mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2025-01-05 06:41:49 +01:00
Upload src/ZombieU
This commit is contained in:
parent
a077d434d6
commit
9f5b44a854
@ -0,0 +1,82 @@
|
||||
#version 450
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#else
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader 949069c3567f349d
|
||||
// color grading / chromatic aberration
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 1) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[1];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[1];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;
|
||||
layout(location = 0) in vec4 passParameterSem130;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
// uf_fragCoordScale was moved to the ufBlock
|
||||
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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
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 = passParameterSem130;
|
||||
R1f.x = (texture(textureUnitPS1, R0f.xy).x);
|
||||
// 0
|
||||
backupReg0f = R1f.x;
|
||||
R1f.x = backupReg0f;
|
||||
R1f.x *= 4.0;
|
||||
PV0f.z = R0f.x + -(0.5);
|
||||
PV0f.w = R0f.y + -(0.5);
|
||||
// 1
|
||||
R0f.x = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[0].x)*$redHz) + 0.5); // red
|
||||
R0f.y = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[0].x)) + 0.5);
|
||||
R0f.z = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[0].y)*$blueHz) + 0.5); // blur
|
||||
R0f.w = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[0].y)) + 0.5);
|
||||
R0f.y = (texture(textureUnitPS1, R0f.xy).y);
|
||||
R0f.z = (texture(textureUnitPS1, R0f.zw).z);
|
||||
// 0
|
||||
R1f.y = R0f.y;
|
||||
R1f.y *= 4.0;
|
||||
R1f.z = R0f.z;
|
||||
R1f.z *= 4.0;
|
||||
// export
|
||||
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.z);
|
||||
}
|
29
src/ZombiU/Enhancements/ChromaticAberration/rules.txt
Normal file
29
src/ZombiU/Enhancements/ChromaticAberration/rules.txt
Normal file
@ -0,0 +1,29 @@
|
||||
[Definition]
|
||||
titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,000500021010DD01,000500021010EF01,0005000210112301
|
||||
name = Chromatic Aberration
|
||||
path = "ZombiU/Enhancements/Chromatic Aberration"
|
||||
description = Changes the intensity of horizontal chromatic aberration. (the red/green/blue edges)
|
||||
#Credits: getdls
|
||||
version = 6
|
||||
|
||||
[Default]
|
||||
$redHz = 1.0
|
||||
$blueHz = 1.0
|
||||
|
||||
[Preset]
|
||||
name = CA Default
|
||||
|
||||
[Preset]
|
||||
name = CA 0.75
|
||||
$redHz = 1.00125
|
||||
$blueHz = 1.0025
|
||||
|
||||
[Preset]
|
||||
name = CA 0.5
|
||||
$redHz = 1.0025
|
||||
$blueHz = 1.005
|
||||
|
||||
[Preset]
|
||||
name = CA Mostly Disabled
|
||||
$redHz = 1.005
|
||||
$blueHz = 1.01
|
@ -0,0 +1,77 @@
|
||||
#version 450
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#else
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader ee4bd70a942d3687
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 2) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[1];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[1];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
|
||||
layout(location = 0) in vec4 passParameterSem130;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
// uf_fragCoordScale was moved to the ufBlock
|
||||
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);
|
||||
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 = passParameterSem130;
|
||||
R1f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw)*$dirt;
|
||||
R0f.xyzw = (texture(textureUnitPS1, R0f.zw).xyzw)*$dirt;
|
||||
// 0
|
||||
backupReg0f = R0f.y;
|
||||
backupReg1f = R0f.x;
|
||||
PV0f.x = mul_nonIEEE(R1f.w, R0f.w);
|
||||
PV0f.y = mul_nonIEEE(R1f.z, R0f.z);
|
||||
PV0f.z = mul_nonIEEE(R1f.y, backupReg0f);
|
||||
PV0f.w = mul_nonIEEE(R1f.x, backupReg1f);
|
||||
// 1
|
||||
R0f.x = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].x));
|
||||
R0f.y = mul_nonIEEE(PV0f.z, intBitsToFloat(uf_remappedPS[0].y));
|
||||
R0f.z = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[0].z));
|
||||
R0f.w = mul_nonIEEE(PV0f.x, intBitsToFloat(uf_remappedPS[0].w));
|
||||
// export
|
||||
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||
}
|
29
src/ZombiU/Enhancements/LessLensDirt/rules.txt
Normal file
29
src/ZombiU/Enhancements/LessLensDirt/rules.txt
Normal file
@ -0,0 +1,29 @@
|
||||
[Definition]
|
||||
titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,000500021010DD01,000500021010EF01,0005000210112301
|
||||
name = Lens Dirt Adjustment
|
||||
path = "ZombiU/Enhancements/Lens Dirt Adjustment"
|
||||
description = Changes the intensity of the lens dirt effect.
