mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-29 21:04:14 +01:00
[BotW] Self shadowing fix - part 2
This commit is contained in:
parent
937e5b074a
commit
9e0c51ec02
105
Source/BreathOfTheWild/44b73ce02e05c2e6_0000000000000000_vs.txt
Normal file
105
Source/BreathOfTheWild/44b73ce02e05c2e6_0000000000000000_vs.txt
Normal file
@ -0,0 +1,105 @@
|
||||
<?php
|
||||
include 'Source/functions.php';
|
||||
$fullWidth = $argv[1];
|
||||
$fullHeight = $argv[2];
|
||||
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
|
||||
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
|
||||
?>
|
||||
#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 = <?=$scaleFactorX?>;
|
||||
const float resYScale = <?=$scaleFactorY?>;
|
||||
|
||||
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
|
||||
}
|
@ -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 = <?=$scaleFactorX?>;
|
||||
const float resYScale = <?=$scaleFactorY?>;
|
||||
|
Loading…
Reference in New Issue
Block a user