Twilight princess 1.4.x Source, Contrasty, fog mod patch

This commit is contained in:
getdls 2018-10-31 19:24:23 +01:00
parent 99773e396d
commit ab20de839a
12 changed files with 2262 additions and 0 deletions

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 49865bd2e62efda1
//dark world bloom
const float bloom = $bloom;
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf597f000 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
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()
{
vec4 R0f = 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 = passParameterSem0;
R0f.xyz = (textureLod(textureUnitPS0, R0f.xy,0.0).xyz)*bloom;
// 0
backupReg0f = R0f.y;
backupReg1f = R0f.x;
PV0f.x = mul_nonIEEE(R0f.z, intBitsToFloat(uf_remappedPS[0].z));
PV0f.y = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].y));
PV0f.z = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].x));
PV0f.w = intBitsToFloat(uf_remappedPS[0].w);
// 1
PV1f.x = max(PV0f.w, 0.0);
PV1f.y = max(PV0f.x, 0.0);
PV1f.z = max(PV0f.y, 0.0);
PV1f.w = max(PV0f.z, 0.0);
// 2
R0f.x = min(PV1f.w, 1.0);
R0f.y = min(PV1f.z, 1.0);
R0f.z = min(PV1f.y, 1.0);
R0f.w = min(PV1f.x, 1.0);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 5f422bf63e25be7f // Bleach pass cutscene
const float bleach = $bleach;
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x24dfb000 res 960x540x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem1;
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()
{
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 = passParameterSem1;
R0f.w = (texture(textureUnitPS0, R0f.xy).x);
// 0
PV0f.x = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x3f7f0000);
PV0f.z = intBitsToFloat(uf_remappedPS[0].z) * intBitsToFloat(0x3f7f0000);
PV0f.w = intBitsToFloat(uf_remappedPS[0].y) * intBitsToFloat(0x3f7f0000);
R1f.w = intBitsToFloat(uf_remappedPS[0].w);
R1f.w = clamp(R1f.w, 0.0, 1.0);
PS0f = R1f.w;
// 1
PV1f.x = fract(PV0f.w);
PV1f.y = fract(PV0f.x);
PV1f.w = fract(PV0f.z);
// 2
PV0f.x = PV1f.w * intBitsToFloat(0x3f808081);
PV0f.y = PV1f.x * intBitsToFloat(0x3f808081);
PV0f.z = PV1f.y * intBitsToFloat(0x3f808081);
// 3
R1f.x = mul_nonIEEE(R0f.w, PV0f.z);
R1f.x = clamp(R1f.x, 0.0, 1.0);
R1f.y = mul_nonIEEE(R0f.w, PV0f.y);
R1f.y = clamp(R1f.y, 0.0, 1.0);
R1f.z = mul_nonIEEE(R0f.w, PV0f.x);
R1f.z = clamp(R1f.z, 0.0, 1.0);
// export
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w) * bleach;
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 95a5a89d62998e0d
// blur
const float bloom = $bloom;
uniform ivec4 uf_remappedPS[3];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf59ff000 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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()
{
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);
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;
float scaler;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw);
scaler = uf_fragCoordScale.x;
// 0
R7f.x = R0f.x * intBitsToFloat(0x3b088889);
PV0f.x = R7f.x;
R7f.y = R0f.y * intBitsToFloat(0x3b72b9d6);
PV0f.y = R7f.y;
// 1
R0f.x = PV0f.x;
R0f.y = PV0f.y + intBitsToFloat(0x3b72b9d6) * scaler;
R1f.z = PV0f.x;
R1f.y = PV0f.y + intBitsToFloat(0xbb72b9d6) * scaler;
PS1f = R1f.y;
// 2
R2f.x = R7f.x;
R2f.y = R7f.y + intBitsToFloat(0x3bf2b9d6) * scaler;
R4f.z = R7f.x;
R4f.y = R7f.y + intBitsToFloat(0xbbf2b9d6) * scaler;
PS0f = R4f.y;
R3f.xyzw = (textureLod(textureUnitPS0, R7f.xy,0.0).xyzw);
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
R1f.xyzw = (textureLod(textureUnitPS0, R1f.zy,0.0).xyzw);
R2f.xyzw = (textureLod(textureUnitPS0, R2f.xy,0.0).xyzw);
// 0
backupReg0f = R0f.x;
backupReg1f = R0f.w;
PV0f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), R0f.y);
PV0f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), R0f.z);
PV0f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), backupReg0f);
PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), backupReg1f);
R0f.y = R7f.y + intBitsToFloat(0x3c360b60) * scaler;
PS0f = R0f.y;
// 1
R123f.x = (mul_nonIEEE(R3f.y,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R3f.w,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.w);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(R3f.x,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(R3f.z,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.y);
PV1f.w = R123f.w;
R0f.x = R7f.x;
PS1f = R0f.x;
// 2
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.y) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.x) + PV1f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.w) + PV1f.y);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.z) + PV1f.w);
PV0f.w = R123f.w;
R1f.y = R7f.y + intBitsToFloat(0xbc360b60) * scaler;
PS0f = R1f.y;
// 3
backupReg0f = R2f.z;
R3f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.x) + PV0f.y);
R3f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.y) + PV0f.x);
R2f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.w) + PV0f.z);
R2f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),backupReg0f) + PV0f.w);
R1f.x = R7f.x;
PS1f = R1f.x;
// 4
R2f.x = R7f.x;
R2f.y = R7f.y + intBitsToFloat(0x3c72b9d6) * scaler;
R6f.z = R7f.x;
R6f.y = R7f.y + intBitsToFloat(0xbc72b9d6) * scaler;
PS0f = R6f.y;
R4f.xyzw = (textureLod(textureUnitPS0, R4f.zy,0.0).xyzw);
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw);
R5f.xyzw = (textureLod(textureUnitPS0, R2f.xy,0.0).xyzw);
// 0
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.x) + R3f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.w) + R2f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.z) + R2f.w);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.y) + R3f.y);
PV0f.w = R123f.w;
R3f.y = R7f.y + intBitsToFloat(0x3c97b426) * scaler;
PS0f = R3f.y;
// 1
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.w) + PV0f.y);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.x) + PV0f.x);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.z) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.y) + PV0f.w);
PV1f.w = R123f.w;
R3f.x = R7f.x;
PS1f = R3f.x;
// 2
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.w) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.z) + PV1f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.y) + PV1f.w);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.x) + PV1f.y);
PV0f.w = R123f.w;
R1f.y = R7f.y + intBitsToFloat(0xbc97b426) * scaler;
PS0f = R1f.y;
// 3
R0f.x = (mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.y);
R0f.y = (mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.x);
R5f.z = (mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.z);
R5f.w = (mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.w);
R1f.x = R7f.x;
PS1f = R1f.x;
// 4
R5f.x = R7f.x;
R5f.y = R7f.y + intBitsToFloat(0x3cb60b60) * scaler;
R4f.z = R7f.x;
R4f.y = R7f.y + intBitsToFloat(0xbcb60b60) * scaler;
PS0f = R4f.y;
R6f.xyzw = (textureLod(textureUnitPS0, R6f.zy,0.0).xyzw);
R3f.xyzw = (textureLod(textureUnitPS0, R3f.xy,0.0).xyzw);
R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw);
R2f.xyzw = (textureLod(textureUnitPS0, R5f.xy,0.0).xyzw);
// 0
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.z) + R0f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.y) + R5f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.x) + R5f.w);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.w) + R0f.y);
PV0f.w = R123f.w;
R0f.y = R7f.y + intBitsToFloat(0x3cd4629b) * scaler;
PS0f = R0f.y;
// 1
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.y) + PV0f.y);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.w) + PV0f.w);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.x) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.z) + PV0f.x);
PV1f.w = R123f.w;
R0f.x = R7f.x;
PS1f = R0f.x;
// 2
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.y) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.x) + PV1f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.w) + PV1f.y);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.z) + PV1f.w);
PV0f.w = R123f.w;