|
||||
#Credits: getdls
|
||||
version = 6
|
||||
|
||||
[Default]
|
||||
$dirt = 1.0
|
||||
|
||||
[Preset]
|
||||
name = Lens Dirt Default
|
||||
|
||||
[Preset]
|
||||
name = Lens Dirt 0.85
|
||||
$dirt = 0.85
|
||||
|
||||
[Preset]
|
||||
name = Lens Dirt 0.75
|
||||
$dirt = 0.75
|
||||
|
||||
[Preset]
|
||||
name = Lens Dirt 0.5
|
||||
$dirt = 0.5
|
||||
|
||||
[Preset]
|
||||
name = No Lens Dirt
|
||||
$dirt = 0.01
|
244
src/ZombiU/Graphics/9993b65e9eb6bb1d_0000000000000079_ps.txt
Normal file
244
src/ZombiU/Graphics/9993b65e9eb6bb1d_0000000000000079_ps.txt
Normal file
@ -0,0 +1,244 @@
|
||||
#version 450
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#else
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader 9993b65e9eb6bb1d
|
||||
// Anti-Aliasing
|
||||
const float resXScale = float($width)/float($gameWidth);
|
||||
const float resYScale = float($height)/float($gameHeight);
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 1) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[2];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[2];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem130;
|
||||
layout(location = 1) in vec4 passParameterSem134;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
// uf_fragCoordScale was moved to the ufBlock
|
||||
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 R4f = vec4(0.0);
|
||||
vec4 R5f = vec4(0.0);
|
||||
vec4 R123f = vec4(0.0);
|
||||
vec4 R125f = vec4(0.0);
|
||||
vec4 R126f = vec4(0.0);
|
||||
vec4 R127f = vec4(0.0);
|
||||
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 = passParameterSem130;
|
||||
R1f = passParameterSem134;
|
||||
R2f.xyz = (texture(textureUnitPS0, R0f.zy).xyz);
|
||||
R5f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
|
||||
R4f.xyz = (texture(textureUnitPS0, R0f.xw).xyz);
|
||||
R3f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
|
||||
R0f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
|
||||
// 0
|
||||
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,-0.0),vec4(intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),0.0));
|
||||
PV0f.x = tempf.x;
|
||||
PV0f.y = tempf.x;
|
||||
PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R127f.z = 0.0;
|
||||
PS0f = R127f.z;
|
||||
// 1
|
||||
tempf.x = dot(vec4(R3f.x,R3f.y,R3f.z,-0.0),vec4(intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),0.0));
|
||||
PV1f.x = tempf.x;
|
||||
PV1f.y = tempf.x;
|
||||
PV1f.z = tempf.x;
|
||||
PV1f.w = tempf.x;
|
||||
R126f.z = tempf.x;
|
||||
R127f.y = PV0f.x + intBitsToFloat(0x3b2aaab9);
|
||||
PS1f = R127f.y;
|
||||
// 2
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
backupReg2f = R0f.z;
|
||||
tempf.x = dot(vec4(backupReg0f,backupReg1f,backupReg2f,-0.0),vec4(intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),0.0));
|
||||
PV0f.x = tempf.x;
|
||||
PV0f.y = tempf.x;
|
||||
PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R126f.w = tempf.x;
|
||||
R125f.z = intBitsToFloat(uf_remappedPS[0].w);
|
||||
PS0f = R125f.z;
|
||||
// 3
|
||||
tempf.x = dot(vec4(R5f.x,R5f.y,R5f.z,-0.0),vec4(intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),0.0));
|
||||
PV1f.x = tempf.x;
|
||||
PV1f.y = tempf.x;
|
||||
PV1f.z = tempf.x;
|
||||
PV1f.w = tempf.x;
|
||||
R127f.w = tempf.x;
|
||||
R2f.w = 1.0;
|
||||
PS1f = R2f.w;
|
||||
// 4
|
||||
tempf.x = dot(vec4(R4f.x,R4f.y,R4f.z,-0.0),vec4(intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),0.0));
|
||||
PV0f.x = tempf.x;
|
||||
PV0f.y = tempf.x;
|
||||
PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R126f.y = R126f.z + -(PV1f.x);
|
||||
PS0f = R126f.y;
|
||||
// 5
|
||||
PV1f.x = PV0f.x + -(R127f.w);
|
||||
PV1f.y = -(R126f.w) + R127f.w;
|
||||
PV1f.z = -(R127f.y) + R127f.w;
|
||||
R127f.w = -(R127f.y) + PV0f.x;
|
||||
PV1f.w = R127f.w;
|
||||
// 6
|
||||
tempf.x = dot(vec4(PV1f.x,R126f.y,R126f.y,-0.0),vec4(PV1f.z,PV1f.y,R127f.z,0.0));
|
||||
PV0f.x = tempf.x;
|
||||
PV0f.y = tempf.x;
|
||||
PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
