mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-22 09:39:17 +01:00
[TP] DOF,AA removal 4320, 1440, 2160
Twilight princess Update - Buffers for dof shadow Add - AA removal in enhancements
This commit is contained in:
parent
366fc98318
commit
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@ -0,0 +1,151 @@
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#version 400
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#extension GL_ARB_texture_gather : enable
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// shader 34755035276148c0 // AA removal Twlight princess
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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
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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
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in vec4 passParameter0;
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layout(location = 0) out vec4 passPixelColor0;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R3i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R127i = ivec4(0);
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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int loopStuckCounter = 0;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0i = floatBitsToInt(passParameter0);
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R1i.xyzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).wzxy);
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R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
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passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
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/*
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R0i.w = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).y);
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// 0
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R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(0xba088889));
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PV0i.x = R1i.x;
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R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(0xba72b9d6));
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PV0i.y = R1i.y;
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R2i.z = R0i.x;
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PV0i.z = R2i.z;
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R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(0xba72b9d6));
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PS0i = R2i.y;
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// 1
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R3i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(0xba088889));
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PV1i.x = R3i.x;
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R3i.y = R0i.y;
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PV1i.y = R3i.y;
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R1i.xyzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R1i.xy)).xyzw);
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R2i.yz = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R2i.zy)).yz);
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R3i.xy = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R3i.xy)).xy);
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// 0
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PV0i.x = floatBitsToInt(intBitsToFloat(R2i.z) + intBitsToFloat(R3i.x));
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PV0i.y = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(R0i.w));
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PV0i.z = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R3i.y));
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PV0i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R2i.y));
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// 1
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R123i.x = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(0x40000000) + -(intBitsToFloat(PV0i.x))));
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PV1i.x = R123i.x;
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R123i.y = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(0x40000000) + -(intBitsToFloat(PV0i.y))));
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PV1i.y = R123i.y;
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R123i.z = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(0x40000000) + -(intBitsToFloat(PV0i.z))));
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PV1i.z = R123i.z;
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R123i.w = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(0x40000000) + -(intBitsToFloat(PV0i.w))));
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PV1i.w = R123i.w;
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// 2
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PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x))));
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PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.y), -(intBitsToFloat(PV1i.y))));
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PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.z), -(intBitsToFloat(PV1i.z))));
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PV0i.w = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w))));
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// 3
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PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(0xb400d959));
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PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(0xb400d959));
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PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(0xb400d959));
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PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(0xb400d959));
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// 4
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R123i.x = ((intBitsToFloat(PV1i.w) >= 0.0)?(floatBitsToInt(1.0)):(0));
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PV0i.x = R123i.x;
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R123i.y = ((intBitsToFloat(PV1i.z) >= 0.0)?(floatBitsToInt(1.0)):(0));
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PV0i.y = R123i.y;
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R123i.z = ((intBitsToFloat(PV1i.y) >= 0.0)?(floatBitsToInt(1.0)):(0));
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PV0i.z = R123i.z;
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R123i.w = ((intBitsToFloat(PV1i.x) >= 0.0)?(floatBitsToInt(1.0)):(0));
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PV0i.w = R123i.w;
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// 5
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tempi.x = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3e800000) + intBitsToFloat(PV0i.y) * intBitsToFloat(0x3e800000) + intBitsToFloat(PV0i.z) * intBitsToFloat(0x3e800000) + intBitsToFloat(PV0i.w) * intBitsToFloat(0x3e800000));
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PV1i.x = tempi.x;
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PV1i.y = tempi.x;
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PV1i.z = tempi.x;
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PV1i.w = tempi.x;
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// 6
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R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(0x3f400000)));
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PV0i.z = R127i.z;
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// 7
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R1i.x = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0xba088889) + intBitsToFloat(R0i.x)));
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PV1i.x = R1i.x;
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R1i.y = R0i.y;
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PV1i.y = R1i.y;
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R2i.z = R0i.x;
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PV1i.z = R2i.z;
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R2i.y = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(0xba72b9d6) + intBitsToFloat(R0i.y)));
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PS1i = R2i.y;
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// 8
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R3i.x = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(0x3a088889) + intBitsToFloat(R0i.x)));
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PV0i.x = R3i.x;
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R3i.y = R0i.y;
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PV0i.y = R3i.y;
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R0i.w = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(0x3a72b9d6) + intBitsToFloat(R0i.y)));
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PV0i.w = R0i.w;
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R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyzw);
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R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.zy)).xyzw);
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R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R3i.xy)).xyzw);
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R0i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xw)).xyzw);
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// 0
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PV0i.x = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(R2i.w));
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PV0i.y = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R2i.z));
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PV0i.z = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R2i.y));
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PV0i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R2i.x));
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// 1
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PV1i.x = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV0i.x));
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PV1i.y = floatBitsToInt(intBitsToFloat(R3i.z) + intBitsToFloat(PV0i.y));
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PV1i.z = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(PV0i.z));
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PV1i.w = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(PV0i.w));
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// 2
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backupReg0i = R0i.y;
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backupReg1i = R0i.x;
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PV0i.x = floatBitsToInt(intBitsToFloat(R0i.w) + intBitsToFloat(PV1i.x));
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PV0i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(PV1i.y));
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PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV1i.z));
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PV0i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV1i.w));
