From 9fb957875c0b159effbac6ee37e29144d45a887d Mon Sep 17 00:00:00 2001 From: Michael Date: Fri, 19 Jan 2018 21:21:42 -0800 Subject: [PATCH] [BotW] add no DoF pack no more need for other packs that remove it, hopefully this does the job --- .../bb50d2ee4fa87bc2_0000000000000000_vs.txt | 172 +++++++++++++++ .../c92c1c4c0a2fb839_0000000000001e49_ps.txt | 157 ++++++++++++++ .../c9f2fd37115b0ee1_0000000000000000_vs.txt | 199 ++++++++++++++++++ .../cb0e6e8cbec4502a_0000000000000079_ps.txt | 28 +++ Enhancement/BreathOfTheWild_!NoDoF/rules.txt | 4 + 5 files changed, 560 insertions(+) create mode 100644 Enhancement/BreathOfTheWild_!NoDoF/bb50d2ee4fa87bc2_0000000000000000_vs.txt create mode 100644 Enhancement/BreathOfTheWild_!NoDoF/c92c1c4c0a2fb839_0000000000001e49_ps.txt create mode 100644 Enhancement/BreathOfTheWild_!NoDoF/c9f2fd37115b0ee1_0000000000000000_vs.txt create mode 100644 Enhancement/BreathOfTheWild_!NoDoF/cb0e6e8cbec4502a_0000000000000079_ps.txt create mode 100644 Enhancement/BreathOfTheWild_!NoDoF/rules.txt diff --git a/Enhancement/BreathOfTheWild_!NoDoF/bb50d2ee4fa87bc2_0000000000000000_vs.txt b/Enhancement/BreathOfTheWild_!NoDoF/bb50d2ee4fa87bc2_0000000000000000_vs.txt new file mode 100644 index 00000000..6e5c1065 --- /dev/null +++ b/Enhancement/BreathOfTheWild_!NoDoF/bb50d2ee4fa87bc2_0000000000000000_vs.txt @@ -0,0 +1,172 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader bb50d2ee4fa87bc2 +// Fixed radius blur +// in multi target scene - not sure 2 - h+v +const float resXScale = 0; +const float resYScale = 0; + +uniform ivec4 uf_remappedVS[5]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 1) out vec4 passParameterSem2; +layout(location = 0) out vec4 passParameterSem0; +layout(location = 2) out vec4 passParameterSem6; +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() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R125i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +uvec4 attrDecoder; +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID); +attrDecoder.xyzw = attrDataSem0.xyzw; +attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00); +attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16)))); +R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder.x = attrDataSem1.x; +attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24)); +attrDecoder.y = 0; +attrDecoder.z = 0; +attrDecoder.w = 0; +attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3); +if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00; +if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00; +if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00; +attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0)); +attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0)); +attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0)); +attrDecoder.w = floatBitsToUint(float(attrDecoder.w)); +R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +// 0 +backupReg0i = R0i.x; +PV0i.x = 0x3f800000; +PV0i.y = 0x40400000; +PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0); +R127i.w = 0x3f800000; +R127i.x = 0xbf800000; +PS0i = R127i.x; +// 1 +PV1i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081)); +R0i.y = 0; +R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000)); +PV1i.z = R123i.z; +R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000)); +PV1i.w = R123i.w; +R2i.w = 0x3f800000; +PS1i = R2i.w; +// 2 +R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w)); +PV0i.x = R2i.x; +R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z)); +PV0i.y = R2i.y; +R2i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5)); +R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0); +R0i.w = 0x3d2aaaab; +R1i.x = 0x3e000000; +PS0i = R1i.x; +// 3 +R3i.x = uf_remappedVS[1].z; +R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0); +R1i.y = 0; +R1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y))); +R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z))); +R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0); +R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5)); +PS1i = R4i.x; +R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x); +R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz); +// export +gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); +// export +passParameterSem2 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); +// 0 +R127i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5)); +R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5)); +PV0i.y = R4i.y; +PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0); +PV0i.w = R2i.x; +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); +R126i.x = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5)); +PS0i = R126i.x; +// 1 +R125i.x = uf_remappedVS[3].y; +R125i.x = floatBitsToInt(intBitsToFloat(R125i.x) * 2.0); +R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x))); +R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0); +PV1i.y = R126i.y; +R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y))); +PV1i.z = R123i.z; +PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x)); +R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w)); +PS1i = R127i.z; +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R126i.x)); +PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R127i.x)); +R126i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w) / resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y))); +R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z) / resXScale * 2.0 + intBitsToFloat(R4i.x))); +PV0i.w = R123i.w; +R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.w))); +PS0i = R127i.y; +// 3 +backupReg0i = R127i.x; +R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R127i.z))); +R123i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z) / resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x))); +PV1i.y = R123i.y; +R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y))); +R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(backupReg0i)); +R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.x))); +PS1i = R125i.z; +// 4 +R3i.x = PV1i.y; +PV0i.z = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R126i.x)); +R3i.w = R126i.z; +R4i.z = R127i.y; +PS0i = R4i.z; +// 5 +R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w))); +R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.z))); +R1i.z = R127i.z; +R4i.w = R127i.x; +R1i.w = R125i.z; +PS1i = R1i.w; +// export +passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); +// export +// skipped export to semanticId 255 +// export +passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w)); +} diff --git a/Enhancement/BreathOfTheWild_!NoDoF/c92c1c4c0a2fb839_0000000000001e49_ps.txt b/Enhancement/BreathOfTheWild_!NoDoF/c92c1c4c0a2fb839_0000000000001e49_ps.txt new file mode 100644 index 00000000..e0d53552 --- /dev/null +++ b/Enhancement/BreathOfTheWild_!NoDoF/c92c1c4c0a2fb839_0000000000001e49_ps.txt @@ -0,0 +1,157 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader c92c1c4c0a2fb839 +// Fixed radius blur +// in camera dof, samples from 2 mips +const float resXScale = 0; +const float resYScale = 0; + +uniform ivec4 uf_remappedPS[5]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4813000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem2; +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() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R127i = ivec4(0); +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +bool activeMaskStack[2]; +bool activeMaskStackC[3]; +activeMaskStack[0] = false; +activeMaskStackC[0] = false; +activeMaskStackC[1] = false; +activeMaskStack[0] = true; +activeMaskStackC[0] = true; +activeMaskStackC[1] = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = floatBitsToInt(passParameterSem2); +if( activeMaskStackC[1] == true ) { +R1i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).x); +R1i.z = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R0i.xy)).x); +} +if( activeMaskStackC[1] == true ) { +// 0 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x))); +R123i.x = clampFI32(R123i.x); +PV0i.x = R123i.x; +// 1 +R0i.z = floatBitsToInt(max(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x))); +PV1i.z = R0i.z; +// 2 +R1i.y = ((intBitsToFloat(PV1i.z) != 0.0)?int(0xFFFFFFFF):int(0x0)); +PV0i.y = R1i.y; +// 3 +if( (PV0i.y == 0)) discard; +} +if( activeMaskStackC[1] == true ) { +activeMaskStack[1] = activeMaskStack[0]; +activeMaskStackC[2] = activeMaskStackC[1]; +// 0 +predResult = (R1i.y != 0); +activeMaskStack[1] = predResult; +activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; +} +else { +activeMaskStack[1] = false; +activeMaskStackC[2] = false; +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].y) + -(1.0)); +// 1 +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R0i.z)) + 1.0)); +PV1i.z = R123i.z; +// 2 +tempResultf = log2(intBitsToFloat(PV1i.z)); +PS0i = floatBitsToInt(tempResultf); +// 3 +R127i.x = floatBitsToInt(intBitsToFloat(PS0i) + -(1.0)); +PV1i.x = R127i.x; +// 4 +R2i.z = PV1i.x; +R1i.w = PV1i.x; +PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.x))); +// 5 +PV1i.z = floatBitsToInt(intBitsToFloat(PS0i) + intBitsToFloat(uf_remappedPS[3].w)); +R3i.w = R127i.x; +R4i.w = R127i.x; +PS1i = R4i.w; +// 6 +backupReg0i = R127i.x; +R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].y))); +PV0i.x = R127i.x; +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].x) / resXScale)); +R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].w) / resYScale)); +R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].z))); +PV0i.w = R127i.w; +R2i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + 1.0); +R2i.w = clampFI32(R2i.w); +PS0i = R2i.w; +// 7 +R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.y)); +R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.x)); +R3i.z = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.w)); +R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(PV0i.y))); +PS1i = R2i.x; +// 8 +R3i.x = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(R127i.z)); +R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.x))); +R4i.z = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(R127i.w))); +R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.z))); +PS0i = R4i.y; +} +if( activeMaskStackC[2] == true ) { +R1i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R1i.xy),intBitsToFloat(R1i.w)).xyz); +R2i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.xy),intBitsToFloat(R2i.z)).xyz); +R3i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R3i.zx),intBitsToFloat(R3i.w)).xyz); +R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBitsToFloat(R4i.w)).xyz); +} +if( activeMaskStackC[2] == true ) { +// 0 +PV0i.y = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R2i.z)); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0); +PV0i.z = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R2i.y)); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0); +PV0i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R2i.x)); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); +// 1 +R123i.x = floatBitsToInt((intBitsToFloat(R3i.x) * 0.5 + intBitsToFloat(PV0i.w))); +PV1i.x = R123i.x; +R123i.z = floatBitsToInt((intBitsToFloat(R3i.z) * 0.5 + intBitsToFloat(PV0i.y))); +PV1i.z = R123i.z; +R123i.w = floatBitsToInt((intBitsToFloat(R3i.y) * 0.5 + intBitsToFloat(PV0i.z))); +PV1i.w = R123i.w; +// 2 +R2i.x = floatBitsToInt((intBitsToFloat(R4i.x) * 0.5 + intBitsToFloat(PV1i.x))/2.0); +R2i.y = floatBitsToInt((intBitsToFloat(R4i.y) * 0.5 + intBitsToFloat(PV1i.w))/2.0); +R2i.z = floatBitsToInt((intBitsToFloat(R4i.z) * 0.5 + intBitsToFloat(PV1i.z))/2.0); +} +activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; +// export +passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); +} diff --git a/Enhancement/BreathOfTheWild_!NoDoF/c9f2fd37115b0ee1_0000000000000000_vs.txt b/Enhancement/BreathOfTheWild_!NoDoF/c9f2fd37115b0ee1_0000000000000000_vs.txt new file mode 100644 index 00000000..ba8b52e2 --- /dev/null +++ b/Enhancement/BreathOfTheWild_!NoDoF/c9f2fd37115b0ee1_0000000000000000_vs.txt @@ -0,0 +1,199 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader c9f2fd37115b0ee1 +// Fixed radius blur +// in multi target scene - not sure - h+v +const float resXScale = 0; +const float resYScale = 0; + +uniform ivec4 uf_remappedVS[5]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1 +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 passParameterSem2; +layout(location = 2) out vec4 passParameterSem6; +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() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R5i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R124i = ivec4(0); +ivec4 R125i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +uvec4 attrDecoder; +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID); +attrDecoder.xyzw = attrDataSem0.xyzw; +attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00); +attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16)))); +R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder.x = attrDataSem1.x; +attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24)); +attrDecoder.y = 0; +attrDecoder.z = 0; +attrDecoder.w = 0; +attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3); +if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00; +if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00; +if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00; +attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0)); +attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0)); +attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0)); +attrDecoder.w = floatBitsToUint(float(attrDecoder.w)); +R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +// 0 +backupReg0i = R0i.x; +PV0i.x = 0x3f800000; +PV0i.y = 0x40400000; +PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0); +R127i.w = 0x3f800000; +R127i.x = 0xbf800000; +PS0i = R127i.x; +// 1 +R3i.x = uf_remappedVS[0].z; +R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0); +PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081)); +R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000)); +PV1i.z = R123i.z; +R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000)); +PV1i.w = R123i.w; +R2i.w = 0x3f800000; +PS1i = R2i.w; +// 2 +R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w)); +R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z)); +PV0i.y = R2i.y; +R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5)); +R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0); +R0i.w = 0x3ec00000; +R0i.y = 0; +PS0i = R0i.y; +// 3 +R1i.xyz = ivec3(0x3eeaaaab,0,0x3d2aaaab); +R1i.w = 0; +R0i.x = floatBitsToInt(-(intBitsToFloat(PV0i.y))); +PS1i = R0i.x; +R5i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).xyz); +R4i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz); +R1i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.zw)).y); +// export +gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); +// 0 +R127i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z))); +R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0); +PV0i.x = R127i.x; +R0i.y = floatBitsToInt((intBitsToFloat(R0i.x) * 0.5 + 0.5)); +PV0i.y = R0i.y; +R127i.z = floatBitsToInt(-(intBitsToFloat(R2i.y))); +R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0); +R127i.w = R2i.x; +R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0); +R0i.x = floatBitsToInt((intBitsToFloat(R2i.x) * 0.5 + 0.5)); +PS0i = R0i.x; +// 1 +R2i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x))); +R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) * 2.0); +PV1i.x = R2i.x; +R2i.y = uf_remappedVS[3].y; +R2i.y = floatBitsToInt(intBitsToFloat(R2i.y) * 2.0); +PV1i.y = R2i.y; +R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y))); +PV1i.z = R123i.z; +R126i.w = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5)); +R125i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5)); +PS1i = R125i.x; +// 2 +backupReg0i = R127i.z; +R126i.x = floatBitsToInt(-(intBitsToFloat(PV1i.y))); +R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0); +PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x))); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0); +R127i.z = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R3i.x)); +R127i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R127i.x)); +R126i.z = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(PS1i)); +PS0i = R126i.z; +// 3 +R124i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R126i.w)); +R127i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.x))); +R125i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.y))); +R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z)/ resXScale * 2.0 + intBitsToFloat(R0i.x))); +PV1i.w = R123i.w; +R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R3i.x)) + intBitsToFloat(PV0i.y))); +PS1i = R125i.w; +// 4 +backupReg0i = R127i.x; +R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R127i.w))); +R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.z))); +R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(backupReg0i)) + intBitsToFloat(R126i.x))); +R127i.w = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R126i.w)); +R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R126i.z))); +PS0i = R124i.w; +// 5 +backupReg0i = R0i.y; +backupReg1i = R125i.z; +PV1i.x = floatBitsToInt(-(intBitsToFloat(R5i.z)) + intBitsToFloat(R4i.z)); +PV1i.y = floatBitsToInt(-(intBitsToFloat(R5i.y)) + intBitsToFloat(R4i.y)); +R125i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R125i.x)); +R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R124i.x))); +R3i.w = backupReg1i; +PS1i = R3i.w; +// 6 +R3i.x = R127i.y; +R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.y))); +PV0i.z = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(R4i.x)); +R2i.w = R127i.z; +R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.z))); +PS0i = R1i.z; +// 7 +R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.x))); +R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R125i.z))); +R2i.z = R125i.w; +R0i.w = R127i.x; +R0i.z = R126i.y; +PS1i = R0i.z; +// 8 +R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.w))); +R5i.z = R126i.w; +R5i.w = R124i.w; +// export +passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); +// export +passParameterSem2 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); +// export +// skipped export to semanticId 255 +// export +// skipped export to semanticId 255 +// export +passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w)); +} diff --git a/Enhancement/BreathOfTheWild_!NoDoF/cb0e6e8cbec4502a_0000000000000079_ps.txt b/Enhancement/BreathOfTheWild_!NoDoF/cb0e6e8cbec4502a_0000000000000079_ps.txt new file mode 100644 index 00000000..868abd69 --- /dev/null +++ b/Enhancement/BreathOfTheWild_!NoDoF/cb0e6e8cbec4502a_0000000000000079_ps.txt @@ -0,0 +1,28 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_arrays_of_arrays : enable +// shader cb0e6e8cbec4502a +// DoF blur effect - Battle, Camera, Scope +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; + +const float resScale = 0; +const int radius = int(2*resScale); + +void main() { + vec2 center = (passParameterSem3.xy + passParameterSem3.zw) / 2; + vec2 step = passParameterSem3.xw - passParameterSem3.zy; + vec4 result = vec4(0.0); + float count = 0.0; + for (int x = -radius; x <= radius; x++) { + for (int y = -radius; y <= radius; y++) { + if (length(vec2(x, y)) <= radius) { + result += texture(textureUnitPS0, center + vec2(x, y)*step); + count += 1.0; + } + } + } + passPixelColor0 = result / count; +} \ No newline at end of file diff --git a/Enhancement/BreathOfTheWild_!NoDoF/rules.txt b/Enhancement/BreathOfTheWild_!NoDoF/rules.txt new file mode 100644 index 00000000..5b94dbe6 --- /dev/null +++ b/Enhancement/BreathOfTheWild_!NoDoF/rules.txt @@ -0,0 +1,4 @@ +[Definition] +titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 +name = "The Legend of Zelda: Breath of the Wild - No Depth of Field" +version = 2