PS0f = PV1f.w + -(R126f.z);
|
||||
// 7
|
||||
PV1f.x = PV0f.x + -(intBitsToFloat(0xbdcccccd));
|
||||
PV1f.y = R127f.w + R126f.z;
|
||||
R126f.z = PS0f + R126f.w;
|
||||
// 8
|
||||
R126f.y = PV1f.y + -(R126f.w);
|
||||
PV0f.y = R126f.y;
|
||||
R126f.w = PV1f.x * intBitsToFloat(0x41200000);
|
||||
R126f.w = clamp(R126f.w, 0.0, 1.0);
|
||||
PV0f.w = R126f.w;
|
||||
// 9
|
||||
tempf.x = dot(vec4(R126f.z,PV0f.y,R125f.z,-0.0),vec4(R126f.z,PV0f.y,R125f.z,0.0));
|
||||
PV1f.x = tempf.x;
|
||||
PV1f.y = tempf.x;
|
||||
PV1f.z = tempf.x;
|
||||
PV1f.w = tempf.x;
|
||||
R125f.z = mul_nonIEEE(PV0f.w, PV0f.w);
|
||||
PS1f = R125f.z;
|
||||
// 10
|
||||
R123f.y = (-(2.0) * R126f.w + intBitsToFloat(0x40400000));
|
||||
PV0f.y = R123f.y;
|
||||
tempResultf = 1.0 / sqrt(PV1f.x);
|
||||
PS0f = tempResultf;
|
||||
// 11
|
||||
backupReg0f = R126f.z;
|
||||
PV1f.x = mul_nonIEEE(R125f.z, PV0f.y);
|
||||
R126f.z = mul_nonIEEE(R126f.y, PS0f);
|
||||
R126f.w = mul_nonIEEE(backupReg0f, PS0f);
|
||||
// 12
|
||||
PV0f.w = PV1f.x * intBitsToFloat(0x3f99999a);
|
||||
// 13
|
||||
R126f.y = mul_nonIEEE(R126f.z, PV0f.w);
|
||||
PV1f.y = R126f.y;
|
||||
R126f.z = mul_nonIEEE(R126f.w, PV0f.w);
|
||||
PV1f.z = R126f.z;
|
||||
// 14
|
||||
PV0f.x = max(PV1f.z, -(PV1f.z));
|
||||
PV0f.w = max(PV1f.y, -(PV1f.y));
|
||||
// 15
|
||||
PV1f.z = min(PV0f.x, PV0f.w);
|
||||
// 16
|
||||
PV0f.y = PV1f.z + -(0.0);
|
||||
// 17
|
||||
PV1f.x = PV0f.y * intBitsToFloat(0x3fb6db6e)/resXScale;
|
||||
PV1f.x = clamp(PV1f.x, 0.0, 1.0);
|
||||
// 18
|
||||
R123f.z = (-(2.0) * PV1f.x + intBitsToFloat(0x40400000));
|
||||
PV0f.z = R123f.z;
|
||||
PV0f.w = mul_nonIEEE(PV1f.x, PV1f.x);
|
||||
// 19
|
||||
R123f.y = (mul_nonIEEE(-(PV0f.w),PV0f.z) + intBitsToFloat(0x3f99999a)/resXScale);
|
||||
PV1f.y = R123f.y;
|
||||
// 20
|
||||
PV0f.x = mul_nonIEEE(R126f.z, PV1f.y);
|
||||
PV0f.w = mul_nonIEEE(R126f.y, PV1f.y);
|
||||
// 21
|
||||
PV1f.z = mul_nonIEEE(PV0f.x, intBitsToFloat(uf_remappedPS[0].x));
|
||||
PV1f.w = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].y));
|
||||
// 22
|
||||
R127f.x = mul_nonIEEE(PV1f.z, intBitsToFloat(uf_remappedPS[1].w));
|
||||
PV0f.x = R127f.x;
|
||||
R126f.y = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[1].w));
|
||||
PV0f.y = R126f.y;
|
||||
PV0f.z = mul_nonIEEE(PV1f.z, intBitsToFloat(uf_remappedPS[1].y));
|
||||
R126f.w = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[1].y));
|
||||
PV0f.w = R126f.w;
|
||||
// 23
|
||||
R4f.xyz = vec3(R1f.x,R1f.y,R1f.x) + vec3(PV0f.z,PV0f.w,PV0f.x);
|
||||
R4f.w = R1f.y + PV0f.y;
|
||||
R0f.x = R1f.x + -(PV0f.z);
|
||||
PS1f = R0f.x;
|
||||
// 24
|
||||
backupReg0f = R1f.x;
|
||||
R1f.x = backupReg0f + -(R127f.x);
|
||||
R0f.y = R1f.y + -(R126f.w);
|
||||
R1f.z = R1f.y + -(R126f.y);
|
||||
R3f.xyz = (texture(textureUnitPS0, R4f.xy).xyz);
|
||||
R4f.xyz = (texture(textureUnitPS0, R4f.zw).xyz);
|
||||
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
|
||||
R1f.xyz = (texture(textureUnitPS0, R1f.xz).xyz);
|
||||
// 0
|
||||
PV0f.x = R3f.z + R4f.z;
|
||||
PV0f.y = R3f.y + R4f.y;
|
||||
PV0f.z = R3f.x + R4f.x;
|
||||
// 1
|
||||
backupReg0f = R0f.y;
|
||||
PV1f.y = R0f.z + PV0f.x;
|
||||
PV1f.z = backupReg0f + PV0f.y;
|
||||
PV1f.w = R0f.x + PV0f.z;
|
||||
// 2
|
||||
PV0f.x = R1f.x + PV1f.w;
|
||||
PV0f.z = R1f.z + PV1f.y;
|
||||
PV0f.w = R1f.y + PV1f.z;
|
||||
// 3
|
||||
PV1f.x = R5f.y + PV0f.w;
|
||||
PV1f.y = R5f.x + PV0f.x;
|
||||
PV1f.w = R5f.z + PV0f.z;
|
||||
// 4
|
||||
PV0f.x = PV1f.w * intBitsToFloat(0x3f4ccccd);
|
||||
PV0f.y = PV1f.x * intBitsToFloat(0x3f4ccccd);
|
||||
PV0f.z = PV1f.y * intBitsToFloat(0x3f4ccccd);
|
||||
// 5
|
||||
R2f.x = PV0f.z * 0.25;
|
||||
R2f.y = PV0f.y * 0.25;
|
||||
R2f.z = PV0f.x * 0.25;
|
||||
// export
|
||||
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
||||
}
|
350
src/ZombiU/Graphics/d121b990e877579c_0000000000079249_ps.txt
Normal file
350
src/ZombiU/Graphics/d121b990e877579c_0000000000079249_ps.txt