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// 3
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R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(0x3e800000)));
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PV1i.x = R0i.x;
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R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(0x3e800000)));
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PV1i.y = R0i.y;
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R0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(0x3e800000)));
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PV1i.z = R0i.z;
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R0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(0x3e800000)));
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PV1i.w = R0i.w;
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// export
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passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); */
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}
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@ -1,15 +1,39 @@
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[Definition]
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[Definition]
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titleIds = 000500001019C800,000500001019E600,000500001019E500
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titleIds = 000500001019C800,000500001019E600,000500001019E500
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name = "Twilight Princess HD - 4320p (8K)"
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name ="Twilight Princess HD 4320p"
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[TextureRedefine] # tv
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[TextureRedefine] #
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width = 1920
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width = 1920
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height = 1080
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height = 1080
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overwriteWidth = 7680
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formatsExcluded = 0x41A # exclude the intro background texture
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overwriteHeight = 4320
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overwriteWidth = 7680
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overwriteHeight = 4320
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[TextureRedefine] # gamepad
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width = 854
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#[TextureRedefine] # gamepad view
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height = 480
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#width = 854
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overwriteWidth = 2562
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#height = 480
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overwriteHeight = 1440
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#formatsExcluded =
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#overwriteWidth = 3413
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#overwriteHeight = 1920
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[TextureRedefine] # Blur, bloom
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width = 960
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height = 540
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#formatsExcluded =
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overwriteWidth = 3840
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overwriteHeight = 2160
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#[TextureRedefine] #colour grading
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#width = 480
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#height = 270
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#formats = 0x01a
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#overwriteWidth = 1920
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#overwriteHeight = 1080
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##Textures
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[TextureRedefine] # Link shadow n light
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width = 384
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height = 384
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formats = 0x01a
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overwriteWidth = 1536
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overwriteHeight = 1536
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@ -1,9 +1,39 @@
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[Definition]
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[Definition]
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titleIds = 000500001019C800,000500001019E600,000500001019E500
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titleIds = 000500001019C800,000500001019E600,000500001019E500
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name = "Twilight Princess HD - 1440p (2K)"
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name ="Twilight Princess HD 1440p"
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[TextureRedefine] # tv
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[TextureRedefine] # game rendering resolution. #
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width = 1920
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width = 1920
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height = 1080
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height = 1080
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overwriteWidth = 2560
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formatsExcluded = 0x41A # exclude the intro background texture
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overwriteHeight = 1440
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overwriteWidth = 2560
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overwriteHeight = 1440
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#[TextureRedefine] # gamepad view
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#width = 854
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#height = 480
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#formatsExcluded =
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#overwriteWidth = 1138
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#overwriteHeight = 640
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[TextureRedefine] # Blur, bloom
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width = 960
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height = 540
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#formatsExcluded =
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overwriteWidth = 1280
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overwriteHeight = 720
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#[TextureRedefine] #colour grading
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#width = 480
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#height = 270
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#formats = 0x01a
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#overwriteWidth = 640
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#overwriteHeight = 360
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##Textures
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[TextureRedefine] # Link shadow n light
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width = 384
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height = 384
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formats = 0x01a
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overwriteWidth = 1536
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overwriteHeight = 1536
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[Definition]
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[Definition]
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titleIds = 000500001019C800,000500001019E600,000500001019E500
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titleIds = 000500001019C800,000500001019E600,000500001019E500
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name = "Twilight Princess HD - 2160p (4K)"
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name ="Twilight Princess HD 2160p"
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[TextureRedefine] # tv
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[TextureRedefine] #
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width = 1920
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width = 1920
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height = 1080
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height = 1080
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overwriteWidth = 3840
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formatsExcluded = 0x41A # exclude the intro background texture
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overwriteHeight = 2160
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overwriteWidth = 3840
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overwriteHeight = 2160
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#[TextureRedefine] # gamepad view
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#width = 854
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#height = 480
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#formatsExcluded =
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#overwriteWidth = 1707 #Nearest integer
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#overwriteHeight = 960
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[TextureRedefine] # Blur, bloom
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width = 960
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height = 540
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#formatsExcluded =
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overwriteWidth = 1920
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overwriteHeight = 1080
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#[TextureRedefine] #colour grading
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#width = 480
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#height = 270
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#formats = 0x01a
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#overwriteWidth = 960 #Nearest integer
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#overwriteHeight = 540
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##Textures
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[TextureRedefine] # Link shadow n light
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width = 384
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height = 384
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formats = 0x01a
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overwriteWidth = 1536
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overwriteHeight = 1536
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