diff --git a/Enthusiast/Splatoon_2880p/cb0e6e8cbec4502a_0000000000000079_ps.txt b/Enthusiast/Splatoon_2880p/cb0e6e8cbec4502a_0000000000000079_ps.txt new file mode 100644 index 00000000..328aa41b --- /dev/null +++ b/Enthusiast/Splatoon_2880p/cb0e6e8cbec4502a_0000000000000079_ps.txt @@ -0,0 +1,37 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader cb0e6e8cbec4502a +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1 +layout(location = 0) in vec4 passParameterSem3; +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() +{ +vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y+passParameterSem3.w)/2); //center point +ivec2 ires = textureSize(textureUnitPS0,0); +vec2 res = vec2( float(ires.x), float(ires.y) ); +int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5)); +vec4 R1f = vec4(0.0); +float count = 0.0; +for( int x=-r; x<=r; x++ ) { + for( int y=-r; y<=r; y++ ) { + if( pow(x,2) + pow(y,2) <= pow(r,2) ) { + R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res ); + count += 1.0; + } + } + } +passPixelColor0 = R1f/count; +} + diff --git a/Enthusiast/Splatoon_4320p/cb0e6e8cbec4502a_0000000000000079_ps.txt b/Enthusiast/Splatoon_4320p/cb0e6e8cbec4502a_0000000000000079_ps.txt new file mode 100644 index 00000000..328aa41b --- /dev/null +++ b/Enthusiast/Splatoon_4320p/cb0e6e8cbec4502a_0000000000000079_ps.txt @@ -0,0 +1,37 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader cb0e6e8cbec4502a +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1 +layout(location = 0) in vec4 passParameterSem3; +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() +{ +vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y+passParameterSem3.w)/2); //center point +ivec2 ires = textureSize(textureUnitPS0,0); +vec2 res = vec2( float(ires.x), float(ires.y) ); +int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5)); +vec4 R1f = vec4(0.0); +float count = 0.0; +for( int x=-r; x<=r; x++ ) { + for( int y=-r; y<=r; y++ ) { + if( pow(x,2) + pow(y,2) <= pow(r,2) ) { + R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res ); + count += 1.0; + } + } + } +passPixelColor0 = R1f/count; +} + diff --git a/Enthusiast/Splatoon_5760p/cb0e6e8cbec4502a_0000000000000079_ps.txt b/Enthusiast/Splatoon_5760p/cb0e6e8cbec4502a_0000000000000079_ps.txt new file mode 100644 index 00000000..328aa41b --- /dev/null +++ b/Enthusiast/Splatoon_5760p/cb0e6e8cbec4502a_0000000000000079_ps.txt @@ -0,0 +1,37 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader cb0e6e8cbec4502a +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1 +layout(location = 0) in vec4 passParameterSem3; +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() +{ +vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y+passParameterSem3.w)/2); //center point +ivec2 ires = textureSize(textureUnitPS0,0); +vec2 res = vec2( float(ires.x), float(ires.y) ); +int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5)); +vec4 R1f = vec4(0.0); +float count = 0.0; +for( int x=-r; x<=r; x++ ) { + for( int y=-r; y<=r; y++ ) { + if( pow(x,2) + pow(y,2) <= pow(r,2) ) { + R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res ); + count += 1.0; + } + } + } +passPixelColor0 = R1f/count; +} + diff --git a/Quality/Splatoon_1080p/cb0e6e8cbec4502a_0000000000000079_ps.txt b/Quality/Splatoon_1080p/cb0e6e8cbec4502a_0000000000000079_ps.txt new file mode 100644 index 00000000..328aa41b --- /dev/null +++ b/Quality/Splatoon_1080p/cb0e6e8cbec4502a_0000000000000079_ps.txt @@ -0,0 +1,37 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader cb0e6e8cbec4502a +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1 +layout(location = 0) in vec4 passParameterSem3; +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() +{ +vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y+passParameterSem3.w)/2); //center point +ivec2 ires = textureSize(textureUnitPS0,0); +vec2 res = vec2( float(ires.x), float(ires.y) ); +int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5)); +vec4 R1f = vec4(0.0); +float count = 0.0; +for( int x=-r; x<=r; x++ ) { + for( int y=-r; y<=r; y++ ) { + if( pow(x,2) + pow(y,2) <= pow(r,2) ) { + R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res ); + count += 1.0; + } + } + } +passPixelColor0 = R1f/count; +} + diff --git