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[BotW] Self shadowing fix - part 2
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Source/BreathOfTheWild/44b73ce02e05c2e6_0000000000000000_vs.txt
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105
Source/BreathOfTheWild/44b73ce02e05c2e6_0000000000000000_vs.txt
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@ -0,0 +1,105 @@
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<?php
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include 'Source/functions.php';
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$fullWidth = $argv[1];
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$fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
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$scaleFactorY = always_decimal_format($fullHeight / 720.0);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 44b73ce02e05c2e6
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// Self shadowing mask fix - v blur
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const float resXScale = <?=$scaleFactorX?>;
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const float resYScale = <?=$scaleFactorY?>;
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem0;
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layout(location = 1) out vec4 passParameterSem1;
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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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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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 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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uvec4 attrDecoder;
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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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem1.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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backupReg0f = R1f.x;
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backupReg1f = R1f.y;
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R1f.x = backupReg0f;
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R1f.x *= 2.0;
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R1f.y = backupReg1f;
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R1f.y *= 2.0;
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R1f.z = intBitsToFloat(0xbf5fdfe0);
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R1f.w = 1.0;
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R127f.x = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x3fb13a93) / resYScale;
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PS0f = R127f.x;
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// 1
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R126f.x = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x404ec4f0) / resYScale;
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PV1f.x = R126f.x;
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R3f.y = R2f.y;
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R3f.z = R2f.x;
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R2f.w = R2f.y;
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PV1f.w = R2f.w;
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R2f.z = R2f.y + PS0f;
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PS1f = R2f.z;
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// 2
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R0f.x = R2f.x;
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R0f.y = R2f.y + -(R127f.x);
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R0f.z = PS1f;
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R0f.w = PV1f.w;
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R2f.z = R2f.y + PV1f.x;
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PS0f = R2f.z;
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// 3
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backupReg0f = R2f.y;
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backupReg0f = R2f.y;
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R2f.y = backupReg0f + -(R126f.x);
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R2f.w = backupReg0f;
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// export
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gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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// export
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passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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// export
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passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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// export
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// skipped export to semanticId 255
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}
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@ -9,7 +9,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0);
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 93f16bf1d083933b
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// Self shadowing fix
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// Self shadowing mask fix - h blur
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// original shader dumped using cemu 1.11.0, BotW 1.3.1
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const float resXScale = <?=$scaleFactorX?>;
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const float resYScale = <?=$scaleFactorY?>;
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@ -72,10 +72,10 @@ R1f.y = backupReg1f;
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R1f.y *= 2.0;
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R1f.z = intBitsToFloat(0xbf5fdfe0);
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R1f.w = 1.0;
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R127f.y = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x3fb13a93)/resXScale;
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R127f.y = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x3fb13a93) / resXScale;
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PS0f = R127f.y;
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// 1
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R127f.x = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x404ec4f0)/resXScale;
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R127f.x = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x404ec4f0) / resXScale;
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PV1f.x = R127f.x;
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R4f.y = R2f.y;
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R4f.z = R2f.x;
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