diff --git a/Enthusiast/BreathOfTheWild_2880p/0d6127fbed646d2b_0000000000000000_vs.txt b/Enthusiast/BreathOfTheWild_2880p/0d6127fbed646d2b_0000000000000000_vs.txt new file mode 100644 index 00000000..8877db40 --- /dev/null +++ b/Enthusiast/BreathOfTheWild_2880p/0d6127fbed646d2b_0000000000000000_vs.txt @@ -0,0 +1,179 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 0d6127fbed646d2b +// AO Fix +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 4.0; +const float resYScale = 4.0; + +uniform ivec4 uf_remappedVS[5]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem0; +layout(location = 1) out vec4 passParameterSem5; +layout(location = 2) out vec4 passParameterSem6; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R124i = ivec4(0); +ivec4 R125i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +uvec4 attrDecoder; +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID); +attrDecoder.xyzw = attrDataSem0.xyzw; +attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00); +attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16)))); +R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder.x = attrDataSem1.x; +attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24)); +attrDecoder.y = 0; +attrDecoder.z = 0; +attrDecoder.w = 0; +attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3); +if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00; +if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00; +if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00; +attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0)); +attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0)); +attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0)); +attrDecoder.w = floatBitsToUint(float(attrDecoder.w)); +R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +// 0 +backupReg0i = R0i.x; +PV0i.x = 0x3f800000; +PV0i.y = 0x40400000; +PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0); +R127i.w = 0x3f800000; +R127i.x = 0xbf800000; +PS0i = R127i.x; +// 1 +R3i.x = uf_remappedVS[0].z; +R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0); +PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081)); +R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000)); +PV1i.z = R123i.z; +R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000)); +PV1i.w = R123i.w; +R2i.w = 0x3f800000; +PS1i = R2i.w; +// 2 +R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w)); +PV0i.x = R2i.x; +R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z)); +PV0i.y = R2i.y; +R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5)); +R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0); +R0i.w = 0x3d2aaaab; +R0i.y = 0; +PS0i = R0i.y; +// 3 +R1i.xyz = ivec3(0x3e000000,0,floatBitsToInt(-(intBitsToFloat(PV0i.y)))); +R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z))); +R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0); +R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5)); +PS1i = R4i.x; +R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x); +R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz); +// export +gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); +// export +// skipped export to semanticId 255 +// 0 +R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5)); +R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5)); +PV0i.y = R4i.y; +PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0); +PV0i.w = R2i.x; +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); +R125i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5)); +PS0i = R125i.z; +// 1 +R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].w) * 2.0 / resXScale + intBitsToFloat(PV0i.y))); +PV1i.x = R123i.x; +R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].x))); +R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0); +R1i.z = uf_remappedVS[4].y; +R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0); +R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x)); +R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w)); +PS1i = R127i.z; +// 2 +R127i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].y) * resYScale); +R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0); +PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].x) * resXScale); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0); +R126i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].z) * 2.0 / resXScale + intBitsToFloat(R4i.x))); +R126i.w = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R126i.x)); +R124i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R125i.z)); +PS0i = R124i.z; +// 3 +R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R127i.z))); +R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w))); +R127i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y))); +R123i.w = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x))); +PV1i.w = R123i.w; +R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.y))); +PS1i = R127i.w; +// 4 +backupReg0i = R126i.w; +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R125i.z)); +PV0i.y = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(R126i.x)); +R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R127i.x))); +R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(backupReg0i))); +R3i.z = PV1i.w; +PS0i = R3i.z; +// 5 +R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y))); +R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x))); +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R124i.z))); +R3i.w = R127i.z; +R4i.z = R127i.y; +PS1i = R4i.z; +// 6 +R3i.x = floatBitsToInt(intBitsToFloat(R127i.w) * 0.25); +R3i.y = floatBitsToInt(intBitsToFloat(R126i.z) * 0.25); +R1i.z = R126i.w; +R4i.w = R125i.x; +R1i.w = PV1i.z; +PS0i = R1i.w; +// export +passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); +// export +passParameterSem5 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); +// export +passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); +} diff --git a/Enthusiast/BreathOfTheWild_2880p/8cab2ed476b991ea_0000000000000000_vs.txt b/Enthusiast/BreathOfTheWild_2880p/8cab2ed476b991ea_0000000000000000_vs.txt new file mode 100644 index 00000000..1f8a4a58 --- /dev/null +++ b/Enthusiast/BreathOfTheWild_2880p/8cab2ed476b991ea_0000000000000000_vs.txt @@ -0,0 +1,85 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 8cab2ed476b991ea +// AARestore v2 +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 4.0; +const float resYScale = 4.0; + +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 1) out vec4 passParameterSem1; +layout(location = 0) out vec4 passParameterSem0; +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); +uvec4 attrDecoder; +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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xy = attrDataSem1.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +backupReg0f = R1f.x; +backupReg1f = R1f.y; +R1f.x = backupReg0f; +R1f.x *= 2.0; +R1f.y = backupReg1f; +R1f.y *= 2.0; +R1f.z = 1.0; +R0f.w = R2f.x; +PV0f.w = R0f.w; +R0f.y = R2f.y; +PS0f = R0f.y; +// 1 +PV1f.x = -(intBitsToFloat(uf_remappedVS[0].w)/resXScale); +PV1f.x /= 2.0; +PV1f.y = -(intBitsToFloat(uf_remappedVS[0].z)/resYScale); +PV1f.y /= 2.0; +R2f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedVS[0].x)*resXScale) + 0.5); +PS1f = R2f.x; +// 2 +R2f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedVS[0].y)*resYScale) + 0.5); +R2f.z = PV1f.y; +R2f.w = PV1f.x; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.z); +// export +passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// export +passParameterSem0 = vec4(R0f.w, R0f.y, R0f.z, R0f.z); +} diff --git a/Enthusiast/BreathOfTheWild_2880p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt b/Enthusiast/BreathOfTheWild_2880p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt new file mode 100644 index 00000000..f9a9d4ad --- /dev/null +++ b/Enthusiast/BreathOfTheWild_2880p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt @@ -0,0 +1,102 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader a5b3a5e5ab2938bc +// AARestore v2 +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 4.0; +const float resYScale = 4.0; + +uniform ivec4 uf_remappedPS[3]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) 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); +vec4 R2f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R125f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem0; +R1f = passParameterSem1; +R2f.w = (texture(textureUnitPS1, R0f.xy).x); +R0f.xyzw = (textureGather(textureUnitPS2, R0f.xy).xyzw); +// 0 +backupReg0f = R0f.y; +backupReg1f = R0f.x; +PV0f.x = -(R2f.w) + R0f.w; +PV0f.y = -(R2f.w) + R0f.z; +PV0f.z = -(R2f.w) + backupReg0f; +PV0f.w = -(R2f.w) + backupReg1f; +PS0f = R2f.w + intBitsToFloat(uf_remappedPS[0].x); +// 1 +R127f.x = max(PV0f.w, -(PV0f.w)); +PV1f.y = max(PV0f.z, -(PV0f.z)); +R127f.z = max(PV0f.y, -(PV0f.y)); +R127f.w = max(PV0f.x, -(PV0f.x)); +PS1f = 1.0 / PS0f; +// 2 +R126f.x = intBitsToFloat(uf_remappedPS[1].w) * PS1f; +R127f.y = PV1f.y * -(1.0); +R126f.z = floor(R1f.y); +R125f.w = floor(R1f.x); +PV0f.w = R125f.w; +PS0f = PV1f.y * -(1.0); +// 3 +tempf.x = dot(vec4(R127f.w,R127f.z,R127f.x,PS0f),vec4(1.0,-(1.0),1.0,1.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R126f.w = tempf.x; +R126f.y = R1f.x + -(PV0f.w); +PS1f = R126f.y; +// 4 +tempf.x = dot(vec4(R127f.w,R127f.x,R127f.z,R127f.y),vec4(1.0,-(1.0),1.0,1.0)); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +PS0f = R1f.y + -(R126f.z); +// 5 +R123f.x = (mul_nonIEEE(R126f.x,PV0f.x) + PS0f); +R123f.x = clamp(R123f.x, 0.0, 1.0); +PV1f.x = R123f.x; +R123f.y = (mul_nonIEEE(R126f.x,R126f.w) + R126f.y); +R123f.y = clamp(R123f.y, 0.0, 1.0); +PV1f.y = R123f.y; +// 6 +PV0f.z = R126f.z + PV1f.x; +PV0f.w = R125f.w + PV1f.y; +// 7 +R1f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[2].z)/resXScale) + R1f.z); +R1f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[2].w)/resYScale) + R1f.w); +R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Enthusiast/BreathOfTheWild_4320p/0d6127fbed646d2b_0000000000000000_vs.txt b/Enthusiast/BreathOfTheWild_4320p/0d6127fbed646d2b_0000000000000000_vs.txt new file mode 100644 index 00000000..c0c821de --- /dev/null +++ b/Enthusiast/BreathOfTheWild_4320p/0d6127fbed646d2b_0000000000000000_vs.txt @@ -0,0 +1,179 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 0d6127fbed646d2b +// AO Fix +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 6.0; +const float resYScale = 6.0; + +uniform ivec4 uf_remappedVS[5]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem0; +layout(location = 1) out vec4 passParameterSem5; +layout(location = 2) out vec4 passParameterSem6; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R124i = ivec4(0); +ivec4 R125i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +uvec4 attrDecoder; +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID); +attrDecoder.xyzw = attrDataSem0.xyzw; +attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00); +attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16)))); +R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder.x = attrDataSem1.x; +attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24)); +attrDecoder.y = 0; +attrDecoder.z = 0; +attrDecoder.w = 0; +attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3); +if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00; +if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00; +if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00; +attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0)); +attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0)); +attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0)); +attrDecoder.w = floatBitsToUint(float(attrDecoder.w)); +R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +// 0 +backupReg0i = R0i.x; +PV0i.x = 0x3f800000; +PV0i.y = 0x40400000; +PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0); +R127i.w = 0x3f800000; +R127i.x = 0xbf800000; +PS0i = R127i.x; +// 1 +R3i.x = uf_remappedVS[0].z; +R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0); +PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081)); +R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000)); +PV1i.z = R123i.z; +R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000)); +PV1i.w = R123i.w; +R2i.w = 0x3f800000; +PS1i = R2i.w; +// 2 +R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w)); +PV0i.x = R2i.x; +R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z)); +PV0i.y = R2i.y; +R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5)); +R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0); +R0i.w = 0x3d2aaaab; +R0i.y = 0; +PS0i = R0i.y; +// 3 +R1i.xyz = ivec3(0x3e000000,0,floatBitsToInt(-(intBitsToFloat(PV0i.y)))); +R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z))); +R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0); +R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5)); +PS1i = R4i.x; +R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x); +R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz); +// export +gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); +// export +// skipped export to semanticId 255 +// 0 +R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5)); +R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5)); +PV0i.y = R4i.y; +PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0); +PV0i.w = R2i.x; +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); +R125i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5)); +PS0i = R125i.z; +// 1 +R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].w) * 2.0 / resXScale + intBitsToFloat(PV0i.y))); +PV1i.x = R123i.x; +R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].x))); +R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0); +R1i.z = uf_remappedVS[4].y; +R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0); +R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x)); +R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w)); +PS1i = R127i.z; +// 2 +R127i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].y) * resYScale); +R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0); +PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].x) * resXScale); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0); +R126i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].z) * 2.0 / resXScale + intBitsToFloat(R4i.x))); +R126i.w = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R126i.x)); +R124i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R125i.z)); +PS0i = R124i.z; +// 3 +R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R127i.z))); +R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w))); +R127i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y))); +R123i.w = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x))); +PV1i.w = R123i.w; +R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.y))); +PS1i = R127i.w; +// 4 +backupReg0i = R126i.w; +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R125i.z)); +PV0i.y = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(R126i.x)); +R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R127i.x))); +R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(backupReg0i))); +R3i.z = PV1i.w; +PS0i = R3i.z; +// 5 +R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y))); +R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x))); +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R124i.z))); +R3i.w = R127i.z; +R4i.z = R127i.y; +PS1i = R4i.z; +// 6 +R3i.x = floatBitsToInt(intBitsToFloat(R127i.w) * 0.25); +R3i.y = floatBitsToInt(intBitsToFloat(R126i.z) * 0.25); +R1i.z = R126i.w; +R4i.w = R125i.x; +R1i.w = PV1i.z; +PS0i = R1i.w; +// export +passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); +// export +passParameterSem5 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); +// export +passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); +} diff --git a/Enthusiast/BreathOfTheWild_4320p/8cab2ed476b991ea_0000000000000000_vs.txt b/Enthusiast/BreathOfTheWild_4320p/8cab2ed476b991ea_0000000000000000_vs.txt new file mode 100644 index 00000000..027f8276 --- /dev/null +++ b/Enthusiast/BreathOfTheWild_4320p/8cab2ed476b991ea_0000000000000000_vs.txt @@ -0,0 +1,85 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 8cab2ed476b991ea +// AARestore v2 +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 6.0; +const float resYScale = 6.0; + +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 1) out vec4 passParameterSem1; +layout(location = 0) out vec4 passParameterSem0; +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); +uvec4 attrDecoder; +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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xy = attrDataSem1.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +backupReg0f = R1f.x; +backupReg1f = R1f.y; +R1f.x = backupReg0f; +R1f.x *= 2.0; +R1f.y = backupReg1f; +R1f.y *= 2.0; +R1f.z = 1.0; +R0f.w = R2f.x; +PV0f.w = R0f.w; +R0f.y = R2f.y; +PS0f = R0f.y; +// 1 +PV1f.x = -(intBitsToFloat(uf_remappedVS[0].w)/resXScale); +PV1f.x /= 2.0; +PV1f.y = -(intBitsToFloat(uf_remappedVS[0].z)/resYScale); +PV1f.y /= 2.0; +R2f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedVS[0].x)*resXScale) + 0.5); +PS1f = R2f.x; +// 2 +R2f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedVS[0].y)*resYScale) + 0.5); +R2f.z = PV1f.y; +R2f.w = PV1f.x; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.z); +// export +passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// export +passParameterSem0 = vec4(R0f.w, R0f.y, R0f.z, R0f.z); +} diff --git a/Enthusiast/BreathOfTheWild_4320p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt b/Enthusiast/BreathOfTheWild_4320p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt new file mode 100644 index 00000000..b8bb6c4a --- /dev/null +++ b/Enthusiast/BreathOfTheWild_4320p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt @@ -0,0 +1,102 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader a5b3a5e5ab2938bc +// AARestore v2 +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 6.0; +const float resYScale = 6.0; + +uniform ivec4 uf_remappedPS[3]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) 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); +vec4 R2f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R125f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem0; +R1f = passParameterSem1; +R2f.w = (texture(textureUnitPS1, R0f.xy).x); +R0f.xyzw = (textureGather(textureUnitPS2, R0f.xy).xyzw); +// 0 +backupReg0f = R0f.y; +backupReg1f = R0f.x; +PV0f.x = -(R2f.w) + R0f.w; +PV0f.y = -(R2f.w) + R0f.z; +PV0f.z = -(R2f.w) + backupReg0f; +PV0f.w = -(R2f.w) + backupReg1f; +PS0f = R2f.w + intBitsToFloat(uf_remappedPS[0].x); +// 1 +R127f.x = max(PV0f.w, -(PV0f.w)); +PV1f.y = max(PV0f.z, -(PV0f.z)); +R127f.z = max(PV0f.y, -(PV0f.y)); +R127f.w = max(PV0f.x, -(PV0f.x)); +PS1f = 1.0 / PS0f; +// 2 +R126f.x = intBitsToFloat(uf_remappedPS[1].w) * PS1f; +R127f.y = PV1f.y * -(1.0); +R126f.z = floor(R1f.y); +R125f.w = floor(R1f.x); +PV0f.w = R125f.w; +PS0f = PV1f.y * -(1.0); +// 3 +tempf.x = dot(vec4(R127f.w,R127f.z,R127f.x,PS0f),vec4(1.0,-(1.0),1.0,1.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R126f.w = tempf.x; +R126f.y = R1f.x + -(PV0f.w); +PS1f = R126f.y; +// 4 +tempf.x = dot(vec4(R127f.w,R127f.x,R127f.z,R127f.y),vec4(1.0,-(1.0),1.0,1.0)); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +PS0f = R1f.y + -(R126f.z); +// 5 +R123f.x = (mul_nonIEEE(R126f.x,PV0f.x) + PS0f); +R123f.x = clamp(R123f.x, 0.0, 1.0); +PV1f.x = R123f.x; +R123f.y = (mul_nonIEEE(R126f.x,R126f.w) + R126f.y); +R123f.y = clamp(R123f.y, 0.0, 1.0); +PV1f.y = R123f.y; +// 6 +PV0f.z = R126f.z + PV1f.x; +PV0f.w = R125f.w + PV1f.y; +// 7 +R1f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[2].z)/resXScale) + R1f.z); +R1f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[2].w)/resYScale) + R1f.w); +R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Enthusiast/BreathOfTheWild_5760p/0d6127fbed646d2b_0000000000000000_vs.txt b/Enthusiast/BreathOfTheWild_5760p/0d6127fbed646d2b_0000000000000000_vs.txt new file mode 100644 index 00000000..ee77dc07 --- /dev/null +++ b/Enthusiast/BreathOfTheWild_5760p/0d6127fbed646d2b_0000000000000000_vs.txt @@ -0,0 +1,179 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 0d6127fbed646d2b +// AO Fix +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 8.0; +const float resYScale = 8.0; + +uniform ivec4 uf_remappedVS[5]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem0; +layout(location = 1) out vec4 passParameterSem5; +layout(location = 2) out vec4 passParameterSem6; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R124i = ivec4(0); +ivec4 R125i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +uvec4 attrDecoder; +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID); +attrDecoder.xyzw = attrDataSem0.xyzw; +attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00); +attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16)))); +R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder.x = attrDataSem1.x; +attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24)); +attrDecoder.y = 0; +attrDecoder.z = 0; +attrDecoder.w = 0; +attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3); +if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00; +if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00; +if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00; +attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0)); +attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0)); +attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0)); +attrDecoder.w = floatBitsToUint(float(attrDecoder.w)); +R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +// 0 +backupReg0i = R0i.x; +PV0i.x = 0x3f800000; +PV0i.y = 0x40400000; +PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0); +R127i.w = 0x3f800000; +R127i.x = 0xbf800000; +PS0i = R127i.x; +// 1 +R3i.x = uf_remappedVS[0].z; +R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0); +PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081)); +R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000)); +PV1i.z = R123i.z; +R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000)); +PV1i.w = R123i.w; +R2i.w = 0x3f800000; +PS1i = R2i.w; +// 2 +R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w)); +PV0i.x = R2i.x; +R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z)); +PV0i.y = R2i.y; +R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5)); +R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0); +R0i.w = 0x3d2aaaab; +R0i.y = 0; +PS0i = R0i.y; +// 3 +R1i.xyz = ivec3(0x3e000000,0,floatBitsToInt(-(intBitsToFloat(PV0i.y)))); +R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z))); +R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0); +R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5)); +PS1i = R4i.x; +R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x); +R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz); +// export +gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); +// export +// skipped export to semanticId 255 +// 0 +R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5)); +R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5)); +PV0i.y = R4i.y; +PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0); +PV0i.w = R2i.x; +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); +R125i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5)); +PS0i = R125i.z; +// 1 +R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].w) * 2.0 / resXScale + intBitsToFloat(PV0i.y))); +PV1i.x = R123i.x; +R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].x))); +R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0); +R1i.z = uf_remappedVS[4].y; +R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0); +R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x)); +R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w)); +PS1i = R127i.z; +// 2 +R127i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].y) * resYScale); +R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0); +PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].x) * resXScale); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0); +R126i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].z) * 2.0 / resXScale + intBitsToFloat(R4i.x))); +R126i.w = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R126i.x)); +R124i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R125i.z)); +PS0i = R124i.z; +// 3 +R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R127i.z))); +R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w))); +R127i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y))); +R123i.w = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x))); +PV1i.w = R123i.w; +R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.y))); +PS1i = R127i.w; +// 4 +backupReg0i = R126i.w; +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R125i.z)); +PV0i.y = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(R126i.x)); +R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R127i.x))); +R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(backupReg0i))); +R3i.z = PV1i.w; +PS0i = R3i.z; +// 5 +R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y))); +R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x))); +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R124i.z))); +R3i.w = R127i.z; +R4i.z = R127i.y; +PS1i = R4i.z; +// 6 +R3i.x = floatBitsToInt(intBitsToFloat(R127i.w) * 0.25); +R3i.y = floatBitsToInt(intBitsToFloat(R126i.z) * 0.25); +R1i.z = R126i.w; +R4i.w = R125i.x; +R1i.w = PV1i.z; +PS0i = R1i.w; +// export +passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); +// export +passParameterSem5 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); +// export +passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); +} diff --git a/Enthusiast/BreathOfTheWild_5760p/8cab2ed476b991ea_0000000000000000_vs.txt b/Enthusiast/BreathOfTheWild_5760p/8cab2ed476b991ea_0000000000000000_vs.txt new file mode 100644 index 00000000..18f4474e --- /dev/null +++ b/Enthusiast/BreathOfTheWild_5760p/8cab2ed476b991ea_0000000000000000_vs.txt @@ -0,0 +1,85 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 8cab2ed476b991ea +// AARestore v2 +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 8.0; +const float resYScale = 8.0; + +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 1) out vec4 passParameterSem1; +layout(location = 0) out vec4 passParameterSem0; +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); +uvec4 attrDecoder; +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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xy = attrDataSem1.