R1f.y = R7f.y + intBitsToFloat(0xbcd4629b) * scaler;
PS0f = R1f.y;
// 3
backupReg0f = R2f.z;
R3f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.x) + PV0f.y);
R3f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.y) + PV0f.x);
R2f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.w) + PV0f.z);
R2f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),backupReg0f) + PV0f.w);
R1f.x = R7f.x;
PS1f = R1f.x;
// 4
R2f.x = R7f.x;
R2f.y = R7f.y + intBitsToFloat(0x3cf2b9d6) * scaler;
R6f.z = R7f.x;
R6f.y = R7f.y + intBitsToFloat(0xbcf2b9d6) * scaler;
PS0f = R6f.y;
R4f.xyzw = (textureLod(textureUnitPS0, R4f.zy,0.0).xyzw);
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw);
R5f.xyzw = (textureLod(textureUnitPS0, R2f.xy,0.0).xyzw);
// 0
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.x) + R3f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.w) + R2f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.z) + R2f.w);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.y) + R3f.y);
PV0f.w = R123f.w;
R3f.y = R7f.y + intBitsToFloat(0x3d088888) * scaler;
PS0f = R3f.y;
// 1
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.w) + PV0f.y);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.x) + PV0f.x);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.z) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.y) + PV0f.w);
PV1f.w = R123f.w;
R3f.x = R7f.x;
PS1f = R3f.x;
// 2
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.w) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.z) + PV1f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.y) + PV1f.w);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.x) + PV1f.y);
PV0f.w = R123f.w;
R1f.y = R7f.y + intBitsToFloat(0xbd088888) * scaler;
PS0f = R1f.y;
// 3
R0f.x = (mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.y);
R0f.y = (mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.x);
R5f.z = (mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.z);
R5f.w = (mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.w);
R1f.x = R7f.x;
PS1f = R1f.x;
// 4
R5f.x = R7f.x;
R5f.y = R7f.y + intBitsToFloat(0x3d17b426) * scaler;
R4f.z = R7f.x;
R4f.y = R7f.y + intBitsToFloat(0xbd17b426) * scaler;
PS0f = R4f.y;
R6f.xyzw = (textureLod(textureUnitPS0, R6f.zy,0.0).xyzw);
R3f.xyzw = (textureLod(textureUnitPS0, R3f.xy,0.0).xyzw);
R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw);
R2f.xyzw = (textureLod(textureUnitPS0, R5f.xy,0.0).xyzw);
// 0
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.z) + R0f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.y) + R5f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.x) + R5f.w);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.w) + R0f.y);
PV0f.w = R123f.w;
R0f.y = R7f.y + intBitsToFloat(0x3d26dfc3) * scaler;
PS0f = R0f.y;
// 1
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.y) + PV0f.y);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.w) + PV0f.w);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.x) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.z) + PV0f.x);
PV1f.w = R123f.w;
R0f.x = R7f.x;
PS1f = R0f.x;
// 2
backupReg0f = R7f.y;
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.y) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.x) + PV1f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.w) + PV1f.y);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.z) + PV1f.w);
PV0f.w = R123f.w;
R7f.y = backupReg0f + intBitsToFloat(0xbd26dfc3) * scaler;
PS0f = R7f.y;
// 3
backupReg0f = R2f.x;
backupReg1f = R2f.y;
backupReg2f = R2f.z;
R2f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),backupReg0f) + PV0f.y);
R2f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),backupReg1f) + PV0f.x);
R2f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R2f.w) + PV0f.z);
R2f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),backupReg2f) + PV0f.w);
R4f.xyzw = (textureLod(textureUnitPS0, R4f.zy,0.0).xyzw);
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
R7f.xyzw = (textureLod(textureUnitPS0, R7f.xy,0.0).xyzw);
// 0
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.x) + R2f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.w) + R2f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.z) + R2f.w);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.y) + R2f.y);
PV0f.w = R123f.w;
// 1
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.w) + PV0f.y);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.x) + PV0f.x);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.z) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.y) + PV0f.w);
PV1f.w = R123f.w;
// 2
backupReg0f = R7f.x;
backupReg1f = R7f.y;
backupReg2f = R7f.z;
backupReg3f = R7f.w;
R7f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),backupReg0f) + PV1f.y);
R7f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),backupReg1f) + PV1f.w);
R7f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),backupReg2f) + PV1f.z);
R7f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),backupReg3f) + PV1f.x);
// export
passPixelColor0 = vec4(R7f.x, R7f.y, R7f.z, R7f.w)* bloom;
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader c14019840473ff86 //aa
uniform vec2 uf_fragCoordScale;
const float hazeFactor = 0.1;
const float gamma = $gamma; // 1.0 is neutral Botw is already colour graded at this stage
const float exposure = $exposure; // 1.0 is neutral
const float vibrance = $vibrance; // 0.0 is neutral
const float crushContrast = $crushContrast; // 0.0 is neutral. Use small increments, loss of shadow detail
const float contrastCurve = $contrastCurve;
vec3 RGB_Lift = vec3($redShadows, $greenShadows , $blueSadows); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
vec3 RGB_Gamma = vec3($redMid ,$greenMid, $blueMid); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3($redHilight, $greenHilight, $blueHilight); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
//lumasharpen
const float sharp_mix = $sharp_mix;
const float sharp_strength = 2.0;
const float sharp_clamp = 0.75;
const float offset_bias = 1.0;
float Sigmoid (float x) {
return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5)));
}
#define px (1.0/1920.0*uf_fragCoordScale.x)
#define py (1.0/1080.0*uf_fragCoordScale.y)
#define CoefLuma vec3(0.2126, 0.7152, 0.0722)
float lumasharping(sampler2D tex, vec2 pos) {
vec4 colorInput = texture(tex, pos);
vec3 ori = colorInput.rgb;
// -- Combining the strength and luma multipliers --
vec3 sharp_strength_luma = (CoefLuma * sharp_strength);
// -- Gaussian filter --
// [ .25, .50, .25] [ 1 , 2 , 1 ]
// [ .50, 1, .50] = [ 2 , 4 , 2 ]
// [ .25, .50, .25] [ 1 , 2 , 1 ]
vec3 blur_ori = texture(tex, pos + vec2(px, -py) * 0.5 * offset_bias).rgb; // South East
blur_ori += texture(tex, pos + vec2(-px, -py) * 0.5 * offset_bias).rgb; // South West
blur_ori += texture(tex, pos + vec2(px, py) * 0.5 * offset_bias).rgb; // North East
blur_ori += texture(tex, pos + vec2(-px, py) * 0.5 * offset_bias).rgb; // North West
blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches
// -- Calculate the sharpening --
vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image
// -- Adjust strength of the sharpening and clamp it--
vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); //Roll part of the clamp into the dot
float sharp_luma = clamp((dot(vec4(sharp, 1.0), sharp_strength_luma_clamp)), 0.0, 1.0); //Calculate the luma, adjust the strength, scale up and clamp
sharp_luma = (sharp_clamp * 2.0) * sharp_luma - sharp_clamp; //scale down
return sharp_luma;
}
vec3 LiftGammaGainPass(vec3 colorInput)
{ //reshade BSD https://reshade.me , Alexkiri port
vec3 color = colorInput;
color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
color = clamp(color, 0.0, 1.0);
color *= RGB_Gain;
color = pow(color, 1.0 / RGB_Gamma);
return clamp(color, 0.0, 1.0);
}
vec3 contrasty(vec3 colour){
vec3 fColour = (colour.xyz);
//fColour = LiftGammaGainPass(fColour);
fColour = clamp(exposure * fColour, 0.0, 1.0);
fColour = pow(fColour, vec3(1.0 / gamma));
float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
float mn = min(min(fColour.r, fColour.g), fColour.b);