Normal file
@ -0,0 +1,350 @@
|
||||
#version 460
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#else
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader d121b990e877579c
|
||||
//shadow penumbra
|
||||
const float resXScale = float($width)/float($gameWidth);
|
||||
const float resYScale = float($height)/float($gameHeight);
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 5) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[11];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[11];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
TEXTURE_LAYOUT(11, 1, 0) uniform sampler2D textureUnitPS11;
|
||||
TEXTURE_LAYOUT(12, 1, 1) uniform sampler2DShadow textureUnitPS12;
|
||||
TEXTURE_LAYOUT(13, 1, 2) uniform sampler2D textureUnitPS13;
|
||||
TEXTURE_LAYOUT(14, 1, 3) uniform sampler2D textureUnitPS14;
|
||||
TEXTURE_LAYOUT(15, 1, 4) uniform sampler2D textureUnitPS15;
|
||||
layout(location = 0) in vec4 passParameterSem130;
|
||||
layout(location = 1) in vec4 passParameterSem131;
|
||||
layout(location = 2) in vec4 passParameterSem132;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
// uf_fragCoordScale was moved to the ufBlock
|
||||
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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
vec4 R3f = vec4(0.0);
|
||||
vec4 R4f = vec4(0.0);
|
||||
vec4 R5f = vec4(0.0);
|
||||
vec4 R6f = vec4(0.0);
|
||||
vec4 R7f = vec4(0.0);
|
||||
vec4 R123f = vec4(0.0);
|
||||
vec4 R124f = vec4(0.0);
|
||||
vec4 R125f = vec4(0.0);
|
||||
vec4 R126f = vec4(0.0);
|
||||
vec4 R127f = vec4(0.0);
|
||||
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 = passParameterSem130;
|
||||
R1f = passParameterSem131;
|
||||
R2f = passParameterSem132;
|
||||
R3f.x = (texture(textureUnitPS15, R0f.xy).x);
|
||||
R4f.xyz = (texture(textureUnitPS11, R0f.xy).xyz);
|
||||
R7f.xy = (texture(textureUnitPS13, R0f.xy).xy);
|
||||
R0f.xyz = (texture(textureUnitPS14, R0f.xy).xyz);
|
||||
// 0
|
||||
PV0f.x = R2f.x;
|
||||
PV0f.x /= 2.0;
|
||||
PV0f.y = R2f.y;
|
||||
PV0f.y /= 2.0;
|
||||
PV0f.z = R3f.x + -(intBitsToFloat(uf_remappedPS[0].y));
|
||||
R127f.w = 1.0;
|
||||
R6f.x = (R4f.x * 2.0 + -(1.0));
|
||||
PS0f = R6f.x;
|
||||
// 1
|
||||
R5f.x = (R4f.y * 2.0 + -(1.0));
|
||||
R127f.y = fract(PV0f.y);
|
||||
PV1f.y = R127f.y;
|
||||
R127f.z = fract(PV0f.x);
|
||||
PV1f.z = R127f.z;
|
||||
R7f.w = (R4f.z * 2.0 + -(1.0));
|
||||
PS1f = 1.0 / PV0f.z;
|
||||
// 2
|
||||
R123f.x = (mul_nonIEEE(PV1f.z,intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(uf_remappedPS[1].y));
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(uf_remappedPS[1].y));
|
||||
PV0f.y = R123f.y;
|
||||
R5f.z = R0f.x;
|
||||
R126f.w = PS1f * intBitsToFloat(uf_remappedPS[0].x);
|
||||
PV0f.w = R126f.w;
|
||||
R6f.w = 0.0;
|
||||
PS0f = R6f.w;
|
||||
// 3
|
||||
R123f.x = (mul_nonIEEE(R127f.z,intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(uf_remappedPS[1].z)/resXScale);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (mul_nonIEEE(R127f.y,intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(uf_remappedPS[1].z)/resXScale);
|
||||
PV1f.y = R123f.y;
|
||||
R2f.z = mul_nonIEEE(R1f.z, PV0f.w);
|
||||
PV1f.z = R2f.z;
|
||||
R124f.w = PV0f.x + 0.0;
|
||||
R0f.w = PV0f.y + 0.0;
|
||||
PS1f = R0f.w;
|
||||
// 4
|
||||
R127f.x = mul_nonIEEE(R1f.x, PV1f.z);
|
||||
PV0f.x = R127f.x;
|
||||
R127f.y = mul_nonIEEE(R1f.y, PV1f.z);
|
||||
PV0f.y = R127f.y;
|
||||
R127f.z = mul_nonIEEE(R1f.z, PV1f.z);
|
||||
PV0f.z = R127f.z;
|
||||
R125f.w = PV1f.x + 0.0;
|
||||
R126f.z = PV1f.y + 0.0;
|
||||
PS0f = R126f.z;
|
||||
// 5
|
||||
tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,R127f.w),vec4(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z),intBitsToFloat(uf_remappedPS[2].w)));
|
||||
PV1f.x = tempf.x;
|
||||
PV1f.y = tempf.x;
|
||||
PV1f.z = tempf.x;
|
||||
PV1f.w = tempf.x;
|
||||
R3f.x = mul_nonIEEE(R1f.x, R126f.w);
|
||||
PS1f = R3f.x;
|
||||
// 6
|
||||