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +backupReg0f = R1f.x; +backupReg1f = R1f.y; +R1f.x = backupReg0f; +R1f.x *= 2.0; +R1f.y = backupReg1f; +R1f.y *= 2.0; +R1f.z = 1.0; +R0f.w = R2f.x; +PV0f.w = R0f.w; +R0f.y = R2f.y; +PS0f = R0f.y; +// 1 +PV1f.x = -(intBitsToFloat(uf_remappedVS[0].w)/resXScale); +PV1f.x /= 2.0; +PV1f.y = -(intBitsToFloat(uf_remappedVS[0].z)/resYScale); +PV1f.y /= 2.0; +R2f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedVS[0].x)*resXScale) + 0.5); +PS1f = R2f.x; +// 2 +R2f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedVS[0].y)*resYScale) + 0.5); +R2f.z = PV1f.y; +R2f.w = PV1f.x; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.z); +// export +passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// export +passParameterSem0 = vec4(R0f.w, R0f.y, R0f.z, R0f.z); +} diff --git a/Enthusiast/BreathOfTheWild_5760p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt b/Enthusiast/BreathOfTheWild_5760p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt new file mode 100644 index 00000000..f829cddd --- /dev/null +++ b/Enthusiast/BreathOfTheWild_5760p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt @@ -0,0 +1,102 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader a5b3a5e5ab2938bc +// AARestore v2 +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 8.0; +const float resYScale = 8.0; + +uniform ivec4 uf_remappedPS[3]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) 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); +vec4 R2f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R125f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem0; +R1f = passParameterSem1; +R2f.w = (texture(textureUnitPS1, R0f.xy).x); +R0f.xyzw = (textureGather(textureUnitPS2, R0f.xy).xyzw); +// 0 +backupReg0f = R0f.y; +backupReg1f = R0f.x; +PV0f.x = -(R2f.w) + R0f.w; +PV0f.y = -(R2f.w) + R0f.z; +PV0f.z = -(R2f.w) + backupReg0f; +PV0f.w = -(R2f.w) + backupReg1f; +PS0f = R2f.w + intBitsToFloat(uf_remappedPS[0].x); +// 1 +R127f.x = max(PV0f.w, -(PV0f.w)); +PV1f.y = max(PV0f.z, -(PV0f.z)); +R127f.z = max(PV0f.y, -(PV0f.y)); +R127f.w = max(PV0f.x, -(PV0f.x)); +PS1f = 1.0 / PS0f; +// 2 +R126f.x = intBitsToFloat(uf_remappedPS[1].w) * PS1f; +R127f.y = PV1f.y * -(1.0); +R126f.z = floor(R1f.y); +R125f.w = floor(R1f.x); +PV0f.w = R125f.w; +PS0f = PV1f.y * -(1.0); +// 3 +tempf.x = dot(vec4(R127f.w,R127f.z,R127f.x,PS0f),vec4(1.0,-(1.0),1.0,1.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R126f.w = tempf.x; +R126f.y = R1f.x + -(PV0f.w); +PS1f = R126f.y; +// 4 +tempf.x = dot(vec4(R127f.w,R127f.x,R127f.z,R127f.y),vec4(1.0,-(1.0),1.0,1.0)); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +PS0f = R1f.y + -(R126f.z); +// 5 +R123f.x = (mul_nonIEEE(R126f.x,PV0f.x) + PS0f); +R123f.x = clamp(R123f.x, 0.0, 1.0); +PV1f.x = R123f.x; +R123f.y = (mul_nonIEEE(R126f.x,R126f.w) + R126f.y); +R123f.y = clamp(R123f.y, 0.0, 1.0); +PV1f.y = R123f.y; +// 6 +PV0f.z = R126f.z + PV1f.x; +PV0f.w = R125f.w + PV1f.y; +// 7 +R1f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[2].z)/resXScale) + R1f.z); +R1f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[2].w)/resYScale) + R1f.w); +R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Quality/BreathOfTheWild_1080p/0d6127fbed646d2b_0000000000000000_vs.txt b/Quality/BreathOfTheWild_1080p/0d6127fbed646d2b_0000000000000000_vs.txt new file mode 100644 index 00000000..5f5d84da --- /dev/null +++ b/Quality/BreathOfTheWild_1080p/0d6127fbed646d2b_0000000000000000_vs.txt @@ -0,0 +1,179 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 0d6127fbed646d2b +// AO Fix +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 1.5; +const float resYScale = 1.5; + +uniform ivec4 uf_remappedVS[5]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem0; +layout(location = 1) out vec4 passParameterSem5; +layout(location = 2) out vec4 passParameterSem6; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R124i = ivec4(0); +ivec4 R125i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +uvec4 attrDecoder; +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID); +attrDecoder.xyzw = attrDataSem0.xyzw; +attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00); +attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16)))); +R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder.x = attrDataSem1.x; +attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24)); +attrDecoder.y = 0; +attrDecoder.z = 0; +attrDecoder.w = 0; +attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3); +if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00; +if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00; +if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00; +attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0)); +attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0)); +attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0)); +attrDecoder.w = floatBitsToUint(float(attrDecoder.w)); +R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +// 0 +backupReg0i = R0i.x; +PV0i.x = 0x3f800000; +PV0i.y = 0x40400000; +PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0); +R127i.w = 0x3f800000; +R127i.x = 0xbf800000; +PS0i = R127i.x; +// 1 +R3i.x = uf_remappedVS[0].z; +R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0); +PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081)); +R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000)); +PV1i.z = R123i.z; +R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000)); +PV1i.w = R123i.w; +R2i.w = 0x3f800000; +PS1i = R2i.w; +// 2 +R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w)); +PV0i.x = R2i.x; +R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z)); +PV0i.y = R2i.y; +R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5)); +R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0); +R0i.w = 0x3d2aaaab; +R0i.y = 0; +PS0i = R0i.y; +// 3 +R1i.xyz = ivec3(0x3e000000,0,floatBitsToInt(-(intBitsToFloat(PV0i.y)))); +R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z))); +R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0); +R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5)); +PS1i = R4i.x; +R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x); +R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz); +// export +gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); +// export +// skipped export to semanticId 255 +// 0 +R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5)); +R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5)); +PV0i.y = R4i.y; +PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0); +PV0i.w = R2i.x; +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); +R125i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5)); +PS0i = R125i.z; +// 1 +R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].w) * 2.0 / resXScale + intBitsToFloat(PV0i.y))); +PV1i.x = R123i.x; +R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].x))); +R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0); +R1i.z = uf_remappedVS[4].y; +R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0); +R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x)); +R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w)); +PS1i = R127i.z; +// 2 +R127i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].y) * resYScale); +R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0); +PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].x) * resXScale); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0); +R126i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].z) * 2.0 / resXScale + intBitsToFloat(R4i.x))); +R126i.w = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R126i.x)); +R124i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R125i.z)); +PS0i = R124i.z; +// 3 +R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R127i.z))); +R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w))); +R127i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y))); +R123i.w = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x))); +PV1i.w = R123i.w; +R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.y))); +PS1i = R127i.w; +// 4 +backupReg0i = R126i.w; +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R125i.z)); +PV0i.y = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(R126i.x)); +R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R127i.x))); +R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(backupReg0i))); +R3i.z = PV1i.w; +PS0i = R3i.z; +// 5 +R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y))); +R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x))); +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R124i.z))); +R3i.w = R127i.z; +R4i.z = R127i.y; +PS1i = R4i.z; +// 6 +R3i.x = floatBitsToInt(intBitsToFloat(R127i.w) * 0.25); +R3i.y = floatBitsToInt(intBitsToFloat(R126i.z) * 0.25); +R1i.z = R126i.w; +R4i.w = R125i.x; +R1i.w = PV1i.z; +PS0i = R1i.w; +// export +passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); +// export +passParameterSem5 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); +// export +passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); +} diff --git a/Quality/BreathOfTheWild_1080p/8cab2ed476b991ea_0000000000000000_vs.txt b/Quality/BreathOfTheWild_1080p/8cab2ed476b991ea_0000000000000000_vs.txt new file mode 100644 index 00000000..6e097fac --- /dev/null +++ b/Quality/BreathOfTheWild_1080p/8cab2ed476b991ea_0000000000000000_vs.txt @@ -0,0 +1,85 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 8cab2ed476b991ea +// AARestore v2 +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 1.5; +const float resYScale = 1.5; + +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 1) out vec4 passParameterSem1; +layout(location = 0) out vec4 passParameterSem0; +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); +uvec4 attrDecoder; +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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xy = attrDataSem1.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +backupReg0f = R1f.x; +backupReg1f = R1f.y; +R1f.x = backupReg0f; +R1f.x *= 2.0; +R1f.y = backupReg1f; +R1f.y *= 2.0; +R1f.z = 1.0; +R0f.w = R2f.x; +PV0f.w = R0f.w; +R0f.y = R2f.y; +PS0f = R0f.y; +// 1 +PV1f.x = -(intBitsToFloat(uf_remappedVS[0].w)/resXScale); +PV1f.x /= 2.0; +PV1f.y = -(intBitsToFloat(uf_remappedVS[0].z)/resYScale); +PV1f.y /= 2.0; +R2f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedVS[0].x)*resXScale) + 0.5); +PS1f = R2f.x; +// 2 +R2f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedVS[0].y)*resYScale) + 0.5); +R2f.z = PV1f.y; +R2f.w = PV1f.x; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.z); +// export +passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// export +passParameterSem0 = vec4(R0f.w, R0f.y, R0f.z, R0f.z); +} diff --git a/Quality/BreathOfTheWild_1080p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt b/Quality/BreathOfTheWild_1080p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt new file mode 100644 index 00000000..e0dbda68 --- /dev/null +++ b/Quality/BreathOfTheWild_1080p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt @@ -0,0 +1,102 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader a5b3a5e5ab2938bc +// AARestore v2 +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 1.5; +const float resYScale = 1.5; + +uniform ivec4 uf_remappedPS[3]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) 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); +vec4 R2f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R125f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem0; +R1f = passParameterSem1; +R2f.w = (texture(textureUnitPS1, R0f.xy).x); +R0f.xyzw = (textureGather(textureUnitPS2, R0f.xy).xyzw); +// 0 +backupReg0f = R0f.y; +backupReg1f = R0f.x; +PV0f.x = -(R2f.w) + R0f.w; +PV0f.y = -(R2f.w) + R0f.z; +PV0f.z = -(R2f.w) + backupReg0f; +PV0f.w = -(R2f.w) + backupReg1f; +PS0f = R2f.w + intBitsToFloat(uf_remappedPS[0].x); +// 1 +R127f.x = max(PV0f.w, -(PV0f.w)); +PV1f.y = max(PV0f.z, -(PV0f.z)); +R127f.z = max(PV0f.y, -(PV0f.y)); +R127f.w = max(PV0f.x, -(PV0f.x)); +PS1f = 1.0 / PS0f; +// 2 +R126f.x = intBitsToFloat(uf_remappedPS[1].w) * PS1f; +R127f.y = PV1f.y * -(1.0); +R126f.z = floor(R1f.y); +R125f.w = floor(R1f.x); +PV0f.w = R125f.w; +PS0f = PV1f.y * -(1.0); +// 3 +tempf.x = dot(vec4(R127f.w,R127f.z,R127f.x,PS0f),vec4(1.0,-(1.0),1.0,1.