float mx = max(max(fColour.r, fColour.g), fColour.b);
float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0;
vec3 lightness = vec3((mn + mx) / 2.0);
fColour = LiftGammaGainPass(fColour);
// vibrance
fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
fColour = max(vec3(0.0), fColour - vec3(crushContrast));
return fColour;
}
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4001000 res 1920x1080x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5187000 res 1920x1080x1 dim 1 tm: 4 format 0011 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
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 R123f = 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 = passParameterSem0;
R0f.w = (textureGather(textureUnitPS1, R0f.xy).y);
// 0
R1f.x = R0f.x + intBitsToFloat(0xba088889);
R1f.y = R0f.y + intBitsToFloat(0xba72b9d6);
R2f.z = R0f.x;
R2f.y = R0f.y + intBitsToFloat(0xba72b9d6);
PS0f = R2f.y;
// 1
R3f.x = R0f.x + intBitsToFloat(0xba088889);
R3f.y = R0f.y;
R1f.xyzw = (textureGather(textureUnitPS1, R1f.xy).xyzw);
R2f.yz = (textureGather(textureUnitPS1, R2f.zy).yz);
R3f.xy = (textureGather(textureUnitPS1, R3f.xy).xy);
// 0
PV0f.x = R2f.z + R3f.x;
PV0f.y = R1f.w + R0f.w;
PV0f.z = R1f.z + R3f.y;
PV0f.w = R1f.x + R2f.y;
// 1
R123f.x = (R1f.y * 2.0 + -(PV0f.x));
PV1f.x = R123f.x;
R123f.y = (R1f.y * 2.0 + -(PV0f.y));
PV1f.y = R123f.y;
R123f.z = (R1f.y * 2.0 + -(PV0f.z));
PV1f.z = R123f.z;
R123f.w = (R1f.y * 2.0 + -(PV0f.w));
PV1f.w = R123f.w;
// 2
PV0f.x = max(PV1f.x, -(PV1f.x));
PV0f.y = max(PV1f.y, -(PV1f.y));
PV0f.z = max(PV1f.z, -(PV1f.z));
PV0f.w = max(PV1f.w, -(PV1f.w));
// 3
PV1f.x = PV0f.x + intBitsToFloat(0xb400d959);
PV1f.y = PV0f.y + intBitsToFloat(0xb400d959);
PV1f.z = PV0f.z + intBitsToFloat(0xb400d959);
PV1f.w = PV0f.w + intBitsToFloat(0xb400d959);
// 4
R123f.x = intBitsToFloat(((PV1f.w >= 0.0)?(floatBitsToInt(1.0)):(0)));
PV0f.x = R123f.x;
R123f.y = intBitsToFloat(((PV1f.z >= 0.0)?(floatBitsToInt(1.0)):(0)));
PV0f.y = R123f.y;
R123f.z = intBitsToFloat(((PV1f.y >= 0.0)?(floatBitsToInt(1.0)):(0)));
PV0f.z = R123f.z;
R123f.w = intBitsToFloat(((PV1f.x >= 0.0)?(floatBitsToInt(1.0)):(0)));
PV0f.w = R123f.w;
// 5
tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,PV0f.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;
// 6
R127f.z = PV1f.x * intBitsToFloat(0x3f400000)*0.5;
PV0f.z = R127f.z;
// 7
R1f.x = (PV0f.z * intBitsToFloat(0xba088889)*0.5 + R0f.x);
R1f.y = R0f.y;
R2f.z = R0f.x;
R2f.y = (PV0f.z * intBitsToFloat(0xba72b9d6)*0.5 + R0f.y);
PS1f = R2f.y;
// 8
R3f.x = (R127f.z * intBitsToFloat(0x3a088889)*0.5 + R0f.x);
R3f.y = R0f.y;
R0f.w = (R127f.z * intBitsToFloat(0x3a72b9d6) + R0f.y);
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R2f.zy).xyzw);
R3f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw);
// 0
PV0f.x = R1f.w + R2f.w;
PV0f.y = R1f.z + R2f.z;
PV0f.z = R1f.y + R2f.y;
PV0f.w = R1f.x + R2f.x;
// 1
PV1f.x = R3f.w + PV0f.x;
PV1f.y = R3f.z + PV0f.y;
PV1f.z = R3f.y + PV0f.z;
PV1f.w = R3f.x + PV0f.w;
// 2
backupReg0f = R0f.y;
backupReg1f = R0f.x;
PV0f.x = R0f.w + PV1f.x;
PV0f.y = R0f.z + PV1f.y;
PV0f.z = backupReg0f + PV1f.z;
PV0f.w = backupReg1f + PV1f.w;
// 3
R0f.x = PV0f.w * 0.25;
R0f.y = PV0f.z * 0.25;
R0f.z = PV0f.y * 0.25;
R0f.w = PV0f.x * 0.25;
// export
//R0f.xyz = vec3(Sigmoid(R0f.x), Sigmoid(R0f.y),Sigmoid(R0f.z));
//R0f.x = Sigmoid(R0f.x);
//R0f.y = Sigmoid(R0f.y);
//R0f.xyz = contrasty(R0f.xyz);
//R0f.y = Sigmoid(R0f.y)
//R0f.xyz = clamp(R0f.xyz,0,1);
//R0f.x = max(0.0, R0f.x - crushContrast);
R0f.xyz = contrasty(R0f.xyz);
R0f.xyz = mix(R0f.xyz, smoothstep(0.0, 1.0, R0f.xyz), contrastCurve);
//vec3 mix(vec3 x, vec3 y, float a)
//R0f.xyz = mix(contrasty(R0f.xyz), vec3(Sigmoid(R0f.x), Sigmoid(R0f.y),Sigmoid(R0f.z)), 0.25);
float smask = lumasharping(textureUnitPS0, passParameterSem0.xy);
vec3 temp3 = R0f.xyz;
R0f.xyz = mix(R0f.xyz, (temp3.xyz += (smask)), sharp_mix);
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader e334517825fdd599
//water, sun, fog.
uniform vec2 uf_fragCoordScale;
const float hazeFactor = 0.1;
const float gamma = $gamma; // 1.0 is neutral Botw is already colour graded at this stage
const float exposure = $exposure; // 1.0 is neutral
const float vibrance = $vibrance; // 0.0 is neutral
const float crushContrast = $crushContrast; // 0.0 is neutral. Use small increments, loss of shadow detail
const float contrastCurve = $contrastCurve;
vec3 RGB_Lift = vec3($redShadows, $greenShadows , $blueSadows); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
vec3 RGB_Gamma = vec3($redMid ,$greenMid, $blueMid); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3($redHilight, $greenHilight, $blueHilight); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
//lumasharpen
const float sharp_mix = $sharp_mix;
const float sharp_strength = 2.0;
const float sharp_clamp = 0.75;
const float offset_bias = 1.0;
float Sigmoid (float x) {
return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5)));
}
#define px (1.0/1920.0*uf_fragCoordScale.x)
#define py (1.0/1080.0*uf_fragCoordScale.y)
#define CoefLuma vec3(0.2126, 0.7152, 0.0722)
float lumasharping(sampler2D tex, vec2 pos) {
vec4 colorInput = texture(tex, pos);
vec3 ori = colorInput.rgb;
// -- Combining the strength and luma multipliers --
vec3 sharp_strength_luma = (CoefLuma * sharp_strength);
// -- Gaussian filter --
// [ .25, .50, .25] [ 1 , 2 , 1 ]
// [ .50, 1, .50] = [ 2 , 4 , 2 ]
// [ .25, .50, .25] [ 1 , 2 , 1 ]
vec3 blur_ori = texture(tex, pos + vec2(px, -py) * 0.5 * offset_bias).rgb; // South East
blur_ori += texture(tex, pos + vec2(-px, -py) * 0.5 * offset_bias).rgb; // South West
blur_ori += texture(tex, pos + vec2(px, py) * 0.5 * offset_bias).rgb; // North East
blur_ori += texture(tex, pos + vec2(-px, py) * 0.5 * offset_bias).rgb; // North West
blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches
// -- Calculate the sharpening --
vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image
// -- Adjust strength of the sharpening and clamp it--
vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); //Roll part of the clamp into the dot
float sharp_luma = clamp((dot(vec4(sharp, 1.0), sharp_strength_luma_clamp)), 0.0, 1.0); //Calculate the luma, adjust the strength, scale up and clamp
sharp_luma = (sharp_clamp * 2.0) * sharp_luma - sharp_clamp; //scale down
return sharp_luma;
}
vec3 LiftGammaGainPass(vec3 colorInput)
{ //reshade BSD https://reshade.me , Alexkiri port
vec3 color = colorInput;
color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
color = clamp(color, 0.0, 1.0);
color *= RGB_Gain;
color = pow(color, 1.0 / RGB_Gamma);
return clamp(color, 0.0, 1.0);
}
vec3 contrasty(vec3 colour){
vec3 fColour = (colour.xyz);
//fColour = LiftGammaGainPass(fColour);
fColour = clamp(exposure * fColour, 0.0, 1.0);
fColour = pow(fColour, vec3(1.0 / gamma));
float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
float mn = min(min(fColour.r, fColour.g), fColour.b);
float mx = max(max(fColour.r, fColour.g), fColour.b);
float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0;
vec3 lightness = vec3((mn + mx) / 2.0);
fColour = LiftGammaGainPass(fColour);
// vibrance
fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
fColour = max(vec3(0.0), fColour - vec3(crushContrast));
return fColour;
}
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4001000 res 1920x1080x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
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);
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 = passParameterSem0;
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
// export
R0f.xyz = contrasty(R0f.xyz);
//R0f.xyz = mix(R0f.xyz, smoothstep(0.0, 1.0, R0f.xyz), 0.25); //contrast difference between heat haze and sky
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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[Definition]
titleIds = 000500001019C800,000500001019E600,000500001019E500
name = Resolution
path = "The Legend of Zelda: Twilight Princess HD/Graphics/Contrasty"
description = Changes the colour and contrast.