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedPS[3].x),intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].z),intBitsToFloat(uf_remappedPS[3].w)));
|
||||
PV0f.x = tempf.x;
|
||||
PV0f.y = tempf.x;
|
||||
PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R126f.x = 1.0 / PV1f.x;
|
||||
PS0f = R126f.x;
|
||||
// 7
|
||||
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedPS[4].x),intBitsToFloat(uf_remappedPS[4].y),intBitsToFloat(uf_remappedPS[4].z),intBitsToFloat(uf_remappedPS[4].w)));
|
||||
PV1f.x = tempf.x;
|
||||
PV1f.y = tempf.x;
|
||||
PV1f.z = tempf.x;
|
||||
PV1f.w = tempf.x;
|
||||
R126f.y = PV0f.x * PS0f;
|
||||
PS1f = R126f.y;
|
||||
// 8
|
||||
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedPS[5].x),intBitsToFloat(uf_remappedPS[5].y),intBitsToFloat(uf_remappedPS[5].z),intBitsToFloat(uf_remappedPS[5].w)));
|
||||
PV0f.x = tempf.x;
|
||||
PV0f.y = tempf.x;
|
||||
PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R127f.w = PV1f.x * R126f.x;
|
||||
PS0f = R127f.w;
|
||||
// 9
|
||||
backupReg0f = R126f.x;
|
||||
R126f.x = R126f.y;
|
||||
R126f.x = clamp(R126f.x, 0.0, 1.0);
|
||||
PV1f.x = R126f.x;
|
||||
R4f.y = mul_nonIEEE(R1f.y, R126f.w);
|
||||
R127f.z = PV0f.x * backupReg0f;
|
||||
PV1f.z = R127f.z;
|
||||
R5f.w = -(R3f.x) + intBitsToFloat(uf_remappedPS[6].x);
|
||||
R1f.x = PS0f + R125f.w;
|
||||
PS1f = R1f.x;
|
||||
// 10
|
||||
R4f.x = R127f.w + R125f.w;
|
||||
R1f.y = PV1f.z + R126f.z;
|
||||
R4f.z = PV1f.z + R0f.w;
|
||||
R1f.w = PV1f.x;
|
||||
R2f.y = PV1f.z + R126f.z;
|
||||
PS0f = R2f.y;
|
||||
// 11
|
||||
R2f.x = R127f.w + R124f.w;
|
||||
R3f.y = R127f.z + R0f.w;
|
||||
R3f.z = R127f.w + R124f.w;
|
||||
R4f.w = R126f.x;
|
||||
R2f.w = R126f.x;
|
||||
PS1f = R2f.w;
|
||||
// 12
|
||||
backupReg0f = R0f.z;
|
||||
R0f.x = R0f.y;
|
||||
R0f.y = -(R4f.y) + intBitsToFloat(uf_remappedPS[6].y)/3;
|
||||
R0f.z = -(R2f.z) + intBitsToFloat(uf_remappedPS[6].z)/3;
|
||||
R3f.w = R126f.x;
|
||||
R1f.z = backupReg0f;
|
||||
PS0f = R1f.z;
|
||||
R1f.x = (texture(textureUnitPS12, vec3(R1f.xy, R1f.w)));
|
||||
R1f.y = (texture(textureUnitPS12, vec3(R4f.xz, R4f.w)));
|
||||
R4f.z = (texture(textureUnitPS12, vec3(R2f.xy, R2f.w)));
|
||||
R3f.w = (texture(textureUnitPS12, vec3(R3f.zy, R3f.w)));
|
||||
// 0
|
||||
tempf.x = dot(vec4(R3f.x,R4f.y,R2f.z,-0.0),vec4(R3f.x,R4f.y,R2f.z,0.0));
|
||||
PV0f.x = tempf.x;
|
||||
PV0f.y = tempf.x;
|
||||
PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R126f.x = intBitsToFloat(uf_remappedPS[7].x);
|
||||
PS0f = R126f.x;
|
||||
// 1
|
||||
backupReg0f = R0f.y;
|
||||
backupReg0f = R0f.y;
|
||||
backupReg1f = R0f.z;
|
||||
backupReg1f = R0f.z;
|
||||
tempf.x = dot(vec4(R5f.w,backupReg0f,backupReg1f,-0.0),vec4(R5f.w,backupReg0f,backupReg1f,0.0));
|
||||
PV1f.x = tempf.x;
|
||||
PV1f.y = tempf.x;
|
||||
PV1f.z = tempf.x;
|
||||
PV1f.w = tempf.x;
|
||||
tempResultf = 1.0 / sqrt(PV0f.x);
|
||||
PS1f = tempResultf;
|
||||
// 2
|
||||
R127f.x = mul_nonIEEE(R3f.x, PS1f);
|
||||
PV0f.x = R127f.x;
|
||||
R126f.y = mul_nonIEEE(R4f.y, PS1f);
|
||||
PV0f.y = R126f.y;
|
||||
R127f.z = mul_nonIEEE(R2f.z, PS1f);
|
||||
PV0f.z = R127f.z;
|
||||
R127f.w = intBitsToFloat(uf_remappedPS[7].y);
|
||||
R127f.y = sqrt(PV1f.x);
|
||||
PS0f = R127f.y;
|
||||
// 3
|
||||
tempf.x = dot(vec4(R6f.x,R5f.x,R7f.w,-0.0),vec4(PV0f.x,PV0f.y,PV0f.z,0.0));
|
||||
PV1f.x = tempf.x;
|
||||
PV1f.y = tempf.x;
|
||||
PV1f.z = tempf.x;
|
||||
PV1f.w = tempf.x;
|
||||
PS1f = 1.0 / PS0f;
|
||||
// 4
|
||||
R125f.x = R5f.w * PS1f;
|
||||
PV0f.x = R125f.x;
|
||||
R125f.y = R0f.y * PS1f;
|
||||
PV0f.y = R125f.y;
|
||||
R126f.z = R0f.z * PS1f;
|
||||
PV0f.z = R126f.z;
|
||||
R124f.w = PV1f.x + PV1f.x;
|
||||
PV0f.w = R124f.w;
|
||||
PS0f = intBitsToFloat(uf_remappedPS[7].z);
|
||||
// 5
|
||||
backupReg0f = R127f.x;
|
||||
tempf.x = dot(vec4(-(R126f.x),-(R127f.w),-(PS0f),-(R6f.w)),vec4(PV0f.x,PV0f.y,PV0f.z,PV0f.z));
|
||||
PV1f.x = tempf.x;
|
||||
PV1f.y = tempf.x;
|
||||
PV1f.z = tempf.x;
|
||||
PV1f.w = tempf.x;
|
||||