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R126f.w = tempf.x; +R126f.y = R1f.x + -(PV0f.w); +PS1f = R126f.y; +// 4 +tempf.x = dot(vec4(R127f.w,R127f.x,R127f.z,R127f.y),vec4(1.0,-(1.0),1.0,1.0)); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +PS0f = R1f.y + -(R126f.z); +// 5 +R123f.x = (mul_nonIEEE(R126f.x,PV0f.x) + PS0f); +R123f.x = clamp(R123f.x, 0.0, 1.0); +PV1f.x = R123f.x; +R123f.y = (mul_nonIEEE(R126f.x,R126f.w) + R126f.y); +R123f.y = clamp(R123f.y, 0.0, 1.0); +PV1f.y = R123f.y; +// 6 +PV0f.z = R126f.z + PV1f.x; +PV0f.w = R125f.w + PV1f.y; +// 7 +R1f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[2].z)/resXScale) + R1f.z); +R1f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[2].w)/resYScale) + R1f.w); +R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Quality/BreathOfTheWild_1080pUW/0d6127fbed646d2b_0000000000000000_vs.txt b/Quality/BreathOfTheWild_1080pUW/0d6127fbed646d2b_0000000000000000_vs.txt new file mode 100644 index 00000000..6b243450 --- /dev/null +++ b/Quality/BreathOfTheWild_1080pUW/0d6127fbed646d2b_0000000000000000_vs.txt @@ -0,0 +1,179 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 0d6127fbed646d2b +// AO Fix +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 2.0; +const float resYScale = 1.5; + +uniform ivec4 uf_remappedVS[5]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem0; +layout(location = 1) out vec4 passParameterSem5; +layout(location = 2) out vec4 passParameterSem6; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R124i = ivec4(0); +ivec4 R125i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +uvec4 attrDecoder; +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID); +attrDecoder.xyzw = attrDataSem0.xyzw; +attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00); +attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16)))); +R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder.x = attrDataSem1.x; +attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24)); +attrDecoder.y = 0; +attrDecoder.z = 0; +attrDecoder.w = 0; +attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3); +if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00; +if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00; +if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00; +attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0)); +attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0)); +attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0)); +attrDecoder.w = floatBitsToUint(float(attrDecoder.w)); +R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +// 0 +backupReg0i = R0i.x; +PV0i.x = 0x3f800000; +PV0i.y = 0x40400000; +PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0); +R127i.w = 0x3f800000; +R127i.x = 0xbf800000; +PS0i = R127i.x; +// 1 +R3i.x = uf_remappedVS[0].z; +R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0); +PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081)); +R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000)); +PV1i.z = R123i.z; +R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000)); +PV1i.w = R123i.w; +R2i.w = 0x3f800000; +PS1i = R2i.w; +// 2 +R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w)); +PV0i.x = R2i.x; +R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z)); +PV0i.y = R2i.y; +R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5)); +R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0); +R0i.w = 0x3d2aaaab; +R0i.y = 0; +PS0i = R0i.y; +// 3 +R1i.xyz = ivec3(0x3e000000,0,floatBitsToInt(-(intBitsToFloat(PV0i.y)))); +R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z))); +R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0); +R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5)); +PS1i = R4i.x; +R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x); +R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz); +// export +gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); +// export +// skipped export to semanticId 255 +// 0 +R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5)); +R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5)); +PV0i.y = R4i.y; +PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0); +PV0i.w = R2i.x; +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); +R125i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5)); +PS0i = R125i.z; +// 1 +R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].w) * 2.0 / resXScale + intBitsToFloat(PV0i.y))); +PV1i.x = R123i.x; +R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].x))); +R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0); +R1i.z = uf_remappedVS[4].y; +R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0); +R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x)); +R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w)); +PS1i = R127i.z; +// 2 +R127i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].y) * resYScale); +R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0); +PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].x) * resXScale); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0); +R126i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].z) * 2.0 / resXScale + intBitsToFloat(R4i.x))); +R126i.w = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R126i.x)); +R124i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R125i.z)); +PS0i = R124i.z; +// 3 +R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R127i.z))); +R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w))); +R127i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y))); +R123i.w = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x))); +PV1i.w = R123i.w; +R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.y))); +PS1i = R127i.w; +// 4 +backupReg0i = R126i.w; +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R125i.z)); +PV0i.y = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(R126i.x)); +R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R127i.x))); +R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(backupReg0i))); +R3i.z = PV1i.w; +PS0i = R3i.z; +// 5 +R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y))); +R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x))); +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R124i.z))); +R3i.w = R127i.z; +R4i.z = R127i.y; +PS1i = R4i.z; +// 6 +R3i.x = floatBitsToInt(intBitsToFloat(R127i.w) * 0.25); +R3i.y = floatBitsToInt(intBitsToFloat(R126i.z) * 0.25); +R1i.z = R126i.w; +R4i.w = R125i.x; +R1i.w = PV1i.z; +PS0i = R1i.w; +// export +passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); +// export +passParameterSem5 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); +// export +passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); +} diff --git a/Quality/BreathOfTheWild_1080pUW/8cab2ed476b991ea_0000000000000000_vs.txt b/Quality/BreathOfTheWild_1080pUW/8cab2ed476b991ea_0000000000000000_vs.txt new file mode 100644 index 00000000..3af227f5 --- /dev/null +++ b/Quality/BreathOfTheWild_1080pUW/8cab2ed476b991ea_0000000000000000_vs.txt @@ -0,0 +1,85 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 8cab2ed476b991ea +// AARestore v2 +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 2.0; +const float resYScale = 1.5; + +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 1) out vec4 passParameterSem1; +layout(location = 0) out vec4 passParameterSem0; +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); +uvec4 attrDecoder; +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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xy = attrDataSem1.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +backupReg0f = R1f.x; +backupReg1f = R1f.y; +R1f.x = backupReg0f; +R1f.x *= 2.0; +R1f.y = backupReg1f; +R1f.y *= 2.0; +R1f.z = 1.0; +R0f.w = R2f.x; +PV0f.w = R0f.w; +R0f.y = R2f.y; +PS0f = R0f.y; +// 1 +PV1f.x = -(intBitsToFloat(uf_remappedVS[0].w)/resXScale); +PV1f.x /= 2.0; +PV1f.y = -(intBitsToFloat(uf_remappedVS[0].z)/resYScale); +PV1f.y /= 2.0; +R2f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedVS[0].x)*resXScale) + 0.5); +PS1f = R2f.x; +// 2 +R2f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedVS[0].y)*resYScale) + 0.5); +R2f.z = PV1f.y; +R2f.w = PV1f.x; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.z); +// export +passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// export +passParameterSem0 = vec4(R0f.w, R0f.y, R0f.z, R0f.z); +} diff --git a/Quality/BreathOfTheWild_1080pUW/a5b3a5e5ab2938bc_0000000000001e49_ps.txt b/Quality/BreathOfTheWild_1080pUW/a5b3a5e5ab2938bc_0000000000001e49_ps.txt new file mode 100644 index 00000000..7680c7a1 --- /dev/null +++ b/Quality/BreathOfTheWild_1080pUW/a5b3a5e5ab2938bc_0000000000001e49_ps.txt @@ -0,0 +1,102 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader a5b3a5e5ab2938bc +// AARestore v2 +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 2.0; +const float resYScale = 1.5; + +uniform ivec4 uf_remappedPS[3]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) 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); +vec4 R2f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R125f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem0; +R1f = passParameterSem1; +R2f.w = (texture(textureUnitPS1, R0f.xy).x); +R0f.xyzw = (textureGather(textureUnitPS2, R0f.xy).xyzw); +// 0 +backupReg0f = R0f.y; +backupReg1f = R0f.x; +PV0f.x = -(R2f.w) + R0f.w; +PV0f.y = -(R2f.w) + R0f.z; +PV0f.z = -(R2f.w) + backupReg0f; +PV0f.w = -(R2f.w) + backupReg1f; +PS0f = R2f.w + intBitsToFloat(uf_remappedPS[0].x); +// 1 +R127f.x = max(PV0f.w, -(PV0f.w)); +PV1f.y = max(PV0f.z, -(PV0f.z)); +R127f.z = max(PV0f.y, -(PV0f.y)); +R127f.w = max(PV0f.x, -(PV0f.x)); +PS1f = 1.0 / PS0f; +// 2 +R126f.x = intBitsToFloat(uf_remappedPS[1].w) * PS1f; +R127f.y = PV1f.y * -(1.0); +R126f.z = floor(R1f.y); +R125f.w = floor(R1f.x); +PV0f.w = R125f.w; +PS0f = PV1f.y * -(1.0); +// 3 +tempf.x = dot(vec4(R127f.w,R127f.z,R127f.x,PS0f),vec4(1.0,-(1.0),1.0,1.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R126f.w = tempf.x; +R126f.y = R1f.x + -(PV0f.w); +PS1f = R126f.y; +// 4 +tempf.x = dot(vec4(R127f.w,R127f.x,R127f.z,R127f.y),vec4(1.0,-(1.0),1.0,1.0)); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +PS0f = R1f.y + -(R126f.z); +// 5 +R123f.x = (mul_nonIEEE(R126f.x,PV0f.x) + PS0f); +R123f.x = clamp(R123f.x, 0.0, 1.0); +PV1f.x = R123f.x; +R123f.y = (mul_nonIEEE(R126f.x,R126f.w) + R126f.y); +R123f.y = clamp(R123f.y, 0.0, 1.0); +PV1f.y = R123f.y; +// 6 +PV0f.z = R126f.z + PV1f.x; +PV0f.w = R125f.w + PV1f.y; +// 7 +R1f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[2].z)/resXScale) + R1f.z); +R1f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[2].w)/resYScale) + R1f.w); +R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Quality/BreathOfTheWild_1440p/0d6127fbed646d2b_0000000000000000_vs.txt b/Quality/BreathOfTheWild_1440p/0d6127fbed646d2b_0000000000000000_vs.txt new file mode 100644 index 00000000..596b58b6 --- /dev/null +++ b/Quality/BreathOfTheWild_1440p/0d6127fbed646d2b_0000000000000000_vs.txt @@ -0,0 +1,179 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 0d6127fbed646d2b +// AO Fix +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 2.0; +const float resYScale = 2.0; + +uniform ivec4 uf_remappedVS[5]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem0; +layout(location = 1) out vec4 passParameterSem5; +layout(location = 2) out vec4 passParameterSem6; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R124i = ivec4(0); +ivec4 R125i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +uvec4 attrDecoder; +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID); +attrDecoder.xyzw = attrDataSem0.xyzw; +attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00); +attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16)))); +R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder.x = attrDataSem1.x; +attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24)); +attrDecoder.y = 0; +attrDecoder.z = 0; +attrDecoder.w = 0; +attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3); +if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00; +if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00; +if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00; +attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0)); +attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0)); +attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0)); +attrDecoder.w = floatBitsToUint(float(attrDecoder.w)); +R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +// 0 +backupReg0i = R0i.x; +PV0i.x = 0x3f800000; +PV0i.y = 0x40400000; +PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0); +R127i.w = 0x3f800000; +R127i.x = 0xbf800000; +PS0i = R127i.x; +// 1 +R3i.x = uf_remappedVS[0].z; +R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0); +PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081)); +R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000)); +PV1i.z = R123i.z; +R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000)); +PV1i.w = R123i.w; +R2i.w = 0x3f800000; +PS1i = R2i.w; +// 2 +R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w)); +PV0i.x = R2i.x; +R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z)); +PV0i.y = R2i.y; +R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5)); +R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0); +R0i.w = 0x3d2aaaab; +R0i.y = 0; +PS0i = R0i.y; +// 3 +R1i.xyz = ivec3(0x3e000000,0,floatBitsToInt(-(intBitsToFloat(PV0i.y)))); +R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z))); +R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0); +R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5)); +PS1i = R4i.x; +R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x); +R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz); +// export +gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); +// export +// skipped export to semanticId 255 +// 0 +R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5)); +R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5)); +PV0i.y = R4i.y; +PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0); +PV0i.w = R2i.x; +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); +R125i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5)); +PS0i = R125i.z; +// 1 +R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].w) * 2.0 / resXScale + intBitsToFloat(PV0i.y))); +PV1i.x = R123i.x; +R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].x))); +R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0); +R1i.z = uf_remappedVS[4].y; +R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0); +R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x)); +R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w)); +PS1i = R127i.z; +// 2 +R127i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].y) * resYScale); +R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0); +PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].x) * resXScale); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0); +R126i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].z) * 2.0 / resXScale + intBitsToFloat(R4i.x))); +R126i.w = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R126i.x)); +R124i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R125i.z)); +PS0i = R124i.z; +// 3 +R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R127i.z))); +R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w))); +R127i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y))); +R123i.w = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x))); +PV1i.w = R123i.w; +R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.y))); +PS1i = R127i.w; +// 4 +backupReg0i = R126i.w; +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R125i.z)); +PV0i.y = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(R126i.x)); +R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R127i.x))); +R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(backupReg0i))); +R3i.z = PV1i.w; +PS0i = R3i.z; +// 5 +R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y))); +R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x))); +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R124i.z))); +R3i.w = R127i.z; +R4i.z = R127i.y; +PS1i = R4i.z; +// 6 +R3i.x = floatBitsToInt(intBitsToFloat(R127i.w) * 0.25); +R3i.y = floatBitsToInt(intBitsToFloat(R126i.z) * 0.25); +R1i.z = R126i.w; +R4i.w = R125i.x; +R1i.w = PV1i.z; +PS0i = R1i.w; +// export +passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); +// export +passParameterSem5 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); +// export +passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); +} diff --git a/Quality/BreathOfTheWild_1440p/8cab2ed476b991ea_0000000000000000_vs.txt b/Quality/BreathOfTheWild_1440p/8cab2ed476b991ea_0000000000000000_vs.txt new file mode 100644 index 00000000..a4482179 --- /dev/null +++ b/Quality/BreathOfTheWild_1440p/8cab2ed476b991ea_0000000000000000_vs.txt @@ -0,0 +1,85 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 8cab2ed476b991ea +// AARestore v2 +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 2.0; +const float resYScale = 2.0; + +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 1) out vec4 passParameterSem1; +layout(location = 0) out vec4 passParameterSem0; +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); +uvec4 attrDecoder; +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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xy = attrDataSem1.