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#version 420
#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
//aa
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);
}

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#version 420
#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);
}

View File

@ -1,235 +0,0 @@
[Definition]
titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,0005000E1010DD00,0005000E10112300
name = Resolution
path = "ZombiU/Graphics/Resolution"
description = Changes the resolution of the game. Made by getdls.
version = 4
[Preset]
name = 1280x720 (Default)
$width = 1280
$height = 720
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1.0
$scaleShader = 1.0
$textureFormat = 0x01a
# Performance
[Preset]
name = 320x180
$width = 320
$height = 180
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1.0
$scaleShader = 1.0
$textureFormat = 0x01a
[Preset]
name = 640x360
$width = 640
$height = 360
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1.0
$scaleShader = 1.0
$textureFormat = 0x01a
[Preset]
name = 960x540
$width = 960
$height = 540
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1.0
$scaleShader = 1.0
$textureFormat = 0x01a
# Common HD Resolutions
[Preset]
name = 1600x900
$width = 1600
$height = 900
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1.0
$scaleShader = (1440.0/1080.0)
$textureFormat = 0x01a
[Preset]
name = 1920x1080
$width = 1920
$height = 1080
$gameWidth = 1280
$gameHeight = 720
$internalRes = 1.0
$scaleShader = (1440.0/1080.0)
$textureFormat = 0x01a
[Preset]
name = 2560x1440
$width = 2560
$height = 1440
$gameWidth = 1280
$gameHeight = 720
$internalRes = 0.75
$scaleShader = (1440.0/1080.0)
$textureFormat = 0x01a
[Preset]
name = 3200x1800
$width = 3200
$height = 1800
$gameWidth = 1280
$gameHeight = 720
$internalRes = 2.0
$scaleShader = (1440.0/1800.0)
$textureFormat = 0x01a
[Preset]
name = 3840x2160
$width = 3840
$height = 2160
$gameWidth = 1280
$gameHeight = 720
$internalRes = 0.5
$scaleShader = (1440.0/1080.0) #round 1.5 shadow to 2.0
$textureFormat = 0x01a
[Preset]
name = 3840x2160 Experimental (Format, Res, Shaders)
$width = 3840
$height = 2160
$gameWidth = 1280
$gameHeight = 720
$internalRes = 0.5
$scaleShader = (2160.0/1080.0) #round 1.5 shadow to 3.0
$textureFormat = 0x019
[Preset]
name = 5120x2880
$width = 5120
$height = 2880
$gameWidth = 1280
$gameHeight = 720
$internalRes = 0.375
$scaleShader = (1440.0/1080.0)
$textureFormat = 0x01a
#[TextureRedefine] #
#width = 4095
#height = 4095
#formatsExcluded =
#overwriteWidth = ($width/$gameWidth) * 4095
#overwriteHeight = ($height/$gameHeight) * 4095
[TextureRedefine]
width = 1280
height = 720
formats = $textureFormat #
overwriteFormat = 0x01f
[TextureRedefine]
width = 1280
height = 720
#formats = 0x80e,0x034,0x031,0x019,0x001,0x01a
formatsExcluded = 0x034,0x031 # lens dirt
tileModesExcluded = 0x001 # For Video Playback
overwriteWidth = ($width/$gameWidth) * 1280
overwriteHeight = ($height/$gameHeight) * 720
[TextureRedefine] #
width = 1024
height = 1024
formatsExcluded = 0x033,0x031
formats = 0x005 # Ye ol shadow map
overwriteWidth = ($width/$gameWidth) * (1024*$scaleShader*$internalRes)
overwriteHeight = ($height/$gameHeight) * (1024*$scaleShader*$internalRes)
# Gamepad - background
[TextureRedefine]
width = 864
height = 480
#formats = 0x019,0x01a
overwriteWidth = ($width/$gameWidth)* 864
overwriteHeight = ($height/$gameHeight)* 480
[TextureRedefine]
width = 854
height = 480
#formats = 0x019,0x01a
overwriteWidth = ($width/$gameWidth) * 854
overwriteHeight = ($height/$gameHeight) * 480
#[TextureRedefine]
#width = 640
#height = 368
#formats = 0x019
#overwriteFormat = 0x01f
#
#[TextureRedefine]
#width = 640
#height = 360
#formats = 0x019
#overwriteFormat = 0x01f
[TextureRedefine]
width = 640
height = 368
#formatsExcluded = 0x431
overwriteWidth = ($width/$gameWidth)* (640*$internalRes)
overwriteHeight = ($height/$gameHeight)* (368*$internalRes)
[TextureRedefine]
width = 640
height = 360
#formats = 0x01a,0x001
tileModesExcluded = 0x001 # For Video Playback
overwriteWidth = ($width/$gameWidth) * (640*$internalRes)
overwriteHeight = ($height/$gameHeight) * (360*$internalRes)
[TextureRedefine] #
width = 512
height = 512
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031,0x005
formats = 0x005 # ye ol dynamic shadow map
overwriteWidth = ($width/$gameWidth) * (512*$scaleShader*$internalRes)
overwriteHeight = ($height/$gameHeight) * (512*$scaleShader*$internalRes)
[TextureRedefine]
width = 320
height = 192
formats = 0x01a,0x019
overwriteFormat = 0x01f
[TextureRedefine]
width = 320
height = 180
formats = 0x01a,0x019
overwriteFormat = 0x01f
[TextureRedefine]
width = 320
height = 192
#formats = 0x019,0x01a
overwriteWidth = ($width/$gameWidth)* (320*$internalRes)
overwriteHeight = ($height/$gameHeight)* (192*$internalRes)
[TextureRedefine]
width = 320
height = 180
#formats = 0x019,0x01a
overwriteWidth = ($width/$gameWidth) * (320*$internalRes)
overwriteHeight = ($height/$gameHeight) * (180*$internalRes)
[TextureRedefine] #
width = 256
height = 256
formats = 0x005 # ye ol dynamic shadows
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031,
overwriteWidth = ($width/$gameWidth) * (256*$scaleShader*$internalRes)
overwriteHeight = ($height/$gameHeight) * (256*$scaleShader*$internalRes)