R127f.x = (mul_nonIEEE(-(PV0f.w),R6f.x) + backupReg0f);
|
||||
PS1f = R127f.x;
|
||||
// 6
|
||||
backupReg0f = R127f.z;
|
||||
backupReg1f = R127f.y;
|
||||
R123f.x = (mul_nonIEEE(PV1f.x,intBitsToFloat(uf_remappedPS[8].z)) + intBitsToFloat(uf_remappedPS[8].w));
|
||||
R123f.x = clamp(R123f.x, 0.0, 1.0);
|
||||
PV0f.x = R123f.x;
|
||||
R127f.y = (mul_nonIEEE(-(R124f.w),R5f.x) + R126f.y);
|
||||
R127f.z = (mul_nonIEEE(-(R124f.w),R7f.w) + backupReg0f);
|
||||
R123f.w = (mul_nonIEEE(backupReg1f,intBitsToFloat(uf_remappedPS[8].x)) + intBitsToFloat(uf_remappedPS[8].y));
|
||||
R123f.w = clamp(R123f.w, 0.0, 1.0);
|
||||
PV0f.w = R123f.w;
|
||||
R2f.w = 0.0;
|
||||
PS0f = R2f.w;
|
||||
// 7
|
||||
tempf.x = dot(vec4(R1f.x,R1f.y,R4f.z,R3f.w),vec4(0.25,0.25,0.25,0.25));
|
||||
PV1f.x = tempf.x;
|
||||
PV1f.y = tempf.x;
|
||||
PV1f.z = tempf.x;
|
||||
PV1f.w = tempf.x;
|
||||
R126f.x = mul_nonIEEE(PV0f.w, PV0f.x);
|
||||
PS1f = R126f.x;
|
||||
// 8
|
||||
tempf.x = dot(vec4(R125f.x,R125f.y,R126f.z,-0.0),vec4(R127f.x,R127f.y,R127f.z,0.0));
|
||||
tempf.x = clamp(tempf.x, 0.0, 1.0);
|
||||
PV0f.x = tempf.x;
|
||||
PV0f.y = tempf.x;
|
||||
PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R127f.x = PV1f.x + -(1.0);
|
||||
PS0f = R127f.x;
|
||||
// 9
|
||||
backupReg0f = R126f.z;
|
||||
R124f.x = mul_nonIEEE(R7f.y, intBitsToFloat(uf_remappedPS[9].y));
|
||||
R127f.y = mul_nonIEEE(R126f.x, intBitsToFloat(uf_remappedPS[10].x));
|
||||
R126f.z = mul_nonIEEE(R126f.x, intBitsToFloat(uf_remappedPS[10].y));
|
||||
PV1f.w = max(PV0f.x, -(PV0f.x));
|
||||
PS1f = mul_nonIEEE(R7f.w, backupReg0f);
|
||||
// 10
|
||||
R123f.x = (mul_nonIEEE(R5f.x,R125f.y) + PS1f);
|
||||
PV0f.x = R123f.x;
|
||||
PV0f.y = mul_nonIEEE(R126f.x, intBitsToFloat(uf_remappedPS[10].z));
|
||||
R123f.w = (mul_nonIEEE(R127f.x,intBitsToFloat(uf_remappedPS[10].w)) + 1.0);
|
||||
PV0f.w = R123f.w;
|
||||
tempResultf = log2(PV1f.w);
|
||||
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
||||
PS0f = tempResultf;
|
||||
// 11
|
||||
backupReg0f = R126f.z;
|
||||
R123f.x = (mul_nonIEEE(R6f.x,R125f.x) + PV0f.x);
|
||||
R123f.x = clamp(R123f.x, 0.0, 1.0);
|
||||
PV1f.x = R123f.x;
|
||||
PV1f.y = mul_nonIEEE(R124f.x, PS0f);
|
||||
R126f.z = mul_nonIEEE(R127f.y, PV0f.w);
|
||||
PV1f.z = R126f.z;
|
||||
R124f.w = mul_nonIEEE(backupReg0f, PV0f.w);
|
||||
PV1f.w = R124f.w;
|
||||
R124f.x = mul_nonIEEE(PV0f.y, PV0f.w);
|
||||
PS1f = R124f.x;
|
||||
// 12
|
||||
PV0f.x = mul_nonIEEE(PV1f.x, PV1f.z);
|
||||
PV0f.x *= 2.0;
|
||||
PV0f.z = mul_nonIEEE(PV1f.x, PS1f);
|
||||
PV0f.z *= 2.0;
|
||||
PV0f.w = mul_nonIEEE(PV1f.x, PV1f.w);
|
||||
PV0f.w *= 2.0;
|
||||
R125f.x = exp2(PV1f.y);
|
||||
PS0f = R125f.x;
|
||||
// 13
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R124f.w;
|
||||
PV1f.x = mul_nonIEEE(backupReg0f, PV0f.w);
|
||||
PV1f.y = mul_nonIEEE(R5f.z, PV0f.x);
|
||||
PV1f.z = mul_nonIEEE(PS0f, R126f.z);
|
||||
R124f.w = mul_nonIEEE(R1f.z, PV0f.z);
|
||||
PS1f = mul_nonIEEE(PS0f, backupReg1f);
|
||||
// 14
|
||||
R123f.x = (mul_nonIEEE(R7f.x,PS1f) + PV1f.x);
|
||||
PV0f.x = R123f.x;
|
||||
PV0f.y = mul_nonIEEE(R125f.x, R124f.x);
|
||||
R123f.z = (mul_nonIEEE(R7f.x,PV1f.z) + PV1f.y);
|
||||
PV0f.z = R123f.z;
|
||||
// 15
|
||||
R123f.x = (mul_nonIEEE(R7f.x,PV0f.y) + R124f.w);
|
||||
PV1f.x = R123f.x;
|
||||
R2f.y = PV0f.x * 0.25;
|
||||
R2f.x = PV0f.z * 0.25;
|
||||
PS1f = R2f.x;
|
||||
// 16
|
||||
R2f.z = PV1f.x * 0.25;
|
||||
// export
|
||||
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
||||
}
|
286
src/ZombiU/Graphics/rules.txt
Normal file
286
src/ZombiU/Graphics/rules.txt
Normal file
@ -0,0 +1,286 @@
|
||||
[Definition]
|
||||
titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,000500021010DD01,000500021010EF01,0005000210112301
|
||||
name = Graphics Settings
|
||||
path = "ZombiU/Graphics"
|
||||
description = Changes the TV resolution and Gamepad resolution of the game. You can also change the quality of the shadows.|Made by getdls and M&&M.