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +backupReg0f = R1f.x; +backupReg1f = R1f.y; +R1f.x = backupReg0f; +R1f.x *= 2.0; +R1f.y = backupReg1f; +R1f.y *= 2.0; +R1f.z = 1.0; +R0f.w = R2f.x; +PV0f.w = R0f.w; +R0f.y = R2f.y; +PS0f = R0f.y; +// 1 +PV1f.x = -(intBitsToFloat(uf_remappedVS[0].w)/resXScale); +PV1f.x /= 2.0; +PV1f.y = -(intBitsToFloat(uf_remappedVS[0].z)/resYScale); +PV1f.y /= 2.0; +R2f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedVS[0].x)*resXScale) + 0.5); +PS1f = R2f.x; +// 2 +R2f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedVS[0].y)*resYScale) + 0.5); +R2f.z = PV1f.y; +R2f.w = PV1f.x; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.z); +// export +passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// export +passParameterSem0 = vec4(R0f.w, R0f.y, R0f.z, R0f.z); +} diff --git a/Quality/BreathOfTheWild_1440p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt b/Quality/BreathOfTheWild_1440p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt new file mode 100644 index 00000000..8b497401 --- /dev/null +++ b/Quality/BreathOfTheWild_1440p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt @@ -0,0 +1,102 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader a5b3a5e5ab2938bc +// AARestore v2 +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 2.0; +const float resYScale = 2.0; + +uniform ivec4 uf_remappedPS[3]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) 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); +vec4 R2f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R125f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem0; +R1f = passParameterSem1; +R2f.w = (texture(textureUnitPS1, R0f.xy).x); +R0f.xyzw = (textureGather(textureUnitPS2, R0f.xy).xyzw); +// 0 +backupReg0f = R0f.y; +backupReg1f = R0f.x; +PV0f.x = -(R2f.w) + R0f.w; +PV0f.y = -(R2f.w) + R0f.z; +PV0f.z = -(R2f.w) + backupReg0f; +PV0f.w = -(R2f.w) + backupReg1f; +PS0f = R2f.w + intBitsToFloat(uf_remappedPS[0].x); +// 1 +R127f.x = max(PV0f.w, -(PV0f.w)); +PV1f.y = max(PV0f.z, -(PV0f.z)); +R127f.z = max(PV0f.y, -(PV0f.y)); +R127f.w = max(PV0f.x, -(PV0f.x)); +PS1f = 1.0 / PS0f; +// 2 +R126f.x = intBitsToFloat(uf_remappedPS[1].w) * PS1f; +R127f.y = PV1f.y * -(1.0); +R126f.z = floor(R1f.y); +R125f.w = floor(R1f.x); +PV0f.w = R125f.w; +PS0f = PV1f.y * -(1.0); +// 3 +tempf.x = dot(vec4(R127f.w,R127f.z,R127f.x,PS0f),vec4(1.0,-(1.0),1.0,1.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R126f.w = tempf.x; +R126f.y = R1f.x + -(PV0f.w); +PS1f = R126f.y; +// 4 +tempf.x = dot(vec4(R127f.w,R127f.x,R127f.z,R127f.y),vec4(1.0,-(1.0),1.0,1.0)); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +PS0f = R1f.y + -(R126f.z); +// 5 +R123f.x = (mul_nonIEEE(R126f.x,PV0f.x) + PS0f); +R123f.x = clamp(R123f.x, 0.0, 1.0); +PV1f.x = R123f.x; +R123f.y = (mul_nonIEEE(R126f.x,R126f.w) + R126f.y); +R123f.y = clamp(R123f.y, 0.0, 1.0); +PV1f.y = R123f.y; +// 6 +PV0f.z = R126f.z + PV1f.x; +PV0f.w = R125f.w + PV1f.y; +// 7 +R1f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[2].z)/resXScale) + R1f.z); +R1f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[2].w)/resYScale) + R1f.w); +R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Quality/BreathOfTheWild_1440pUW/0d6127fbed646d2b_0000000000000000_vs.txt b/Quality/BreathOfTheWild_1440pUW/0d6127fbed646d2b_0000000000000000_vs.txt new file mode 100644 index 00000000..04412b18 --- /dev/null +++ b/Quality/BreathOfTheWild_1440pUW/0d6127fbed646d2b_0000000000000000_vs.txt @@ -0,0 +1,179 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 0d6127fbed646d2b +// AO Fix +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 2.6875; +const float resYScale = 2.0; + +uniform ivec4 uf_remappedVS[5]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem0; +layout(location = 1) out vec4 passParameterSem5; +layout(location = 2) out vec4 passParameterSem6; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R124i = ivec4(0); +ivec4 R125i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +uvec4 attrDecoder; +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID); +attrDecoder.xyzw = attrDataSem0.xyzw; +attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00); +attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16)))); +R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder.x = attrDataSem1.x; +attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24)); +attrDecoder.y = 0; +attrDecoder.z = 0; +attrDecoder.w = 0; +attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3); +if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00; +if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00; +if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00; +attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0)); +attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0)); +attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0)); +attrDecoder.w = floatBitsToUint(float(attrDecoder.w)); +R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +// 0 +backupReg0i = R0i.x; +PV0i.x = 0x3f800000; +PV0i.y = 0x40400000; +PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0); +R127i.w = 0x3f800000; +R127i.x = 0xbf800000; +PS0i = R127i.x; +// 1 +R3i.x = uf_remappedVS[0].z; +R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0); +PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081)); +R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000)); +PV1i.z = R123i.z; +R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000)); +PV1i.w = R123i.w; +R2i.w = 0x3f800000; +PS1i = R2i.w; +// 2 +R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w)); +PV0i.x = R2i.x; +R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z)); +PV0i.y = R2i.y; +R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5)); +R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0); +R0i.w = 0x3d2aaaab; +R0i.y = 0; +PS0i = R0i.y; +// 3 +R1i.xyz = ivec3(0x3e000000,0,floatBitsToInt(-(intBitsToFloat(PV0i.y)))); +R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z))); +R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0); +R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5)); +PS1i = R4i.x; +R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x); +R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz); +// export +gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); +// export +// skipped export to semanticId 255 +// 0 +R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5)); +R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5)); +PV0i.y = R4i.y; +PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0); +PV0i.w = R2i.x; +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); +R125i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5)); +PS0i = R125i.z; +// 1 +R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].w) * 2.0 / resXScale + intBitsToFloat(PV0i.y))); +PV1i.x = R123i.x; +R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].x))); +R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0); +R1i.z = uf_remappedVS[4].y; +R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0); +R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x)); +R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w)); +PS1i = R127i.z; +// 2 +R127i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].y) * resYScale); +R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0); +PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].x) * resXScale); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0); +R126i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].z) * 2.0 / resXScale + intBitsToFloat(R4i.x))); +R126i.w = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R126i.x)); +R124i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R125i.z)); +PS0i = R124i.z; +// 3 +R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R127i.z))); +R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w))); +R127i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y))); +R123i.w = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x))); +PV1i.w = R123i.w; +R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.y))); +PS1i = R127i.w; +// 4 +backupReg0i = R126i.w; +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R125i.z)); +PV0i.y = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(R126i.x)); +R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R127i.x))); +R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(backupReg0i))); +R3i.z = PV1i.w; +PS0i = R3i.z; +// 5 +R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y))); +R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x))); +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R124i.z))); +R3i.w = R127i.z; +R4i.z = R127i.y; +PS1i = R4i.z; +// 6 +R3i.x = floatBitsToInt(intBitsToFloat(R127i.w) * 0.25); +R3i.y = floatBitsToInt(intBitsToFloat(R126i.z) * 0.25); +R1i.z = R126i.w; +R4i.w = R125i.x; +R1i.w = PV1i.z; +PS0i = R1i.w; +// export +passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); +// export +passParameterSem5 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); +// export +passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); +} diff --git a/Quality/BreathOfTheWild_1440pUW/8cab2ed476b991ea_0000000000000000_vs.txt b/Quality/BreathOfTheWild_1440pUW/8cab2ed476b991ea_0000000000000000_vs.txt new file mode 100644 index 00000000..9838233e --- /dev/null +++ b/Quality/BreathOfTheWild_1440pUW/8cab2ed476b991ea_0000000000000000_vs.txt @@ -0,0 +1,85 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 8cab2ed476b991ea +// AARestore v2 +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 2.6875; +const float resYScale = 2.0; + +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 1) out vec4 passParameterSem1; +layout(location = 0) out vec4 passParameterSem0; +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); +uvec4 attrDecoder; +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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xy = attrDataSem1.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +backupReg0f = R1f.x; +backupReg1f = R1f.y; +R1f.x = backupReg0f; +R1f.x *= 2.0; +R1f.y = backupReg1f; +R1f.y *= 2.0; +R1f.z = 1.0; +R0f.w = R2f.x; +PV0f.w = R0f.w; +R0f.y = R2f.y; +PS0f = R0f.y; +// 1 +PV1f.x = -(intBitsToFloat(uf_remappedVS[0].w)/resXScale); +PV1f.x /= 2.0; +PV1f.y = -(intBitsToFloat(uf_remappedVS[0].z)/resYScale); +PV1f.y /= 2.0; +R2f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedVS[0].x)*resXScale) + 0.5); +PS1f = R2f.x; +// 2 +R2f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedVS[0].y)*resYScale) + 0.5); +R2f.z = PV1f.y; +R2f.w = PV1f.x; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.z); +// export +passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// export +passParameterSem0 = vec4(R0f.w, R0f.y, R0f.z, R0f.z); +} diff --git a/Quality/BreathOfTheWild_1440pUW/a5b3a5e5ab2938bc_0000000000001e49_ps.txt b/Quality/BreathOfTheWild_1440pUW/a5b3a5e5ab2938bc_0000000000001e49_ps.txt new file mode 100644 index 00000000..d82cd88f --- /dev/null +++ b/Quality/BreathOfTheWild_1440pUW/a5b3a5e5ab2938bc_0000000000001e49_ps.txt @@ -0,0 +1,102 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader a5b3a5e5ab2938bc +// AARestore v2 +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 2.6875; +const float resYScale = 2.0; + +uniform ivec4 uf_remappedPS[3]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) 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); +vec4 R2f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R125f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem0; +R1f = passParameterSem1; +R2f.w = (texture(textureUnitPS1, R0f.xy).x); +R0f.xyzw = (textureGather(textureUnitPS2, R0f.xy).xyzw); +// 0 +backupReg0f = R0f.y; +backupReg1f = R0f.x; +PV0f.x = -(R2f.w) + R0f.w; +PV0f.y = -(R2f.w) + R0f.z; +PV0f.z = -(R2f.w) + backupReg0f; +PV0f.w = -(R2f.w) + backupReg1f; +PS0f = R2f.w + intBitsToFloat(uf_remappedPS[0].x); +// 1 +R127f.x = max(PV0f.w, -(PV0f.w)); +PV1f.y = max(PV0f.z, -(PV0f.z)); +R127f.z = max(PV0f.y, -(PV0f.y)); +R127f.w = max(PV0f.x, -(PV0f.x)); +PS1f = 1.0 / PS0f; +// 2 +R126f.x = intBitsToFloat(uf_remappedPS[1].w) * PS1f; +R127f.y = PV1f.y * -(1.0); +R126f.z = floor(R1f.y); +R125f.w = floor(R1f.x); +PV0f.w = R125f.w; +PS0f = PV1f.y * -(1.0); +// 3 +tempf.x = dot(vec4(R127f.w,R127f.z,R127f.x,PS0f),vec4(1.0,-(1.0),1.0,1.