version = 3
[Preset]
name = default
$redShadows = 1.0
$greenShadows = 1.0
$blueSadows = 1.0
$redMid = 1.0
$greenMid = 1.0
$blueMid = 1.0
$redHilight = 1.0
$greenHilight =1.0
$blueHilight = 1.0
$contrastCurve = 0.0
$hazeFactor = 1.0
$bloom = 1.0
$gamma = 1.0
$exposure = 1.0
$vibrance = 0.0
$crushContrast = 0.0
$bleach = 1.0
$sharp_mix = 0.0
[Preset]
name = Neutral default exposure
$redShadows = 0.97
$greenShadows = 0.97
$blueSadows = 1.02
$redMid = 0.95
$greenMid = 0.96
$blueMid = 1.02
$redHilight = 0.98
$greenHilight = 0.99
$blueHilight = 1.01
$contrastCurve = 0.2
$hazeFactor = 0.1
$bloom = 1.0
$gamma = 1.0
$exposure = 0.99
$vibrance = 0.15
$crushContrast = 0.0
$bleach = 0.85
$sharp_mix = 0.15
[Preset]
name = Colorful
$redShadows = 0.96
$greenShadows = 0.97
$blueSadows = 1.01
$redMid = 0.94
$greenMid = 0.96
$blueMid = 1.01
$redHilight = 0.97
$greenHilight = 0.99
$blueHilight = 1.01
$contrastCurve = 0.25
$hazeFactor = 0.1
$bloom = 1.0
$gamma = 1.075
$exposure = 1.01
$vibrance = 0.5
$crushContrast = 0.0
$bleach = 0.85
$sharp_mix = 0.05
[Preset]
name = Warm
$redShadows = 1.0
$greenShadows = 1.0
$blueSadows = 1.0
$redMid = 0.98
$greenMid = 0.98
$blueMid = 1.0
$redHilight = 1.0
$greenHilight =1.0
$blueHilight = 1.0
$contrastCurve = 0.7
$hazeFactor = 0.71
$bloom = 0.85
$gamma = 1.1
$exposure = 1.07
$vibrance = 0.15
$crushContrast = 0.00
$bleach = 0.85
$sharp_mix = 0.25
[Preset]
name = Cold
$redShadows = 0.95
$greenShadows = 0.96
$blueSadows = 1.03
$redMid = 0.95
$greenMid = 0.96
$blueMid = 1.03
$redHilight = 0.98
$greenHilight = 0.99
$blueHilight = 1.03
$contrastCurve = 0.2
$hazeFactor = 0.1
$bloom = 1.0
$gamma = 1.05
$exposure = 0.99
$vibrance = 0.45
$crushContrast = 0.0
$bleach = 0.85
$sharp_mix = 0.35
[Preset]
name = Neutral Contrasty
$redShadows = 0.97
$greenShadows = 0.97
$blueSadows = 0.99
$redMid = 0.92
$greenMid = 0.94
$blueMid = 1.03
$redHilight = 0.99
$greenHilight =1.0
$blueHilight = 1.0
$contrastCurve = 0.5
$hazeFactor = 0.71
$bloom = 0.85
$gamma = 1.19
$exposure = 1.09
$vibrance = 0.35
$crushContrast = 0.00
$bleach = 0.85
$sharp_mix = 0.3
[Preset]
name = Compensate exposure patch
$redShadows = 0.99
$greenShadows = 0.99
$blueSadows = 1.02
$redMid = 0.95
$greenMid = 0.97
$blueMid = 1.04
$redHilight = 0.99
$greenHilight =1.0
$blueHilight = 1.01
$contrastCurve = 0.25
$hazeFactor = 0.71
$bloom = 0.85
$gamma = 1.35
$exposure = 1.1
$vibrance = 1.25
$crushContrast = 0.00
$bleach = 0.85
$sharp_mix = 0.3

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@ -0,0 +1,12 @@
[TPHDv81]
moduleMatches = 0x1A03E108
#Move some look tweaks to patches instead of shaders
#rodata constants
###exp and haze settings
0x100C3EB8 = .float $nearExp ## Near world (over)exposure
0x100C36C4 = .float $bloomExp ## Bloom npc/object (over) "
0x100C3780 = .float $distExp ## Distant world (over)exposure
0x100C3774 = .float $distanceFog
#0x100871C8 = .float 0.01 #100871C8:.float 0.00050000002 ###cloud float

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@ -0,0 +1,43 @@
[Definition]
titleIds = 000500001019C800,000500001019E600,000500001019E500
name = Resolution
path = "The Legend of Zelda: Twilight Princess HD/Graphics/Less distance fog"
description = Set distance fog and exposure
version = 3
[Preset]
name = default
$distanceFog = 21.0
$nearExp = 0.004
$bloomExp = 0.004
$distExp = 0.004
[Preset]
name = half distance fog
$distanceFog = 22.0
$nearExp = 0.004
$bloomExp = 0.004
$distExp = 0.004
[Preset]
name = no distance fog
$distanceFog = 60.0
$nearExp = 0.004
$bloomExp = 0.004
$distExp = 0.004
[Preset]
name = less over exposure
$distanceFog = 21.0
$nearExp = 0.00375
$bloomExp = 0.00375
$distExp = 0.00375
[Preset]
name = even less exposure
$distanceFog = 22.0
$nearExp = 0.003
$bloomExp = 0.00325
$distExp = 0.00325

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 95a5a89d62998e0d
// blur
uniform ivec4 uf_remappedPS[3];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf59ff000 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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()
{
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);
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;
float scaler;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw);
scaler = uf_fragCoordScale.x;
// 0
R7f.x = R0f.x * intBitsToFloat(0x3b088889);
PV0f.x = R7f.x;
R7f.y = R0f.y * intBitsToFloat(0x3b72b9d6);
PV0f.y = R7f.y;
// 1
R0f.x = PV0f.x;
R0f.y = PV0f.y + intBitsToFloat(0x3b72b9d6) * scaler;
R1f.z = PV0f.x;
R1f.y = PV0f.y + intBitsToFloat(0xbb72b9d6) * scaler;
PS1f = R1f.y;
// 2
R2f.x = R7f.x;
R2f.y = R7f.y + intBitsToFloat(0x3bf2b9d6) * scaler;
R4f.z = R7f.x;
R4f.y = R7f.y + intBitsToFloat(0xbbf2b9d6) * scaler;
PS0f = R4f.y;
R3f.xyzw = (textureLod(textureUnitPS0, R7f.xy,0.0).xyzw);
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
R1f.xyzw = (textureLod(textureUnitPS0, R1f.zy,0.0).xyzw);
R2f.xyzw = (textureLod(textureUnitPS0, R2f.xy,0.0).xyzw);
// 0
backupReg0f = R0f.x;
backupReg1f = R0f.w;
PV0f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), R0f.y);
PV0f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), R0f.z);
PV0f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), backupReg0f);
PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), backupReg1f);
R0f.y = R7f.y + intBitsToFloat(0x3c360b60) * scaler;
PS0f = R0f.y;
// 1
R123f.x = (mul_nonIEEE(R3f.y,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R3f.w,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.w);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(R3f.x,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(R3f.z,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.y);
PV1f.w = R123f.w;
R0f.x = R7f.x;
PS1f = R0f.x;
// 2
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.y) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.x) + PV1f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.w) + PV1f.y);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.z) + PV1f.w);
PV0f.w = R123f.w;
R1f.y = R7f.y + intBitsToFloat(0xbc360b60) * scaler;
PS0f = R1f.y;
// 3
backupReg0f = R2f.z;
R3f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.x) + PV0f.y);
R3f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.y) + PV0f.x);
R2f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.w) + PV0f.z);
R2f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),backupReg0f) + PV0f.w);
R1f.x = R7f.x;
PS1f = R1f.x;
// 4
R2f.x = R7f.x;
R2f.y = R7f.y + intBitsToFloat(0x3c72b9d6) * scaler;
R6f.z = R7f.x;
R6f.y = R7f.y + intBitsToFloat(0xbc72b9d6) * scaler;
PS0f = R6f.y;
R4f.xyzw = (textureLod(textureUnitPS0, R4f.zy,0.0).xyzw);
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw);
R5f.xyzw = (textureLod(textureUnitPS0, R2f.xy,0.0).xyzw);
// 0
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.x) + R3f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.w) + R2f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.z) + R2f.w);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.y) + R3f.y);
PV0f.w = R123f.w;
R3f.y = R7f.y + intBitsToFloat(0x3c97b426) * scaler;
PS0f = R3f.y;
// 1
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.w) + PV0f.y);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.x) + PV0f.x);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.z) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.y) + PV0f.w);
PV1f.w = R123f.w;
R3f.x = R7f.x;
PS1f = R3f.x;
// 2
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.w) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.z) + PV1f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.y) + PV1f.w);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.x) + PV1f.y);
PV0f.w = R123f.w;
R1f.y = R7f.y + intBitsToFloat(0xbc97b426) * scaler;
PS0f = R1f.y;
// 3
R0f.x = (mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.y);
R0f.y = (mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.x);
R5f.z = (mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.z);
R5f.w = (mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.w);
R1f.x = R7f.x;
PS1f = R1f.x;
// 4
R5f.x = R7f.x;
R5f.y = R7f.y + intBitsToFloat(0x3cb60b60) * scaler;
R4f.z = R7f.x;
