From 9e0c51ec0290dd79c403b915cdf9e0df27eccd96 Mon Sep 17 00:00:00 2001 From: Alex Kiri Date: Tue, 21 Nov 2017 23:30:35 +0200 Subject: [PATCH] [BotW] Self shadowing fix - part 2 --- .../44b73ce02e05c2e6_0000000000000000_vs.txt | 105 ++++++++++++++++++ .../93f16bf1d083933b_0000000000000000_vs.txt | 6 +- 2 files changed, 108 insertions(+), 3 deletions(-) create mode 100644 Source/BreathOfTheWild/44b73ce02e05c2e6_0000000000000000_vs.txt diff --git a/Source/BreathOfTheWild/44b73ce02e05c2e6_0000000000000000_vs.txt b/Source/BreathOfTheWild/44b73ce02e05c2e6_0000000000000000_vs.txt new file mode 100644 index 00000000..7095485e --- /dev/null +++ b/Source/BreathOfTheWild/44b73ce02e05c2e6_0000000000000000_vs.txt @@ -0,0 +1,105 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 44b73ce02e05c2e6 +// Self shadowing mask fix - v blur +const float resXScale = ; +const float resYScale = ; + +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem0; +layout(location = 1) out vec4 passParameterSem1; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +uvec4 attrDecoder; +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xy = attrDataSem1.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +backupReg0f = R1f.x; +backupReg1f = R1f.y; +R1f.x = backupReg0f; +R1f.x *= 2.0; +R1f.y = backupReg1f; +R1f.y *= 2.0; +R1f.z = intBitsToFloat(0xbf5fdfe0); +R1f.w = 1.0; +R127f.x = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x3fb13a93) / resYScale; +PS0f = R127f.x; +// 1 +R126f.x = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x404ec4f0) / resYScale; +PV1f.x = R126f.x; +R3f.y = R2f.y; +R3f.z = R2f.x; +R2f.w = R2f.y; +PV1f.w = R2f.w; +R2f.z = R2f.y + PS0f; +PS1f = R2f.z; +// 2 +R0f.x = R2f.x; +R0f.y = R2f.y + -(R127f.x); +R0f.z = PS1f; +R0f.w = PV1f.w; +R2f.z = R2f.y + PV1f.x; +PS0f = R2f.z; +// 3 +backupReg0f = R2f.y; +backupReg0f = R2f.y; +R2f.y = backupReg0f + -(R126f.x); +R2f.w = backupReg0f; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// export +// skipped export to semanticId 255 +} diff --git a/Source/BreathOfTheWild/93f16bf1d083933b_0000000000000000_vs.txt b/Source/BreathOfTheWild/93f16bf1d083933b_0000000000000000_vs.txt index e6b219ae..7570f81d 100644 --- a/Source/BreathOfTheWild/93f16bf1d083933b_0000000000000000_vs.txt +++ b/Source/BreathOfTheWild/93f16bf1d083933b_0000000000000000_vs.txt @@ -9,7 +9,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0); #extension GL_ARB_texture_gather : enable #extension GL_ARB_shading_language_packing : enable // shader 93f16bf1d083933b -// Self shadowing fix +// Self shadowing mask fix - h blur // original shader dumped using cemu 1.11.0, BotW 1.3.1 const float resXScale = ; const float resYScale = ; @@ -72,10 +72,10 @@ R1f.y = backupReg1f; R1f.y *= 2.0; R1f.z = intBitsToFloat(0xbf5fdfe0); R1f.w = 1.0; -R127f.y = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x3fb13a93)/resXScale; +R127f.y = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x3fb13a93) / resXScale; PS0f = R127f.y; // 1 -R127f.x = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x404ec4f0)/resXScale; +R127f.x = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x404ec4f0) / resXScale; PV1f.x = R127f.x; R4f.y = R2f.y; R4f.z = R2f.x;