|
||||
#Credits: getdls, M&&M
|
||||
version = 6
|
||||
|
||||
[Default]
|
||||
$width = 1280
|
||||
$height = 720
|
||||
$padWidth = 854
|
||||
$padHeight = 480
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$gamePadWidth = 854
|
||||
$gamePadHeight = 480
|
||||
$shadowRes = 1
|
||||
|
||||
|
||||
# TV Resolution
|
||||
|
||||
[Preset]
|
||||
category = TV Resolution
|
||||
name = 640x360
|
||||
$width = 640
|
||||
$height = 360
|
||||
|
||||
[Preset]
|
||||
category = TV Resolution
|
||||
name = 960x540
|
||||
$width = 960
|
||||
$height = 540
|
||||
|
||||
[Preset]
|
||||
category = TV Resolution
|
||||
name = 1280x720 (Default)
|
||||
default = 1
|
||||
|
||||
[Preset]
|
||||
category = TV Resolution
|
||||
name = 1600x900
|
||||
$width = 1600
|
||||
$height = 900
|
||||
|
||||
[Preset]
|
||||
category = TV Resolution
|
||||
name = 1920x1080
|
||||
$width = 1920
|
||||
$height = 1080
|
||||
|
||||
[Preset]
|
||||
category = TV Resolution
|
||||
name = 2560x1440
|
||||
$width = 2560
|
||||
$height = 1440
|
||||
|
||||
[Preset]
|
||||
category = TV Resolution
|
||||
name = 3200x1800
|
||||
$width = 3200
|
||||
$height = 1800
|
||||
|
||||
[Preset]
|
||||
category = TV Resolution
|
||||
name = 3840x2160
|
||||
$width = 3840
|
||||
$height = 2160
|
||||
|
||||
[Preset]
|
||||
category = TV Resolution
|
||||
name = 5120x2880
|
||||
$width = 5120
|
||||
$height = 2880
|
||||
|
||||
[Preset]
|
||||
category = TV Resolution
|
||||
name = 7680x4320
|
||||
$width = 7680
|
||||
$height = 4320
|
||||
|
||||
|
||||
# Gamepad Resolution
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 640x360
|
||||
$padWidth = 640
|
||||
$padHeight = 360
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 854x480 (Default)
|
||||
default = 1
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 960x540
|
||||
$padWidth = 960
|
||||
$padHeight = 540
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 1600x900
|
||||
$padWidth = 1600
|
||||
$padHeight = 900
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 1920x1080
|
||||
$padWidth = 1920
|
||||
$padHeight = 1080
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 2560x1440
|
||||
$padWidth = 2560
|
||||
$padHeight = 1440
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 3200x1800
|
||||
$padWidth = 3200
|
||||
$padHeight = 1800
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 3840x2160
|
||||
$padWidth = 3840
|
||||
$padHeight = 2160
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 5120x2880
|
||||
$padWidth = 5120
|
||||
$padHeight = 2880
|
||||
|
||||
[Preset]
|
||||
category = Gamepad Resolution
|
||||
name = 7680x4320
|
||||
$padWidth = 7680
|
||||
$padHeight = 4320
|
||||
|
||||
|
||||
# Shadow Quality
|
||||
|
||||
[Preset]
|
||||
category = Shadow Quality
|
||||
name = Low (50%)
|
||||
$shadowRes = 0.5
|
||||
|
||||
[Preset]
|
||||
category = Shadow Quality
|
||||
name = Medium (100%, Default)
|
||||
default = 1
|
||||
|
||||
[Preset]
|
||||
category = Shadow Quality
|
||||
name = High (200%)
|
||||
$shadowRes = 2
|
||||
|
||||
[Preset]
|
||||
category = Shadow Quality
|
||||
name = Ultra (300%)
|
||||
$shadowRes = 3
|
||||
|
||||
[Preset]
|
||||
category = Shadow Quality
|
||||
name = Extreme (400%, Unstable)
|
||||
$shadowRes = 4
|
||||
|
||||
|
||||
|
||||
# Texture Redefines
|
||||
|
||||
[TextureRedefine]
|
||||
width = 1280
|
||||
height = 720
|
||||
#formats = 0x80e,0x019,0x001,0x01a
|
||||
formatsExcluded = 0x034,0x031 # Exclude Lens Dirt
|
||||
tileModesExcluded = 0x1 # For Video Playback
|
||||
overwriteWidth = ($width/$gameWidth) * 1280
|
||||
overwriteHeight = ($height/$gameHeight) * 720
|
||||
|
||||
[TextureRedefine]
|
||||
width = 640
|
||||
height = 368
|
||||
#formatsExcluded = 0x431
|
||||
overwriteWidth = ($width/$gameWidth) * 640
|
||||
overwriteHeight = ($height/$gameHeight) * 368
|
||||
|
||||
[TextureRedefine]
|
||||
width = 640
|
||||
height = 360
|
||||
#formats = 0x01a,0x001
|
||||
tileModesExcluded = 0x1 # For Video Playback
|
||||
overwriteWidth = ($width/$gameWidth) * 640
|
||||
overwriteHeight = ($height/$gameHeight) * 360
|
||||
|
||||
[TextureRedefine]
|
||||
width = 320
|
||||
height = 192
|
||||
#formats = 0x019,0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 320
|
||||
overwriteHeight = ($height/$gameHeight) * 192
|
||||
|
||||
[TextureRedefine]
|
||||
width = 320
|
||||
height = 180
|
||||
#formats = 0x019,0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 320
|
||||
overwriteHeight = ($height/$gameHeight) * 180
|
||||
|
||||
# Dynamic Shadows
|
||||
|
||||
[TextureRedefine]
|
||||
width = 1024
|
||||
height = 1024
|
||||
formats = 0x005
|
||||
#formatsExcluded = 0x033,0x031
|
||||
overwriteWidth = $shadowRes * 1024
|
||||
overwriteHeight = $shadowRes * 1024
|
||||
|
||||
[TextureRedefine]
|
||||
width = 512
|
||||
height = 512
|
||||
formats = 0x005
|
||||
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
overwriteWidth = $shadowRes * 512
|
||||
overwriteHeight = $shadowRes * 512
|
||||
|
||||
[TextureRedefine]
|
||||
width = 256
|
||||
height = 256
|
||||
formats = 0x005
|
||||
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
|
||||
overwriteWidth = $shadowRes * 256
|
||||
overwriteHeight = $shadowRes * 256
|
||||
|
||||
# Gamepad
|
||||
|
||||
[TextureRedefine]
|
||||
width = 864
|
||||
height = 480
|
||||
#formats = 0x019,0x01a
|
||||
overwriteWidth = ($padWidth/$gamePadWidth) * 864
|
||||
overwriteHeight = ($padHeight/$gamePadHeight) * 480
|
||||
|
||||
[TextureRedefine]
|
||||
width = 854
|
||||
height = 480
|
||||
#formats = 0x019,0x01a
|
||||
overwriteWidth = ($padWidth/$gamePadWidth) * 854
|
||||
overwriteHeight = ($padHeight/$gamePadHeight) * 480
|
||||
|
||||
# Use more accurate texture formats to reduce banding
|
||||
|
||||
[TextureRedefine]
|
||||
width = 1280
|
||||
height = 720
|
||||
formats = 0x01a
|
||||
overwriteFormat = 0x01f
|
||||
|
||||
[TextureRedefine]
|
||||
width = 320
|
||||
height = 192
|
||||
formats = 0x01a,0x019
|
||||
overwriteFormat = 0x01f
|
||||
|
||||
[TextureRedefine]
|
||||
width = 320
|
||||
height = 180
|
||||
formats = 0x01a,0x019
|
||||
overwriteFormat = 0x01f
|
||||
|
||||
#[TextureRedefine]
|
||||
#width = 640
|
||||
#height = 368
|
||||
#formats = 0x019
|
||||
#overwriteFormat = 0x01f
|
||||
#
|
||||
#[TextureRedefine]
|
||||
#width = 640
|
||||
#height = 360
|
||||
#formats = 0x019
|
||||
#overwriteFormat = 0x01f
|
15
src/ZombiU/Mods/FOVSetting/patch_fov.asm
Normal file
15
src/ZombiU/Mods/FOVSetting/patch_fov.asm
Normal file
@ -0,0 +1,15 @@
|
||||
[ZombiU_FOV_v32]
|
||||
moduleMatches = 0xC7039B04 ; v32(EU/NA/JP)
|
||||
0x100902A8 = .float $fov ;1.0 is default, 0.75 wider FOV
|
||||
|
||||
[ZombiU_FOV_v0]
|
||||
moduleMatches = 0xA4959FE1 ; v0(EU/NA)
|
||||
0x1008FA68 = .float $fov ;1.0 is default, 0.75 wider FOV
|
||||
|
||||
[ZombiU_FOV_JPv0]
|
||||
moduleMatches = 0x89CEBCD5 ; v0(JP)
|
||||
0x1008FDC8 = .float $fov ;1.0 is default, 0.75 wider FOV
|
||||
|
||||
[ZombiU_FOV_vDemo]
|
||||
moduleMatches = 0x85FB745A ; demo(EU/NA/JP)
|
||||
0x1008FEE8 = .float $fov ;1.0 is default, 0.75 wider FOV
|
41
src/ZombiU/Mods/FOVSetting/rules.txt
Normal file
41
src/ZombiU/Mods/FOVSetting/rules.txt
Normal file
@ -0,0 +1,41 @@
|
||||
[Definition]
|
||||
titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,000500021010DD01,000500021010EF01,0005000210112301
|
||||
name = Field of View
|
||||
path = "ZombiU/Mods/Field of View"
|
||||
description = Changes the field of view (FOV). Fixes edge framing for 21:9 cinematics and other FOV tweaks.
|
||||
#Credits: getdls
|
||||
version = 6
|
||||
|
||||
[Default]
|
||||
$fov = 1.0
|
||||
|
||||
[Preset]
|
||||
name = Default FOV
|
||||
|
||||
[Preset]
|
||||
name = Match 16:9 horizontal FOV to 21:9 (1.3125)
|
||||
$fov = 1.3125
|
||||
|
||||
[Preset]
|
||||
name = Balance 48:9 (1.45)
|
||||
$fov = 1.45
|
||||
|
||||
[Preset]
|
||||
name = Slight FOV increase without breaking framing (0.925)
|
||||
$fov = 0.925
|
||||
|
||||
[Preset]
|
||||
name = Match 16:10 horizontal FOV to 16:9 (0.9)
|
||||
$fov = 0.9
|
||||
|
||||
[Preset]
|
||||
name = PC style wide FOV (0.825)
|
||||
$fov = 0.825
|
||||
|
||||
[Preset]
|
||||
name = Match 21:9 horizontal FOV to 16:9 (0.7442)
|
||||
$fov = 0.7442
|
||||
|
||||
[Preset]
|
||||
name = Fish eye (0.5)
|
||||
$fov = 0.5
|
Loading…
Reference in New Issue
Block a user