R4f.y = R7f.y + intBitsToFloat(0xbcb60b60) * scaler;
PS0f = R4f.y;
R6f.xyzw = (textureLod(textureUnitPS0, R6f.zy,0.0).xyzw);
R3f.xyzw = (textureLod(textureUnitPS0, R3f.xy,0.0).xyzw);
R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw);
R2f.xyzw = (textureLod(textureUnitPS0, R5f.xy,0.0).xyzw);
// 0
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.z) + R0f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.y) + R5f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.x) + R5f.w);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.w) + R0f.y);
PV0f.w = R123f.w;
R0f.y = R7f.y + intBitsToFloat(0x3cd4629b) * scaler;
PS0f = R0f.y;
// 1
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.y) + PV0f.y);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.w) + PV0f.w);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.x) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.z) + PV0f.x);
PV1f.w = R123f.w;
R0f.x = R7f.x;
PS1f = R0f.x;
// 2
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.y) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.x) + PV1f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.w) + PV1f.y);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.z) + PV1f.w);
PV0f.w = R123f.w;
R1f.y = R7f.y + intBitsToFloat(0xbcd4629b) * scaler;
PS0f = R1f.y;
// 3
backupReg0f = R2f.z;
R3f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.x) + PV0f.y);
R3f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.y) + PV0f.x);
R2f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.w) + PV0f.z);
R2f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),backupReg0f) + PV0f.w);
R1f.x = R7f.x;
PS1f = R1f.x;
// 4
R2f.x = R7f.x;
R2f.y = R7f.y + intBitsToFloat(0x3cf2b9d6) * scaler;
R6f.z = R7f.x;
R6f.y = R7f.y + intBitsToFloat(0xbcf2b9d6) * scaler;
PS0f = R6f.y;
R4f.xyzw = (textureLod(textureUnitPS0, R4f.zy,0.0).xyzw);
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw);
R5f.xyzw = (textureLod(textureUnitPS0, R2f.xy,0.0).xyzw);
// 0
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.x) + R3f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.w) + R2f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.z) + R2f.w);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.y) + R3f.y);
PV0f.w = R123f.w;
R3f.y = R7f.y + intBitsToFloat(0x3d088888) * scaler;
PS0f = R3f.y;
// 1
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.w) + PV0f.y);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.x) + PV0f.x);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.z) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.y) + PV0f.w);
PV1f.w = R123f.w;
R3f.x = R7f.x;
PS1f = R3f.x;
// 2
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.w) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.z) + PV1f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.y) + PV1f.w);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.x) + PV1f.y);
PV0f.w = R123f.w;
R1f.y = R7f.y + intBitsToFloat(0xbd088888) * scaler;
PS0f = R1f.y;
// 3
R0f.x = (mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.y);
R0f.y = (mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.x);
R5f.z = (mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.z);
R5f.w = (mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.w);
R1f.x = R7f.x;
PS1f = R1f.x;
// 4
R5f.x = R7f.x;
R5f.y = R7f.y + intBitsToFloat(0x3d17b426) * scaler;
R4f.z = R7f.x;
R4f.y = R7f.y + intBitsToFloat(0xbd17b426) * scaler;
PS0f = R4f.y;
R6f.xyzw = (textureLod(textureUnitPS0, R6f.zy,0.0).xyzw);
R3f.xyzw = (textureLod(textureUnitPS0, R3f.xy,0.0).xyzw);
R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw);
R2f.xyzw = (textureLod(textureUnitPS0, R5f.xy,0.0).xyzw);
// 0
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.z) + R0f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.y) + R5f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.x) + R5f.w);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.w) + R0f.y);
PV0f.w = R123f.w;
R0f.y = R7f.y + intBitsToFloat(0x3d26dfc3) * scaler;
PS0f = R0f.y;
// 1
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.y) + PV0f.y);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.w) + PV0f.w);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.x) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.z) + PV0f.x);
PV1f.w = R123f.w;
R0f.x = R7f.x;
PS1f = R0f.x;
// 2
backupReg0f = R7f.y;
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.y) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.x) + PV1f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.w) + PV1f.y);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.z) + PV1f.w);
PV0f.w = R123f.w;
R7f.y = backupReg0f + intBitsToFloat(0xbd26dfc3) * scaler;
PS0f = R7f.y;
// 3
backupReg0f = R2f.x;
backupReg1f = R2f.y;
backupReg2f = R2f.z;
R2f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),backupReg0f) + PV0f.y);
R2f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),backupReg1f) + PV0f.x);
R2f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R2f.w) + PV0f.z);
R2f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),backupReg2f) + PV0f.w);
R4f.xyzw = (textureLod(textureUnitPS0, R4f.zy,0.0).xyzw);
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
R7f.xyzw = (textureLod(textureUnitPS0, R7f.xy,0.0).xyzw);
// 0
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.x) + R2f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.w) + R2f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.z) + R2f.w);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.y) + R2f.y);
PV0f.w = R123f.w;
// 1
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.w) + PV0f.y);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.x) + PV0f.x);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.z) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.y) + PV0f.w);
PV1f.w = R123f.w;
// 2
backupReg0f = R7f.x;
backupReg1f = R7f.y;
backupReg2f = R7f.z;
backupReg3f = R7f.w;
R7f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),backupReg0f) + PV1f.y);
R7f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),backupReg1f) + PV1f.w);
R7f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),backupReg2f) + PV1f.z);
R7f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),backupReg3f) + PV1f.x);
// export
passPixelColor0 = vec4(R7f.x, R7f.y, R7f.z, R7f.w);
}

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@ -0,0 +1,541 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader c612390d4c70f430 //cutscene focus n bloom
uniform ivec4 uf_remappedPS[5];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf597f000 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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()
{
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);
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;
float scaler;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw);
scaler = uf_fragCoordScale.x;
// 0
R7f.x = R0f.x * intBitsToFloat(0x3b088889);
PV0f.x = R7f.x;
R7f.y = R0f.y * intBitsToFloat(0x3b72b9d6);
PV0f.y = R7f.y;
// 1
R0f.x = PV0f.x + intBitsToFloat(0x3b088889) * scaler;
R0f.y = PV0f.y;
R1f.z = PV0f.y;
R1f.x = PV0f.x + intBitsToFloat(0xbb088889) * scaler;
PS1f = R1f.x;
// 2
R2f.x = R7f.x + intBitsToFloat(0x3b888889) * scaler;
R2f.y = R7f.y;
R4f.z = R7f.y;
R4f.x = R7f.x + intBitsToFloat(0xbb888889) * scaler;
PS0f = R4f.x;
R3f.xyzw = (textureLod(textureUnitPS0, R7f.xy,0.0).xyzw);
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
R1f.xyzw = (textureLod(textureUnitPS0, R1f.xz,0.0).xyzw);
R2f.xyzw = (textureLod(textureUnitPS0, R2f.xy,0.0).xyzw);
// 0
backupReg0f = R0f.y;
backupReg1f = R0f.x;
backupReg2f = R0f.w;
PV0f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), R0f.z);
PV0f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), backupReg0f);
PV0f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), backupReg1f);
PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), backupReg2f);
R0f.x = R7f.x + intBitsToFloat(0x3bccccce) * scaler;
PS0f = R0f.x;
// 1
R123f.x = (mul_nonIEEE(R3f.w,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.w);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R3f.y,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(R3f.x,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(R3f.z,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.x);
