;
|
||||
// 6
|
||||
PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[5].y);
|
||||
PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[5].x);
|
||||
PV0f.w = -(PV1f.z) + intBitsToFloat(uf_remappedPS[5].z);
|
||||
// 7
|
||||
R5f.x = (mul_nonIEEE(PV0f.y,R9f.x) + R127f.x);
|
||||
R5f.y = (mul_nonIEEE(PV0f.x,R9f.x) + R127f.w);
|
||||
R5f.z = (mul_nonIEEE(PV0f.w,R9f.x) + R127f.z);
|
||||
// export
|
||||
if( ((vec4(R5f.x, R5f.y, R5f.z, R5f.w)).a > uf_alphaTestRef) == false) discard;
|
||||
passPixelColor0 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
|
||||
}
|
File diff suppressed because it is too large
Load Diff
8
Workaround/BreathOfTheWild_BombAsh/rules.txt
Normal file
8
Workaround/BreathOfTheWild_BombAsh/rules.txt
Normal file
@ -0,0 +1,8 @@
|
||||
[Definition]
|
||||
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
|
||||
name = "The Legend of Zelda: Breath of the Wild - Bomb Arrow Smoke Fix"
|
||||
version = 2
|
||||
|
||||
# A quick found by Xalphenos and Rajkosto
|
||||
# Partially fix thin paper look explosion smoke on nvdia when using AccurateShaderMul = true
|
||||
# Shaders dumped from Cemu 1.10.0f and BotW 1.3.1
|
Loading…
Reference in New Issue
Block a user