a/Quality/Splatoon_1080pUW/cb0e6e8cbec4502a_0000000000000079_ps.txt b/Quality/Splatoon_1080pUW/cb0e6e8cbec4502a_0000000000000079_ps.txt new file mode 100644 index 00000000..328aa41b --- /dev/null +++ b/Quality/Splatoon_1080pUW/cb0e6e8cbec4502a_0000000000000079_ps.txt @@ -0,0 +1,37 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader cb0e6e8cbec4502a +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1 +layout(location = 0) in vec4 passParameterSem3; +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() +{ +vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y+passParameterSem3.w)/2); //center point +ivec2 ires = textureSize(textureUnitPS0,0); +vec2 res = vec2( float(ires.x), float(ires.y) ); +int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5)); +vec4 R1f = vec4(0.0); +float count = 0.0; +for( int x=-r; x<=r; x++ ) { + for( int y=-r; y<=r; y++ ) { + if( pow(x,2) + pow(y,2) <= pow(r,2) ) { + R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res ); + count += 1.0; + } + } + } +passPixelColor0 = R1f/count; +} + diff --git a/Quality/Splatoon_1440p/cb0e6e8cbec4502a_0000000000000079_ps.txt b/Quality/Splatoon_1440p/cb0e6e8cbec4502a_0000000000000079_ps.txt new file mode 100644 index 00000000..328aa41b --- /dev/null +++ b/Quality/Splatoon_1440p/cb0e6e8cbec4502a_0000000000000079_ps.txt @@ -0,0 +1,37 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader cb0e6e8cbec4502a +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1 +layout(location = 0) in vec4 passParameterSem3; +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() +{ +vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y+passParameterSem3.w)/2); //center point +ivec2 ires = textureSize(textureUnitPS0,0); +vec2 res = vec2( float(ires.x), float(ires.y) ); +int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5)); +vec4 R1f = vec4(0.0); +float count = 0.0; +for( int x=-r; x<=r; x++ ) { + for( int y=-r; y<=r; y++ ) { + if( pow(x,2) + pow(y,2) <= pow(r,2) ) { + R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res ); + count += 1.0; + } + } + } +passPixelColor0 = R1f/count; +} + diff --git a/Quality/Splatoon_1800p/cb0e6e8cbec4502a_0000000000000079_ps.txt b/Quality/Splatoon_1800p/cb0e6e8cbec4502a_0000000000000079_ps.txt new file mode 100644 index 00000000..328aa41b --- /dev/null +++ b/Quality/Splatoon_1800p/cb0e6e8cbec4502a_0000000000000079_ps.txt @@ -0,0 +1,37 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader cb0e6e8cbec4502a +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1 +layout(location = 0) in vec4 passParameterSem3; +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() +{ +vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y+passParameterSem3.w)/2); //center point +ivec2 ires = textureSize(textureUnitPS0,0); +vec2 res = vec2( float(ires.x), float(ires.y) ); +int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5)); +vec4 R1f = vec4(0.0); +float count = 0.0; +for( int x=-r; x<=r; x++ ) { + for( int y=-r; y<=r; y++ ) { + if( pow(x,2) + pow(y,2) <= pow(r,2) ) { + R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res ); + count += 1.0; + } + } + } +passPixelColor0 = R1f/count; +} + diff --git a/Quality/Splatoon_2160p/cb0e6e8cbec4502a_0000000000000079_ps.txt b/Quality/Splatoon_2160p/cb0e6e8cbec4502a_0000000000000079_ps.txt new file mode 100644 index 00000000..328aa41b --- /dev/null +++ b/Quality/Splatoon_2160p/cb0e6e8cbec4502a_0000000000000079_ps.txt @@ -0,0 +1,37 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader cb0e6e8cbec4502a +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 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: 1 +layout(location = 0) in vec4 passParameterSem3; +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() +{ +vec2 R0f = vec2((passParameterSem3.x + passParameterSem3.z)/2, (passParameterSem3.y+passParameterSem3.w)/2); //center point +ivec2 ires = textureSize(textureUnitPS0,0); +vec2 res = vec2( float(ires.x), float(ires.y) ); +int r = int(floor(2.0 / uf_fragCoordScale.y + 0.5)); +vec4 R1f = vec4(0.0); +float count = 0.0; +for( int x=-r; x<=r; x++ ) { + for( int y=-r; y<=r; y++ ) { + if( pow(x,2) + pow(y,2) <= pow(r,2) ) { + R1f += texture( textureUnitPS0, R0f + vec2(x,y)/res ); + count += 1.0; + } + } + } +passPixelColor0 = R1f/count; +} +