PV1f.w = R123f.w;
R0f.y = R7f.y;
PS1f = R0f.y;
// 2
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.y) + PV1f.y);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.x) + PV1f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.w) + PV1f.x);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.z) + PV1f.w);
PV0f.w = R123f.w;
R1f.x = R7f.x + intBitsToFloat(0xbbccccce) * scaler;
PS0f = R1f.x;
// 3
backupReg0f = R2f.z;
R3f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.w) + PV0f.z);
R3f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.x) + PV0f.y);
R2f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),backupReg0f) + PV0f.w);
R2f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.y) + PV0f.x);
R1f.y = R7f.y;
PS1f = R1f.y;
// 4
R2f.x = R7f.x + intBitsToFloat(0x3c088889) * scaler;
R2f.y = R7f.y;
R6f.z = R7f.y;
R6f.x = R7f.x + intBitsToFloat(0xbc088889) * scaler;
PS0f = R6f.x;
R4f.xyzw = (textureLod(textureUnitPS0, R4f.xz,0.0).xyzw);
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw);
R5f.xyzw = (textureLod(textureUnitPS0, R2f.xy,0.0).xyzw);
// 0
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.x) + R3f.y);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.w) + R3f.x);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.z) + R2f.z);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.y) + R2f.w);
PV0f.w = R123f.w;
R3f.x = R7f.x + intBitsToFloat(0x3c2aaaab) * scaler;
PS0f = R3f.x;
// 1
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.x) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.w) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.z) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.y) + PV0f.w);
PV1f.w = R123f.w;
R3f.y = R7f.y;
PS1f = R3f.y;
// 2
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.w) + PV1f.y);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.z) + PV1f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.y) + PV1f.w);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.x) + PV1f.x);
PV0f.w = R123f.w;
R1f.x = R7f.x + intBitsToFloat(0xbc2aaaab) * scaler;
PS0f = R1f.x;
// 3
R0f.x = (mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.x);
R0f.y = (mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.y);
R5f.z = (mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.z);
R5f.w = (mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.w);
R1f.y = R7f.y;
PS1f = R1f.y;
// 4
R5f.x = R7f.x + intBitsToFloat(0x3c4cccce) * scaler;
R5f.y = R7f.y;
R4f.z = R7f.y;
R4f.x = R7f.x + intBitsToFloat(0xbc4cccce) * scaler;
PS0f = R4f.x;
R6f.xyzw = (textureLod(textureUnitPS0, R6f.xz,0.0).xyzw);
R3f.xyzw = (textureLod(textureUnitPS0, R3f.xy,0.0).xyzw);
R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw);
R2f.xyzw = (textureLod(textureUnitPS0, R5f.xy,0.0).xyzw);
// 0
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.z) + R0f.y);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.y) + R5f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.x) + R5f.w);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.w) + R0f.x);
PV0f.w = R123f.w;
R0f.x = R7f.x + intBitsToFloat(0x3c6eeef0) * scaler;
PS0f = R0f.x;
// 1
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.w) + PV0f.w);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.y) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.x) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.z) + PV0f.x);
PV1f.w = R123f.w;
R0f.y = R7f.y;
PS1f = R0f.y;
// 2
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.y) + PV1f.y);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.x) + PV1f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.w) + PV1f.x);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.z) + PV1f.w);
PV0f.w = R123f.w;
R1f.x = R7f.x + intBitsToFloat(0xbc6eeef0) * scaler;
PS0f = R1f.x;
// 3
backupReg0f = R2f.z;
R3f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.w) + PV0f.z);
R3f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.x) + PV0f.y);
R2f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),backupReg0f) + PV0f.w);
R2f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.y) + PV0f.x);
R1f.y = R7f.y;
PS1f = R1f.y;
// 4
R2f.x = R7f.x + intBitsToFloat(0x3c888889) * scaler;
R2f.y = R7f.y;
R6f.z = R7f.y;
R6f.x = R7f.x + intBitsToFloat(0xbc888889) * scaler;
PS0f = R6f.x;
R4f.xyzw = (textureLod(textureUnitPS0, R4f.xz,0.0).xyzw);
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw);
R5f.xyzw = (textureLod(textureUnitPS0, R2f.xy,0.0).xyzw);
// 0
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.x) + R3f.y);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.w) + R3f.x);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.z) + R2f.z);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.y) + R2f.w);
PV0f.w = R123f.w;
R3f.x = R7f.x + intBitsToFloat(0x3c99999a) * scaler;
PS0f = R3f.x;
// 1
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.x) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.w) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.z) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.y) + PV0f.w);
PV1f.w = R123f.w;
R3f.y = R7f.y;
PS1f = R3f.y;
// 2
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.w) + PV1f.y);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.z) + PV1f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.y) + PV1f.w);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.x) + PV1f.x);
PV0f.w = R123f.w;
R1f.x = R7f.x + intBitsToFloat(0xbc99999a) * scaler;
PS0f = R1f.x;
// 3
R0f.x = (mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.x);
R0f.y = (mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.y);
R5f.z = (mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.z);
R5f.w = (mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.w);
R1f.y = R7f.y;
PS1f = R1f.y;
// 4
R5f.x = R7f.x + intBitsToFloat(0x3caaaaab) * scaler;
R5f.y = R7f.y;
R4f.z = R7f.y;
R4f.x = R7f.x + intBitsToFloat(0xbcaaaaab) * scaler;
PS0f = R4f.x;
R6f.xyzw = (textureLod(textureUnitPS0, R6f.xz,0.0).xyzw);
R3f.xyzw = (textureLod(textureUnitPS0, R3f.xy,0.0).xyzw);
R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw);
R2f.xyzw = (textureLod(textureUnitPS0, R5f.xy,0.0).xyzw);
// 0
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.z) + R0f.y);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.y) + R5f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.x) + R5f.w);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.w) + R0f.x);
PV0f.w = R123f.w;
R0f.x = R7f.x + intBitsToFloat(0x3cbbbbbc) * scaler;
PS0f = R0f.x;
// 1
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.w) + PV0f.w);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.y) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.x) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.z) + PV0f.x);
PV1f.w = R123f.w;
R0f.y = R7f.y;
PS1f = R0f.y;
// 2
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.y) + PV1f.y);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.x) + PV1f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.w) + PV1f.x);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.z) + PV1f.w);
PV0f.w = R123f.w;
R1f.x = R7f.x + intBitsToFloat(0xbcbbbbbc) * scaler;
PS0f = R1f.x;
// 3
backupReg0f = R2f.z;
R3f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R2f.w) + PV0f.z);
R3f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R2f.x) + PV0f.y);
R2f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),backupReg0f) + PV0f.w);
R2f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R2f.y) + PV0f.x);
R1f.y = R7f.y;
PS1f = R1f.y;
// 4
R2f.x = R7f.x + intBitsToFloat(0x3cccccce) * scaler;
R2f.y = R7f.y;
R6f.z = R7f.y;
R6f.x = R7f.x + intBitsToFloat(0xbcccccce) * scaler;
PS0f = R6f.x;
R4f.xyzw = (textureLod(textureUnitPS0, R4f.xz,0.0).xyzw);
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw);
R5f.xyzw = (textureLod(textureUnitPS0, R2f.xy,0.0).xyzw);
// 0
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.x) + R3f.y);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.w) + R3f.x);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.z) + R2f.z);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.y) + R2f.w);