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R126f.w = tempf.x; +R126f.y = R1f.x + -(PV0f.w); +PS1f = R126f.y; +// 4 +tempf.x = dot(vec4(R127f.w,R127f.x,R127f.z,R127f.y),vec4(1.0,-(1.0),1.0,1.0)); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +PS0f = R1f.y + -(R126f.z); +// 5 +R123f.x = (mul_nonIEEE(R126f.x,PV0f.x) + PS0f); +R123f.x = clamp(R123f.x, 0.0, 1.0); +PV1f.x = R123f.x; +R123f.y = (mul_nonIEEE(R126f.x,R126f.w) + R126f.y); +R123f.y = clamp(R123f.y, 0.0, 1.0); +PV1f.y = R123f.y; +// 6 +PV0f.z = R126f.z + PV1f.x; +PV0f.w = R125f.w + PV1f.y; +// 7 +R1f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[2].z)/resXScale) + R1f.z); +R1f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[2].w)/resYScale) + R1f.w); +R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Quality/BreathOfTheWild_1800p/0d6127fbed646d2b_0000000000000000_vs.txt b/Quality/BreathOfTheWild_1800p/0d6127fbed646d2b_0000000000000000_vs.txt new file mode 100644 index 00000000..179d6df1 --- /dev/null +++ b/Quality/BreathOfTheWild_1800p/0d6127fbed646d2b_0000000000000000_vs.txt @@ -0,0 +1,179 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 0d6127fbed646d2b +// AO Fix +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 2.5; +const float resYScale = 2.5; + +uniform ivec4 uf_remappedVS[5]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem0; +layout(location = 1) out vec4 passParameterSem5; +layout(location = 2) out vec4 passParameterSem6; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R124i = ivec4(0); +ivec4 R125i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +uvec4 attrDecoder; +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID); +attrDecoder.xyzw = attrDataSem0.xyzw; +attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00); +attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16)))); +R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder.x = attrDataSem1.x; +attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24)); +attrDecoder.y = 0; +attrDecoder.z = 0; +attrDecoder.w = 0; +attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3); +if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00; +if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00; +if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00; +attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0)); +attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0)); +attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0)); +attrDecoder.w = floatBitsToUint(float(attrDecoder.w)); +R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +// 0 +backupReg0i = R0i.x; +PV0i.x = 0x3f800000; +PV0i.y = 0x40400000; +PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0); +R127i.w = 0x3f800000; +R127i.x = 0xbf800000; +PS0i = R127i.x; +// 1 +R3i.x = uf_remappedVS[0].z; +R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0); +PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081)); +R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000)); +PV1i.z = R123i.z; +R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000)); +PV1i.w = R123i.w; +R2i.w = 0x3f800000; +PS1i = R2i.w; +// 2 +R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w)); +PV0i.x = R2i.x; +R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z)); +PV0i.y = R2i.y; +R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5)); +R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0); +R0i.w = 0x3d2aaaab; +R0i.y = 0; +PS0i = R0i.y; +// 3 +R1i.xyz = ivec3(0x3e000000,0,floatBitsToInt(-(intBitsToFloat(PV0i.y)))); +R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z))); +R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0); +R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5)); +PS1i = R4i.x; +R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x); +R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz); +// export +gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); +// export +// skipped export to semanticId 255 +// 0 +R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5)); +R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5)); +PV0i.y = R4i.y; +PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0); +PV0i.w = R2i.x; +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); +R125i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5)); +PS0i = R125i.z; +// 1 +R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].w) * 2.0 / resXScale + intBitsToFloat(PV0i.y))); +PV1i.x = R123i.x; +R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].x))); +R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0); +R1i.z = uf_remappedVS[4].y; +R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0); +R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x)); +R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w)); +PS1i = R127i.z; +// 2 +R127i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].y) * resYScale); +R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0); +PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].x) * resXScale); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0); +R126i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].z) * 2.0 / resXScale + intBitsToFloat(R4i.x))); +R126i.w = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R126i.x)); +R124i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R125i.z)); +PS0i = R124i.z; +// 3 +R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R127i.z))); +R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w))); +R127i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y))); +R123i.w = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x))); +PV1i.w = R123i.w; +R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.y))); +PS1i = R127i.w; +// 4 +backupReg0i = R126i.w; +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R125i.z)); +PV0i.y = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(R126i.x)); +R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R127i.x))); +R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(backupReg0i))); +R3i.z = PV1i.w; +PS0i = R3i.z; +// 5 +R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y))); +R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x))); +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R124i.z))); +R3i.w = R127i.z; +R4i.z = R127i.y; +PS1i = R4i.z; +// 6 +R3i.x = floatBitsToInt(intBitsToFloat(R127i.w) * 0.25); +R3i.y = floatBitsToInt(intBitsToFloat(R126i.z) * 0.25); +R1i.z = R126i.w; +R4i.w = R125i.x; +R1i.w = PV1i.z; +PS0i = R1i.w; +// export +passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); +// export +passParameterSem5 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); +// export +passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); +} diff --git a/Quality/BreathOfTheWild_1800p/8cab2ed476b991ea_0000000000000000_vs.txt b/Quality/BreathOfTheWild_1800p/8cab2ed476b991ea_0000000000000000_vs.txt new file mode 100644 index 00000000..9637131d --- /dev/null +++ b/Quality/BreathOfTheWild_1800p/8cab2ed476b991ea_0000000000000000_vs.txt @@ -0,0 +1,85 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 8cab2ed476b991ea +// AARestore v2 +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 2.5; +const float resYScale = 2.5; + +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 1) out vec4 passParameterSem1; +layout(location = 0) out vec4 passParameterSem0; +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); +uvec4 attrDecoder; +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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xy = attrDataSem1.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +backupReg0f = R1f.x; +backupReg1f = R1f.y; +R1f.x = backupReg0f; +R1f.x *= 2.0; +R1f.y = backupReg1f; +R1f.y *= 2.0; +R1f.z = 1.0; +R0f.w = R2f.x; +PV0f.w = R0f.w; +R0f.y = R2f.y; +PS0f = R0f.y; +// 1 +PV1f.x = -(intBitsToFloat(uf_remappedVS[0].w)/resXScale); +PV1f.x /= 2.0; +PV1f.y = -(intBitsToFloat(uf_remappedVS[0].z)/resYScale); +PV1f.y /= 2.0; +R2f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedVS[0].x)*resXScale) + 0.5); +PS1f = R2f.x; +// 2 +R2f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedVS[0].y)*resYScale) + 0.5); +R2f.z = PV1f.y; +R2f.w = PV1f.x; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.z); +// export +passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// export +passParameterSem0 = vec4(R0f.w, R0f.y, R0f.z, R0f.z); +} diff --git a/Quality/BreathOfTheWild_1800p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt b/Quality/BreathOfTheWild_1800p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt new file mode 100644 index 00000000..a03291ac --- /dev/null +++ b/Quality/BreathOfTheWild_1800p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt @@ -0,0 +1,102 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader a5b3a5e5ab2938bc +// AARestore v2 +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 2.5; +const float resYScale = 2.5; + +uniform ivec4 uf_remappedPS[3]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) 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); +vec4 R2f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R125f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem0; +R1f = passParameterSem1; +R2f.w = (texture(textureUnitPS1, R0f.xy).x); +R0f.xyzw = (textureGather(textureUnitPS2, R0f.xy).xyzw); +// 0 +backupReg0f = R0f.y; +backupReg1f = R0f.x; +PV0f.x = -(R2f.w) + R0f.w; +PV0f.y = -(R2f.w) + R0f.z; +PV0f.z = -(R2f.w) + backupReg0f; +PV0f.w = -(R2f.w) + backupReg1f; +PS0f = R2f.w + intBitsToFloat(uf_remappedPS[0].x); +// 1 +R127f.x = max(PV0f.w, -(PV0f.w)); +PV1f.y = max(PV0f.z, -(PV0f.z)); +R127f.z = max(PV0f.y, -(PV0f.y)); +R127f.w = max(PV0f.x, -(PV0f.x)); +PS1f = 1.0 / PS0f; +// 2 +R126f.x = intBitsToFloat(uf_remappedPS[1].w) * PS1f; +R127f.y = PV1f.y * -(1.0); +R126f.z = floor(R1f.y); +R125f.w = floor(R1f.x); +PV0f.w = R125f.w; +PS0f = PV1f.y * -(1.0); +// 3 +tempf.x = dot(vec4(R127f.w,R127f.z,R127f.x,PS0f),vec4(1.0,-(1.0),1.0,1.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R126f.w = tempf.x; +R126f.y = R1f.x + -(PV0f.w); +PS1f = R126f.y; +// 4 +tempf.x = dot(vec4(R127f.w,R127f.x,R127f.z,R127f.y),vec4(1.0,-(1.0),1.0,1.0)); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +PS0f = R1f.y + -(R126f.z); +// 5 +R123f.x = (mul_nonIEEE(R126f.x,PV0f.x) + PS0f); +R123f.x = clamp(R123f.x, 0.0, 1.0); +PV1f.x = R123f.x; +R123f.y = (mul_nonIEEE(R126f.x,R126f.w) + R126f.y); +R123f.y = clamp(R123f.y, 0.0, 1.0); +PV1f.y = R123f.y; +// 6 +PV0f.z = R126f.z + PV1f.x; +PV0f.w = R125f.w + PV1f.y; +// 7 +R1f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[2].z)/resXScale) + R1f.z); +R1f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[2].w)/resYScale) + R1f.w); +R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Quality/BreathOfTheWild_2160p/0d6127fbed646d2b_0000000000000000_vs.txt b/Quality/BreathOfTheWild_2160p/0d6127fbed646d2b_0000000000000000_vs.txt new file mode 100644 index 00000000..6d8b6e44 --- /dev/null +++ b/Quality/BreathOfTheWild_2160p/0d6127fbed646d2b_0000000000000000_vs.txt @@ -0,0 +1,179 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 0d6127fbed646d2b +// AO Fix +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 3.0; +const float resYScale = 3.0; + +uniform ivec4 uf_remappedVS[5]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem0; +layout(location = 1) out vec4 passParameterSem5; +layout(location = 2) out vec4 passParameterSem6; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R124i = ivec4(0); +ivec4 R125i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +uvec4 attrDecoder; +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID); +attrDecoder.xyzw = attrDataSem0.xyzw; +attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00); +attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16)))); +R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder.x = attrDataSem1.x; +attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24)); +attrDecoder.y = 0; +attrDecoder.z = 0; +attrDecoder.w = 0; +attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3); +if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00; +if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00; +if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00; +attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0)); +attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0)); +attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0)); +attrDecoder.w = floatBitsToUint(float(attrDecoder.w)); +R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +// 0 +backupReg0i = R0i.x; +PV0i.x = 0x3f800000; +PV0i.y = 0x40400000; +PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0); +R127i.w = 0x3f800000; +R127i.x = 0xbf800000; +PS0i = R127i.x; +// 1 +R3i.x = uf_remappedVS[0].z; +R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0); +PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081)); +R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000)); +PV1i.z = R123i.z; +R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000)); +PV1i.w = R123i.w; +R2i.w = 0x3f800000; +PS1i = R2i.w; +// 2 +R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w)); +PV0i.x = R2i.x; +R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z)); +PV0i.y = R2i.y; +R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5)); +R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0); +R0i.w = 0x3d2aaaab; +R0i.y = 0; +PS0i = R0i.y; +// 3 +R1i.xyz = ivec3(0x3e000000,0,floatBitsToInt(-(intBitsToFloat(PV0i.y)))); +R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z))); +R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0); +R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5)); +PS1i = R4i.x; +R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x); +R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz); +// export +gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); +// export +// skipped export to semanticId 255 +// 0 +R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5)); +R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5)); +PV0i.y = R4i.y; +PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0); +PV0i.w = R2i.x; +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); +R125i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5)); +PS0i = R125i.z; +// 1 +R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].w) * 2.0 / resXScale + intBitsToFloat(PV0i.y))); +PV1i.x = R123i.x; +R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].x))); +R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0); +R1i.z = uf_remappedVS[4].y; +R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0); +R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x)); +R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w)); +PS1i = R127i.z; +// 2 +R127i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].y) * resYScale); +R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0); +PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].x) * resXScale); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0); +R126i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].z) * 2.0 / resXScale + intBitsToFloat(R4i.x))); +R126i.w = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R126i.x)); +R124i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R125i.z)); +PS0i = R124i.z; +// 3 +R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R127i.z))); +R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w))); +R127i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y))); +R123i.w = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x))); +PV1i.w = R123i.w; +R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.y))); +PS1i = R127i.w; +// 4 +backupReg0i = R126i.w; +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R125i.z)); +PV0i.y = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(R126i.x)); +R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R127i.x))); +R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(backupReg0i))); +R3i.z = PV1i.w; +PS0i = R3i.z; +// 5 +R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y))); +R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x))); +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R124i.z))); +R3i.w = R127i.z; +R4i.z = R127i.y; +PS1i = R4i.z; +// 6 +R3i.x = floatBitsToInt(intBitsToFloat(R127i.w) * 0.25); +R3i.y = floatBitsToInt(intBitsToFloat(R126i.z) * 0.25); +R1i.z = R126i.w; +R4i.w = R125i.x; +R1i.w = PV1i.z; +PS0i = R1i.w; +// export +passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); +// export +passParameterSem5 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); +// export +passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); +} diff --git a/Quality/BreathOfTheWild_2160p/8cab2ed476b991ea_0000000000000000_vs.txt b/Quality/BreathOfTheWild_2160p/8cab2ed476b991ea_0000000000000000_vs.txt new file mode 100644 index 00000000..789d1f05 --- /dev/null +++ b/Quality/BreathOfTheWild_2160p/8cab2ed476b991ea_0000000000000000_vs.txt @@ -0,0 +1,85 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 8cab2ed476b991ea +// AARestore v2 +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 3.0; +const float resYScale = 3.0; + +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 1) out vec4 passParameterSem1; +layout(location = 0) out vec4 passParameterSem0; +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); +uvec4 attrDecoder; +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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xy = attrDataSem1.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +backupReg0f = R1f.x; +backupReg1f = R1f.y; +R1f.x = backupReg0f; +R1f.x *= 2.0; +R1f.y = backupReg1f; +R1f.y *= 2.0; +R1f.z = 1.0; +R0f.w = R2f.x; +PV0f.w = R0f.w; +R0f.y = R2f.y; +PS0f = R0f.y; +// 1 +PV1f.x = -(intBitsToFloat(uf_remappedVS[0].w)/resXScale); +PV1f.x /= 2.0; +PV1f.y = -(intBitsToFloat(uf_remappedVS[0].z)/resYScale); +PV1f.y /= 2.0; +R2f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedVS[0].x)*resXScale) + 0.5); +PS1f = R2f.x; +// 2 +R2f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedVS[0].y)*resYScale) + 0.5); +R2f.z = PV1f.y; +R2f.w = PV1f.x; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.z); +// export +passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// export +passParameterSem0 = vec4(R0f.w, R0f.y, R0f.z, R0f.z); +} diff --git a/Quality/BreathOfTheWild_2160p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt b/Quality/BreathOfTheWild_2160p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt new file mode 100644 index 00000000..3ad3947a --- /dev/null +++ b/Quality/BreathOfTheWild_2160p/a5b3a5e5ab2938bc_0000000000001e49_ps.txt @@ -0,0 +1,102 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader a5b3a5e5ab2938bc +// AARestore v2 +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 3.0; +const float resYScale = 3.0; + +uniform ivec4 uf_remappedPS[3]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) 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); +vec4 R2f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R125f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem0; +R1f = passParameterSem1; +R2f.w = (texture(textureUnitPS1, R0f.xy).x); +R0f.xyzw = (textureGather(textureUnitPS2, R0f.xy).xyzw); +// 0 +backupReg0f = R0f.y; +backupReg1f = R0f.x; +PV0f.x = -(R2f.w) + R0f.w; +PV0f.y = -(R2f.w) + R0f.z; +PV0f.z = -(R2f.w) + backupReg0f; +PV0f.w = -(R2f.w) + backupReg1f; +PS0f = R2f.w + intBitsToFloat(uf_remappedPS[0].x); +// 1 +R127f.x = max(PV0f.w, -(PV0f.w)); +PV1f.y = max(PV0f.z, -(PV0f.z)); +R127f.z = max(PV0f.y, -(PV0f.y)); +R127f.w = max(PV0f.x, -(PV0f.x)); +PS1f = 1.0 / PS0f; +// 2 +R126f.x = intBitsToFloat(uf_remappedPS[1].w) * PS1f; +R127f.y = PV1f.y * -(1.0); +R126f.z = floor(R1f.y); +R125f.w = floor(R1f.x); +PV0f.w = R125f.w; +PS0f = PV1f.y * -(1.0); +// 3 +tempf.x = dot(vec4(R127f.w,R127f.z,R127f.x,PS0f),vec4(1.0,-(1.0),1.0,1.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R126f.w = tempf.x; +R126f.y = R1f.x + -(PV0f.w); +PS1f = R126f.y; +// 4 +tempf.x = dot(vec4(R127f.w,R127f.x,R127f.z,R127f.y),vec4(1.0,-(1.0),1.0,1.0)); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +PS0f = R1f.y + -(R126f.z); +// 5 +R123f.x = (mul_nonIEEE(R126f.x,PV0f.x) + PS0f); +R123f.x = clamp(R123f.x, 0.0, 1.0); +PV1f.x = R123f.x; +R123f.y = (mul_nonIEEE(R126f.x,R126f.w) + R126f.y); +R123f.y = clamp(R123f.y, 0.0, 1.0); +PV1f.y = R123f.y; +// 6 +PV0f.z = R126f.z + PV1f.x; +PV0f.w = R125f.w + PV1f.y; +// 7 +R1f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[2].z)/resXScale) + R1f.z); +R1f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[2].w)/resYScale) + R1f.w); +R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Quality/BreathOfTheWild_2160pUW/0d6127fbed646d2b_0000000000000000_vs.txt b/Quality/BreathOfTheWild_2160pUW/0d6127fbed646d2b_0000000000000000_vs.txt new file mode 100644 index 00000000..60a6b238 --- /dev/null +++ b/Quality/BreathOfTheWild_2160pUW/0d6127fbed646d2b_0000000000000000_vs.txt @@ -0,0 +1,179 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 0d6127fbed646d2b +// AO Fix +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 4.0; +const float resYScale = 3.0; + +uniform ivec4 uf_remappedVS[5]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem0; +layout(location = 1) out vec4 passParameterSem5; +layout(location = 2) out vec4 passParameterSem6; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R124i = ivec4(0); +ivec4 R125i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +uvec4 attrDecoder; +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID); +attrDecoder.xyzw = attrDataSem0.xyzw; +attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00); +attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16)))); +R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder.x = attrDataSem1.x; +attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24)); +attrDecoder.y = 0; +attrDecoder.z = 0; +attrDecoder.w = 0; +attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3); +if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00; +if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00; +if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00; +attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0)); +attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0)); +attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0)); +attrDecoder.w = floatBitsToUint(float(attrDecoder.w)); +R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +// 0 +backupReg0i = R0i.x; +PV0i.x = 0x3f800000; +PV0i.y = 0x40400000; +PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0); +R127i.w = 0x3f800000; +R127i.x = 0xbf800000; +PS0i = R127i.x; +// 1 +R3i.x = uf_remappedVS[0].z; +R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0); +PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081)); +R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000)); +PV1i.z = R123i.z; +R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000)); +PV1i.w = R123i.w; +R2i.w = 0x3f800000; +PS1i = R2i.w; +// 2 +R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w)); +PV0i.x = R2i.x; +R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z)); +PV0i.y = R2i.y; +R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5)); +R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0); +R0i.w = 0x3d2aaaab; +R0i.y = 0; +PS0i = R0i.y; +// 3 +R1i.xyz = ivec3(0x3e000000,0,floatBitsToInt(-(intBitsToFloat(PV0i.y)))); +R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z))); +R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0); +R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5)); +PS1i = R4i.x; +R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x); +R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz); +// export +gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); +// export +// skipped export to semanticId 255 +// 0 +R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5)); +R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5)); +PV0i.y = R4i.y; +PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0); +PV0i.w = R2i.x; +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); +R125i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5)); +PS0i = R125i.z; +// 1 +R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].w) * 2.0 / resXScale + intBitsToFloat(PV0i.y))); +PV1i.x = R123i.x; +R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].x))); +R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0); +R1i.z = uf_remappedVS[4].y; +R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0); +R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x)); +R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w)); +PS1i = R127i.z; +// 2 +R127i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].y) * resYScale); +R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0); +PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].x) * resXScale); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0); +R126i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].z) * 2.0 / resXScale + intBitsToFloat(R4i.x))); +R126i.w = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R126i.x)); +R124i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R125i.z)); +PS0i = R124i.z; +// 3 +R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R127i.z))); +R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w))); +R127i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y))); +R123i.w = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x))); +PV1i.w = R123i.w; +R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.y))); +PS1i = R127i.w; +// 4 +backupReg0i = R126i.w; +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R125i.z)); +PV0i.y = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(R126i.x)); +R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R127i.x))); +R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(backupReg0i))); +R3i.z = PV1i.w; +PS0i = R3i.z; +// 5 +R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y))); +R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x))); +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R124i.z))); +R3i.w = R127i.z; +R4i.z = R127i.y; +PS1i = R4i.z; +// 6 +R3i.x = floatBitsToInt(intBitsToFloat(R127i.w) * 0.25); +R3i.y = floatBitsToInt(intBitsToFloat(R126i.z) * 0.25); +R1i.z = R126i.w; +R4i.w = R125i.x; +R1i.w = PV1i.z; +PS0i = R1i.w; +// export +passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); +// export +passParameterSem5 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); +// export +passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); +} diff --git a/Quality/BreathOfTheWild_2160pUW/8cab2ed476b991ea_0000000000000000_vs.txt b/Quality/BreathOfTheWild_2160pUW/8cab2ed476b991ea_0000000000000000_vs.txt new file mode 100644 index 00000000..cd47b272 --- /dev/null +++ b/Quality/BreathOfTheWild_2160pUW/8cab2ed476b991ea_0000000000000000_vs.txt @@ -0,0 +1,85 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 8cab2ed476b991ea +// AARestore v2 +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 4.0; +const float resYScale = 3.0; + +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 1) out vec4 passParameterSem1; +layout(location = 0) out vec4 passParameterSem0; +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); +uvec4 attrDecoder; +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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xy = attrDataSem1.