PV0f.w = R123f.w;
R3f.x = R7f.x + intBitsToFloat(0x3cdddddf) * scaler;
PS0f = R3f.x;
// 1
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.x) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.w) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.z) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.y) + PV0f.w);
PV1f.w = R123f.w;
R3f.y = R7f.y;
PS1f = R3f.y;
// 2
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R1f.w) + PV1f.y);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R1f.z) + PV1f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R1f.y) + PV1f.w);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R1f.x) + PV1f.x);
PV0f.w = R123f.w;
R1f.x = R7f.x + intBitsToFloat(0xbcdddddf) * scaler;
PS0f = R1f.x;
// 3
R0f.x = (mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[3].x)) + PV0f.x);
R0f.y = (mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[3].x)) + PV0f.y);
R5f.z = (mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[3].x)) + PV0f.z);
R5f.w = (mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[3].x)) + PV0f.w);
R1f.y = R7f.y;
PS1f = R1f.y;
// 4
R5f.x = R7f.x + intBitsToFloat(0x3ceeeef0) * scaler;
R5f.y = R7f.y;
R4f.z = R7f.y;
R4f.x = R7f.x + intBitsToFloat(0xbceeeef0) * scaler;
PS0f = R4f.x;
R6f.xyzw = (textureLod(textureUnitPS0, R6f.xz,0.0).xyzw);
R3f.xyzw = (textureLod(textureUnitPS0, R3f.xy,0.0).xyzw);
R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw);
R2f.xyzw = (textureLod(textureUnitPS0, R5f.xy,0.0).xyzw);
// 0
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].x),R6f.z) + R0f.y);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].x),R6f.y) + R5f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].x),R6f.x) + R5f.w);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].x),R6f.w) + R0f.x);
PV0f.w = R123f.w;
R0f.x = R7f.x + intBitsToFloat(0x3d000000) * scaler;
PS0f = R0f.x;
// 1
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y),R3f.w) + PV0f.w);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y),R3f.y) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y),R3f.x) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y),R3f.z) + PV0f.x);
PV1f.w = R123f.w;
R0f.y = R7f.y;
PS1f = R0f.y;
// 2
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y),R1f.y) + PV1f.y);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y),R1f.x) + PV1f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y),R1f.w) + PV1f.x);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y),R1f.z) + PV1f.w);
PV0f.w = R123f.w;
R1f.x = R7f.x + intBitsToFloat(0xbd000000) * scaler;
PS0f = R1f.x;
// 3
backupReg0f = R2f.z;
R3f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z),R2f.w) + PV0f.z);
R3f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z),R2f.x) + PV0f.y);
R2f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z),backupReg0f) + PV0f.w);
R2f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z),R2f.y) + PV0f.x);
R1f.y = R7f.y;
PS1f = R1f.y;
// 4
R2f.x = R7f.x + intBitsToFloat(0x3d088889) * scaler;
R2f.y = R7f.y;
R6f.z = R7f.y;
R6f.x = R7f.x + intBitsToFloat(0xbd088889) * scaler;
PS0f = R6f.x;
R4f.xyzw = (textureLod(textureUnitPS0, R4f.xz,0.0).xyzw);
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw);
R5f.xyzw = (textureLod(textureUnitPS0, R2f.xy,0.0).xyzw);
// 0
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z),R4f.x) + R3f.y);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z),R4f.w) + R3f.x);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z),R4f.z) + R2f.z);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z),R4f.y) + R2f.w);
PV0f.w = R123f.w;
R3f.x = R7f.x + intBitsToFloat(0x3d111112) * scaler;
PS0f = R3f.x;
// 1
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].w),R0f.x) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].w),R0f.w) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].w),R0f.z) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].w),R0f.y) + PV0f.w);
PV1f.w = R123f.w;
R3f.y = R7f.y;
PS1f = R3f.y;
// 2
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].w),R1f.w) + PV1f.y);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].w),R1f.z) + PV1f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].w),R1f.y) + PV1f.w);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].w),R1f.x) + PV1f.x);
PV0f.w = R123f.w;
R1f.x = R7f.x + intBitsToFloat(0xbd111112) * scaler;
PS0f = R1f.x;
// 3
R0f.x = (mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[4].x)) + PV0f.x);
R0f.y = (mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[4].x)) + PV0f.y);
R5f.z = (mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[4].x)) + PV0f.z);
R5f.w = (mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[4].x)) + PV0f.w);
R1f.y = R7f.y;
PS1f = R1f.y;
// 4
R5f.x = R7f.x + intBitsToFloat(0x3d19999a) * scaler;
R5f.y = R7f.y;
R4f.z = R7f.y;
R4f.x = R7f.x + intBitsToFloat(0xbd19999a) * scaler;
PS0f = R4f.x;
R6f.xyzw = (textureLod(textureUnitPS0, R6f.xz,0.0).xyzw);
R3f.xyzw = (textureLod(textureUnitPS0, R3f.xy,0.0).xyzw);
R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw);
R2f.xyzw = (textureLod(textureUnitPS0, R5f.xy,0.0).xyzw);
// 0
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].x),R6f.z) + R0f.y);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].x),R6f.y) + R5f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].x),R6f.x) + R5f.w);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].x),R6f.w) + R0f.x);
PV0f.w = R123f.w;
R0f.x = R7f.x + intBitsToFloat(0x3d222223) * scaler;
PS0f = R0f.x;
// 1
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].y),R3f.w) + PV0f.w);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].y),R3f.y) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].y),R3f.x) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].y),R3f.z) + PV0f.x);
PV1f.w = R123f.w;
R0f.y = R7f.y;
PS1f = R0f.y;
// 2
backupReg0f = R7f.x;
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].y),R1f.y) + PV1f.y);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].y),R1f.x) + PV1f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].y),R1f.w) + PV1f.x);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].y),R1f.z) + PV1f.w);
PV0f.w = R123f.w;
R7f.x = backupReg0f + intBitsToFloat(0xbd222223) * scaler;
PS0f = R7f.x;
// 3
backupReg0f = R2f.x;
backupReg1f = R2f.z;
backupReg2f = R2f.y;
R2f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].z),R2f.w) + PV0f.z);
R2f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].z),backupReg0f) + PV0f.y);
R2f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].z),backupReg1f) + PV0f.w);
R2f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].z),backupReg2f) + PV0f.x);
R4f.xyzw = (textureLod(textureUnitPS0, R4f.xz,0.0).xyzw);
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
R7f.xyzw = (textureLod(textureUnitPS0, R7f.xy,0.0).xyzw);
// 0
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].z),R4f.x) + R2f.y);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].z),R4f.w) + R2f.x);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].z),R4f.z) + R2f.z);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].z),R4f.y) + R2f.w);
PV0f.w = R123f.w;
// 1
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].w),R0f.x) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].w),R0f.w) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].w),R0f.z) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].w),R0f.y) + PV0f.w);
PV1f.w = R123f.w;
// 2
backupReg0f = R7f.x;
backupReg1f = R7f.y;
backupReg2f = R7f.z;
backupReg3f = R7f.w;
R7f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].w),backupReg0f) + PV1f.x);
R7f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].w),backupReg1f) + PV1f.w);
R7f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].w),backupReg2f) + PV1f.z);
R7f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].w),backupReg3f) + PV1f.y);
// export
passPixelColor0 = vec4(R7f.x, R7f.y, R7f.z, R7f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader e334517825fdd599
//basline dof blur..
const float dither = 0.5 ;
const float scaleShader = 0.5;
const float scaleBlur = $scaleBlur; //0.125 4k
const int sampleScale = 2;
const float lightBloom = 0.95;
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4001000 res 1920x1080x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG
const int samples = 8 * sampleScale, //8 or 4 balances xy position
LOD = 2, // gaussian done on MIPmap at scale LOD
sLOD = 1 << LOD; // tile size = 2^LOD
const float sigma = float(samples) * .25;
float gaussian(vec2 i) {
return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma);
}
vec4 blur(sampler2D sp, vec2 U, vec2 scale) {
vec4 O = vec4(0.0);
int s = samples / sLOD;
for (int i = 0; i < s*s; i++) {
vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.;
O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD));
}
//return O / O.a;
return vec4(O.x, O.y, O.z, 1.0)*18; // balance loss of brightness
}
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 R9f = 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 = passParameterSem0;
vec2 coord = R0f.xy*textureSize(textureUnitPS0, 0); //
vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0);
vec2 uv = coord * ps;
R9f.xyzw = blur(textureUnitPS0, R0f.xy, ps*scaleBlur).xyzw;
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
R0f.xyz = mix(R0f.xyz, R9f.xyz, 0.75);
// export
passPixelColor0 = vec4(R9f.x, R9f.y, R9f.z, R0f.w);
}

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[Definition]
titleIds = 000500001019C800,000500001019E600,000500001019E500
name = Resolution
path = "The Legend of Zelda: Twilight Princess HD/Graphics/Resolution"
description = Changes the resolution of the game.
version = 3
[Preset]
name = 1920x1080 (Default)
$width = 1920
$height = 1080
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.01
$scaleShader = 1.0
$scaleBlur = 0.05
$internalRes = 1
// Performance
[Preset]
name = 640x360
$width = 640
$height = 360
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.01
$scaleShader = 1.0
$scaleBlur = 0.05
$internalRes = 1
[Preset]
name = 854x480
$width = 854
$height = 480
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.01
$scaleShader = 1.0
$scaleBlur = 0.05
$internalRes = 1
[Preset]
name = 960x540
$width = 960
$height = 540
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.01
$scaleShader = 1.0
$scaleBlur = 0.05
$internalRes = 1
[Preset]
name = 1280x720
$width = 1280
$height = 720
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.01
$scaleShader = 1.0
$scaleBlur = 0.05
$internalRes = 1
// Quality
[Preset]
name = 1600x900
$width = 1600
$height = 900
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.01
$scaleShader = 1.0
$scaleBlur = 0.05
$internalRes = 1
[Preset]
name = 2560x1440
$width = 2560
$height = 1440
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.1
$scaleShader = 1.0
$scaleBlur = 0.25
$internalRes = 1
[Preset]
name = 2732x1536
$width = 2732
$height = 1536
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.2
$scaleShader = 1.0
$scaleBlur = 0.25
$internalRes = 1
[Preset]
name = 3200x1800
$width = 3200
$height = 1800
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.2
$scaleShader = 1.0
$scaleBlur = 0.5
$internalRes = 1
[Preset]
name = 3840x2160
$width = 3840
$height = 2160
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.2
$scaleShader = 1.0
$scaleBlur = 0.5
$internalRes = 1
[Preset]
name = 3840x2160 (4k - Native x2) x2 sub scaling
$width = 3840
$height = 2160
$gameWidth= 1920
$gameHeight= 1080
$internalRes = 2
$dither = 0.2
$scaleShader = 1.0
$scaleBlur = 0.5
[Preset]
name = 5120x2880
$width = 5120
$height = 2880
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.2
$scaleShader = 1.0
$scaleBlur = 0.5
$internalRes = 1
// Enthusiast
[Preset]
name = 7680x4320
$width = 7680
$height = 4320
$gameWidth = 1920
$gameHeight = 1080
$dither = 0.25
$scaleShader = 1.0
$scaleBlur = 0.5
$internalRes = 1
[TextureRedefine]
width = 1920
height = 1088
#formats = 0x011,0x01a
overwriteWidth = ($width/$gameWidth) * 1920
overwriteHeight = ($height/$gameHeight) * 1088
[TextureRedefine]
width = 1920
height = 1080
#formats =
overwriteWidth = ($width/$gameWidth) * 1920
overwriteHeight = ($height/$gameHeight) * 1080
[TextureRedefine]
width = 960
height = 544
#formats = 0x01a,0x011
overwriteWidth = ($width/$gameWidth) * (960*$internalRes)
overwriteHeight = ($height/$gameHeight) * (544*$internalRes)
[TextureRedefine]
width = 960
height = 540
#formats = 0x01a
overwriteWidth = ($width/$gameWidth) * (960*$internalRes)
overwriteHeight = ($height/$gameHeight) * (540*$internalRes)
#[TextureRedefine]
#width = 864
#height = 480
##formats =
#overwriteWidth = ($width/$gameWidth) * 864
#overwriteHeight = ($height/$gameHeight) * 480
#
#[TextureRedefine]
#width = 854
#height = 480
##formats =
#overwriteWidth = ($width/$gameWidth) * 854
#overwriteHeight = ($height/$gameHeight) * 480
#
#[TextureRedefine] #shadows horsie
#width = 768
#height = 768
#formatsExcluded =
#overwriteWidth = ($width/$gameWidth) * 768
#overwriteHeight = ($height/$gameHeight) * 768
#
[TextureRedefine] # bloom n cutscene
width = 480
height = 272
#formats = 0x01a
overwriteWidth = ($width/$gameWidth) * (480*$internalRes)
overwriteHeight = ($height/$gameHeight) * (272*$internalRes)
[TextureRedefine] # bloom n cutscene
width = 480
height = 270
#formats = 0x01a
overwriteWidth = ($width/$gameWidth) * (480*$internalRes)
overwriteHeight = ($height/$gameHeight) * (270*$internalRes)
#
##[TextureRedefine] #Dont scale
##width = 448
##height = 384
###formats =
##overwriteWidth = ($width/$gameWidth) * 448
##overwriteHeight = ($height/$gameHeight) * 384
#
##[TextureRedefine] # Dont scale
##width = 435
##height = 381
###formats =
##overwriteWidth = ($width/$gameWidth) * 435
##overwriteHeight = ($height/$gameHeight) * 381
#
#[TextureRedefine] #Wolf shadows
#width = 384
#height = 384
####formatsExcluded =
#overwriteWidth = ($width/$gameWidth) * 384
#overwriteHeight = ($height/$gameHeight) * 384
#
##[TextureRedefine] #Dont scale
##width = 320
##height = 288
###formats = 0x01a
##overwriteWidth = ($width/$gameWidth) * 320
##overwriteHeight = ($height/$gameHeight) * 288
#
##[TextureRedefine] #Dont scale
##width = 290
##height = 280
###formats =
##overwriteWidth = ($width/$gameWidth) * 290
##overwriteHeight = ($height/$gameHeight) * 280
#
##[TextureRedefine] # Dont scale
##width = 282
##height = 272
###formats =
##overwriteWidth = ($width/$gameWidth) * 282
##overwriteHeight = ($height/$gameHeight) * 272