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +backupReg0f = R1f.x; +backupReg1f = R1f.y; +R1f.x = backupReg0f; +R1f.x *= 2.0; +R1f.y = backupReg1f; +R1f.y *= 2.0; +R1f.z = 1.0; +R0f.w = R2f.x; +PV0f.w = R0f.w; +R0f.y = R2f.y; +PS0f = R0f.y; +// 1 +PV1f.x = -(intBitsToFloat(uf_remappedVS[0].w)/resXScale); +PV1f.x /= 2.0; +PV1f.y = -(intBitsToFloat(uf_remappedVS[0].z)/resYScale); +PV1f.y /= 2.0; +R2f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedVS[0].x)*resXScale) + 0.5); +PS1f = R2f.x; +// 2 +R2f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedVS[0].y)*resYScale) + 0.5); +R2f.z = PV1f.y; +R2f.w = PV1f.x; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.z); +// export +passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// export +passParameterSem0 = vec4(R0f.w, R0f.y, R0f.z, R0f.z); +} diff --git a/Quality/BreathOfTheWild_2160pUW/a5b3a5e5ab2938bc_0000000000001e49_ps.txt b/Quality/BreathOfTheWild_2160pUW/a5b3a5e5ab2938bc_0000000000001e49_ps.txt new file mode 100644 index 00000000..47e9fe32 --- /dev/null +++ b/Quality/BreathOfTheWild_2160pUW/a5b3a5e5ab2938bc_0000000000001e49_ps.txt @@ -0,0 +1,102 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader a5b3a5e5ab2938bc +// AARestore v2 +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 4.0; +const float resYScale = 3.0; + +uniform ivec4 uf_remappedPS[3]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) 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); +vec4 R2f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R125f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem0; +R1f = passParameterSem1; +R2f.w = (texture(textureUnitPS1, R0f.xy).x); +R0f.xyzw = (textureGather(textureUnitPS2, R0f.xy).xyzw); +// 0 +backupReg0f = R0f.y; +backupReg1f = R0f.x; +PV0f.x = -(R2f.w) + R0f.w; +PV0f.y = -(R2f.w) + R0f.z; +PV0f.z = -(R2f.w) + backupReg0f; +PV0f.w = -(R2f.w) + backupReg1f; +PS0f = R2f.w + intBitsToFloat(uf_remappedPS[0].x); +// 1 +R127f.x = max(PV0f.w, -(PV0f.w)); +PV1f.y = max(PV0f.z, -(PV0f.z)); +R127f.z = max(PV0f.y, -(PV0f.y)); +R127f.w = max(PV0f.x, -(PV0f.x)); +PS1f = 1.0 / PS0f; +// 2 +R126f.x = intBitsToFloat(uf_remappedPS[1].w) * PS1f; +R127f.y = PV1f.y * -(1.0); +R126f.z = floor(R1f.y); +R125f.w = floor(R1f.x); +PV0f.w = R125f.w; +PS0f = PV1f.y * -(1.0); +// 3 +tempf.x = dot(vec4(R127f.w,R127f.z,R127f.x,PS0f),vec4(1.0,-(1.0),1.0,1.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R126f.w = tempf.x; +R126f.y = R1f.x + -(PV0f.w); +PS1f = R126f.y; +// 4 +tempf.x = dot(vec4(R127f.w,R127f.x,R127f.z,R127f.y),vec4(1.0,-(1.0),1.0,1.0)); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +PS0f = R1f.y + -(R126f.z); +// 5 +R123f.x = (mul_nonIEEE(R126f.x,PV0f.x) + PS0f); +R123f.x = clamp(R123f.x, 0.0, 1.0); +PV1f.x = R123f.x; +R123f.y = (mul_nonIEEE(R126f.x,R126f.w) + R126f.y); +R123f.y = clamp(R123f.y, 0.0, 1.0); +PV1f.y = R123f.y; +// 6 +PV0f.z = R126f.z + PV1f.x; +PV0f.w = R125f.w + PV1f.y; +// 7 +R1f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[2].z)/resXScale) + R1f.z); +R1f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[2].w)/resYScale) + R1f.w); +R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Quality/BreathOfTheWild_Switch/0d6127fbed646d2b_0000000000000000_vs.txt b/Quality/BreathOfTheWild_Switch/0d6127fbed646d2b_0000000000000000_vs.txt new file mode 100644 index 00000000..9e8c7cf6 --- /dev/null +++ b/Quality/BreathOfTheWild_Switch/0d6127fbed646d2b_0000000000000000_vs.txt @@ -0,0 +1,179 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 0d6127fbed646d2b +// AO Fix +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 1.25; +const float resYScale = 1.25; + +uniform ivec4 uf_remappedVS[5]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem0; +layout(location = 1) out vec4 passParameterSem5; +layout(location = 2) out vec4 passParameterSem6; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R124i = ivec4(0); +ivec4 R125i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +uvec4 attrDecoder; +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID); +attrDecoder.xyzw = attrDataSem0.xyzw; +attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00); +attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16)))); +R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder.x = attrDataSem1.x; +attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24)); +attrDecoder.y = 0; +attrDecoder.z = 0; +attrDecoder.w = 0; +attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3); +if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00; +if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00; +if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00; +attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0)); +attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0)); +attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0)); +attrDecoder.w = floatBitsToUint(float(attrDecoder.w)); +R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +// 0 +backupReg0i = R0i.x; +PV0i.x = 0x3f800000; +PV0i.y = 0x40400000; +PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0); +R127i.w = 0x3f800000; +R127i.x = 0xbf800000; +PS0i = R127i.x; +// 1 +R3i.x = uf_remappedVS[0].z; +R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0); +PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081)); +R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000)); +PV1i.z = R123i.z; +R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000)); +PV1i.w = R123i.w; +R2i.w = 0x3f800000; +PS1i = R2i.w; +// 2 +R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w)); +PV0i.x = R2i.x; +R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z)); +PV0i.y = R2i.y; +R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5)); +R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0); +R0i.w = 0x3d2aaaab; +R0i.y = 0; +PS0i = R0i.y; +// 3 +R1i.xyz = ivec3(0x3e000000,0,floatBitsToInt(-(intBitsToFloat(PV0i.y)))); +R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z))); +R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0); +R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5)); +PS1i = R4i.x; +R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x); +R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz); +// export +gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); +// export +// skipped export to semanticId 255 +// 0 +R126i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5)); +R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5)); +PV0i.y = R4i.y; +PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y))); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0); +PV0i.w = R2i.x; +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); +R125i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5)); +PS0i = R125i.z; +// 1 +R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].w) * 2.0 / resXScale + intBitsToFloat(PV0i.y))); +PV1i.x = R123i.x; +R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[4].x))); +R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0); +R1i.z = uf_remappedVS[4].y; +R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0); +R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x)); +R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w)); +PS1i = R127i.z; +// 2 +R127i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].y) * resYScale); +R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0); +PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[3].x) * resXScale); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0); +R126i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[3].z) * 2.0 / resXScale + intBitsToFloat(R4i.x))); +R126i.w = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R126i.x)); +R124i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R125i.z)); +PS0i = R124i.z; +// 3 +R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R127i.z))); +R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w))); +R127i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y))); +R123i.w = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[3].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x))); +PV1i.w = R123i.w; +R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.y))); +PS1i = R127i.w; +// 4 +backupReg0i = R126i.w; +PV0i.x = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R125i.z)); +PV0i.y = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(R126i.x)); +R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R127i.x))); +R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(backupReg0i))); +R3i.z = PV1i.w; +PS0i = R3i.z; +// 5 +R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y))); +R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x))); +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R124i.z))); +R3i.w = R127i.z; +R4i.z = R127i.y; +PS1i = R4i.z; +// 6 +R3i.x = floatBitsToInt(intBitsToFloat(R127i.w) * 0.25); +R3i.y = floatBitsToInt(intBitsToFloat(R126i.z) * 0.25); +R1i.z = R126i.w; +R4i.w = R125i.x; +R1i.w = PV1i.z; +PS0i = R1i.w; +// export +passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); +// export +passParameterSem5 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); +// export +passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); +} diff --git a/Quality/BreathOfTheWild_Switch/8cab2ed476b991ea_0000000000000000_vs.txt b/Quality/BreathOfTheWild_Switch/8cab2ed476b991ea_0000000000000000_vs.txt new file mode 100644 index 00000000..724c27bb --- /dev/null +++ b/Quality/BreathOfTheWild_Switch/8cab2ed476b991ea_0000000000000000_vs.txt @@ -0,0 +1,85 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 8cab2ed476b991ea +// AARestore v2 +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 1.25; +const float resYScale = 1.25; + +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 1) out vec4 passParameterSem1; +layout(location = 0) out vec4 passParameterSem0; +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); +uvec4 attrDecoder; +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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xy = attrDataSem1.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +backupReg0f = R1f.x; +backupReg1f = R1f.y; +R1f.x = backupReg0f; +R1f.x *= 2.0; +R1f.y = backupReg1f; +R1f.y *= 2.0; +R1f.z = 1.0; +R0f.w = R2f.x; +PV0f.w = R0f.w; +R0f.y = R2f.y; +PS0f = R0f.y; +// 1 +PV1f.x = -(intBitsToFloat(uf_remappedVS[0].w)/resXScale); +PV1f.x /= 2.0; +PV1f.y = -(intBitsToFloat(uf_remappedVS[0].z)/resYScale); +PV1f.y /= 2.0; +R2f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedVS[0].x)*resXScale) + 0.5); +PS1f = R2f.x; +// 2 +R2f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedVS[0].y)*resYScale) + 0.5); +R2f.z = PV1f.y; +R2f.w = PV1f.x; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.z); +// export +passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// export +passParameterSem0 = vec4(R0f.w, R0f.y, R0f.z, R0f.z); +} diff --git a/Quality/BreathOfTheWild_Switch/a5b3a5e5ab2938bc_0000000000001e49_ps.txt b/Quality/BreathOfTheWild_Switch/a5b3a5e5ab2938bc_0000000000001e49_ps.txt new file mode 100644 index 00000000..b05c4276 --- /dev/null +++ b/Quality/BreathOfTheWild_Switch/a5b3a5e5ab2938bc_0000000000001e49_ps.txt @@ -0,0 +1,102 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader a5b3a5e5ab2938bc +// AARestore v2 +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 +const float resXScale = 1.25; +const float resYScale = 1.25; + +uniform ivec4 uf_remappedPS[3]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) 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); +vec4 R2f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R125f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem0; +R1f = passParameterSem1; +R2f.w = (texture(textureUnitPS1, R0f.xy).x); +R0f.xyzw = (textureGather(textureUnitPS2, R0f.xy).xyzw); +// 0 +backupReg0f = R0f.y; +backupReg1f = R0f.x; +PV0f.x = -(R2f.w) + R0f.w; +PV0f.y = -(R2f.w) + R0f.z; +PV0f.z = -(R2f.w) + backupReg0f; +PV0f.w = -(R2f.w) + backupReg1f; +PS0f = R2f.w + intBitsToFloat(uf_remappedPS[0].x); +// 1 +R127f.x = max(PV0f.w, -(PV0f.w)); +PV1f.y = max(PV0f.z, -(PV0f.z)); +R127f.z = max(PV0f.y, -(PV0f.y)); +R127f.w = max(PV0f.x, -(PV0f.x)); +PS1f = 1.0 / PS0f; +// 2 +R126f.x = intBitsToFloat(uf_remappedPS[1].w) * PS1f; +R127f.y = PV1f.y * -(1.0); +R126f.z = floor(R1f.y); +R125f.w = floor(R1f.x); +PV0f.w = R125f.w; +PS0f = PV1f.y * -(1.0); +// 3 +tempf.x = dot(vec4(R127f.w,R127f.z,R127f.x,PS0f),vec4(1.0,-(1.0),1.0,1.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R126f.w = tempf.x; +R126f.y = R1f.x + -(PV0f.w); +PS1f = R126f.y; +// 4 +tempf.x = dot(vec4(R127f.w,R127f.x,R127f.z,R127f.y),vec4(1.0,-(1.0),1.0,1.0)); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +PS0f = R1f.y + -(R126f.z); +// 5 +R123f.x = (mul_nonIEEE(R126f.x,PV0f.x) + PS0f); +R123f.x = clamp(R123f.x, 0.0, 1.0); +PV1f.x = R123f.x; +R123f.y = (mul_nonIEEE(R126f.x,R126f.w) + R126f.y); +R123f.y = clamp(R123f.y, 0.0, 1.0); +PV1f.y = R123f.y; +// 6 +PV0f.z = R126f.z + PV1f.x; +PV0f.w = R125f.w + PV1f.y; +// 7 +R1f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[2].z)/resXScale) + R1f.z); +R1f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[2].w)/resYScale) + R1f.w); +R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +}