General cleanup

This commit is contained in:
Michael 2017-10-07 07:37:25 -07:00
parent 075ddb0a62
commit b5a47f43fe
63 changed files with 2936 additions and 413 deletions

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#version 420 //Credit to bestminr for vibrance logic
#extension GL_ARB_texture_gather : enable
const bool Use_Contrasty = false; //'true' or 'false' to turn Contrasty on or off
/*Gamma, exposure, vibrance and crushContrast can be modified */
const float gamma = 0.8; // 1.0 is neutral Botw is already colour graded at this stage
const float exposure = 1.17; // 1.0 is neutral
const float vibrance = 0.7; // 0.0 is neutral
const float crushContrast = 0.004; // 0.0 is neutral. Use small increments, loss of shadow detail
//Uncomment below and in body to scale 16-235 not recommended */
/*
const float floor = 16.0 / 255;
const float scale = 255.0/(235.0-16.0);
*/
// shader f14bb57cd5c9cb77
uniform ivec4 uf_remappedPS[4];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4713800 res 1280x720x1 dim 1 tm: 4 format 0019 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 0x387f8000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 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;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem2;
R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
vec3 fColour = (R2f.xyz);
fColour = max(vec3(0.0), fColour - vec3(crushContrast));
fColour = clamp(exposure * fColour, 0.0, 1.0);
fColour = pow(fColour, vec3(1.0 / gamma));
float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
float mn = min(min(fColour.r, fColour.g), fColour.b);
float mx = max(max(fColour.r, fColour.g), fColour.b);
float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0;
vec3 lightness = vec3((mn + mx)/2.0);
// vibrance
fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
//vec3 fColour = (fColour.xyz - floor) * scale; // Not recommended 0-255->16-235..
// export
R2f.xyz = (Use_Contrasty?fColour:R2f.xyz);
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = "The Legend of Zelda: Breath of the Wild - 1280x720 Better Color Depth"
name = "The Legend of Zelda: Breath of the Wild - 1280x720 (Better Color Depth)"
version = 2
[TextureRedefine] #TV

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#version 420 //Credit to bestminr for vibrance logic
#extension GL_ARB_texture_gather : enable
/*Gamma, exposure, vibrance and crushContrast can be modified */
const float gamma = 0.81; // 1.0 is neutral Botw is already colour graded at this stage
const float exposure = 1.17; // 1.0 is neutral
const float vibrance = 0.008; // 0.0 is neutral
const float crushContrast = 0.004; // 0.0 is neutral. Use small increments, loss of shadow detail
//Uncomment below and in body to scale 16-235 not recommended */
/*
const float floor = 16.0 / 255;
const float scale = 255.0/(235.0-16.0);
*/
// shader f14bb57cd5c9cb77 //
uniform ivec4 uf_remappedPS[4];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4713800 res 1280x720x1 dim 1 tm: 4 format 0019 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 0x38784000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 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;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem2;
vec4 colour = (texture(textureUnitPS0, R0f.xy).xyzw);
vec3 fColour = (colour.xyz);
fColour = max(vec3(0.0), fColour - vec3(crushContrast));
fColour = clamp(exposure * fColour, 0.0, 1.0);
fColour = pow(fColour, vec3(1.0 / gamma));
float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
float mn = min(min(fColour.r, fColour.g), fColour.b);
float mx = max(max(fColour.r, fColour.g), fColour.b);
float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0;
vec3 lightness = vec3((mn + mx)/2.0);
// vibrance
fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
//vec3 fColour = (fColour.xyz - floor) * scale; // Not recommended 0-255->16-235..
passPixelColor0 = vec4(fColour.x, fColour.y, fColour.z, 1.0);
}

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[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 # ALZP01
name = "The Legend of Zelda: Breath of the Wild - Contrasty" # Set preferred levels in shader, v3 Git
version = 2

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#version 420
#extension GL_ARB_texture_gather : enable
// shader ff71dcd2ad4defdc
uniform ivec4 uf_remappedPS[4];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5807800 res 1920x1080x1 dim 1 tm: 4 format 0019 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 0xf4000800 res 1920x1080x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R123f = 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;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem2;
//R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy);
R2f.xyzw= (texture(textureUnitPS0, R0f.xy).xyzw);
passPixelColor0 = R2f.xyzw;
}
#version 420
#extension GL_ARB_texture_gather : enable
// shader ff71dcd2ad4defdc
uniform ivec4 uf_remappedPS[4];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5807800 res 1920x1080x1 dim 1 tm: 4 format 0019 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 0xf4000800 res 1920x1080x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R123f = 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;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem2;
//R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy);
R2f.xyzw= (texture(textureUnitPS0, R0f.xy).xyzw);
passPixelColor0 = R2f.xyzw;
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader c14019840473ff86
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4001000 res 1920x1080x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5187000 res 1920x1080x1 dim 1 tm: 4 format 0011 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem0;
//R1f.xyzw = textureGather(textureUnitPS1, R0f.xy).wzxy;
R2f.xyzw = texture(textureUnitPS0, R0f.xy).xyzw;
passPixelColor0 = R2f.xyzw;
}
#version 420
#extension GL_ARB_texture_gather : enable
// shader c14019840473ff86
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4001000 res 1920x1080x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5187000 res 1920x1080x1 dim 1 tm: 4 format 0011 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem0;
//R1f.xyzw = textureGather(textureUnitPS1, R0f.xy).wzxy;
R2f.xyzw = texture(textureUnitPS0, R0f.xy).xyzw;
passPixelColor0 = R2f.xyzw;
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 7658289ba65cb755
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem137;
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);
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 = passParameterSem137;
R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz * bloomFactor);
// 0
R0f.y = intBitsToFloat(0x3f000000);
R2f.w = 1.0;
R0f.x = (texture(textureUnitPS4, R0f.yy).x);
// 0
backupReg0f = R0f.x;
PV0f.x = backupReg0f + intBitsToFloat(0x3a83126f);
// 1
PS1f = 1.0 / PV0f.x;
// 2
PV0f.z = PS1f * intBitsToFloat(uf_remappedPS[0].x);
// 3
PV1f.y = max(PV0f.z, intBitsToFloat(0x3d800000));
// 4
PV0f.x = min(PV1f.y, intBitsToFloat(0x41800000));
// 5
R2f.x = mul_nonIEEE(R1f.x, PV0f.x);
R2f.y = mul_nonIEEE(R1f.y, PV0f.x);
R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 971a39bb79e32fd1
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = 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 = passParameterSem136;
R1f = passParameterSem137;
R2f.x = (texture(textureUnitPS1, R1f.xy).x);
R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
PV0f.z = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = R2f.x + -(1.0);
// 1
R123f.x = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.y);
PV1f.x = R123f.x;
R1f.z = intBitsToFloat(((PV0f.w >= 0.0)?(floatBitsToInt(1.0)):(0)));
R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.z);
PV1f.w = R123f.w;
// 2
R123f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.x);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.w);
PV0f.z = R123f.z;
// 3
R123f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + PV0f.y);
PV1f.x = R123f.x;
R0f.w = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + PV0f.z);
// 4
R1f.w = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
R0f.z = 1.0 / PV1f.x;
PS0f = R0f.z;
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
PV0f.x = -(R1f.w) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.y = R0f.w * R0f.z;
R127f.z = R1f.x + intBitsToFloat(0x3a83126f);
// 1
PV1f.y = -(PV0f.y) + -(R1f.w);
PS1f = 1.0 / PV0f.x;
// 2
R127f.w = mul_nonIEEE(PS1f, PV1f.y);
R127f.w = clamp(R127f.w, 0.0, 1.0);
PV0f.w = R127f.w;
R126f.w = 1.0 / R127f.z;
PS0f = R126f.w;
// 3
R123f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(uf_remappedPS[6].y));
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
// 4
R127f.y = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].w)) + intBitsToFloat(uf_remappedPS[6].w));
R127f.y = clamp(R127f.y, 0.0, 1.0);
R123f.z = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(uf_remappedPS[6].z));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV0f.z = R123f.z;
PV0f.w = -(PV1f.x) + 1.0;
// 5
PV1f.x = min(PV0f.z, PV0f.w);
PV1f.z = R126f.w * intBitsToFloat(uf_remappedPS[7].x);
// 6
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
PV0f.z = R127f.y + PV1f.x;
// 7
PV1f.x = min(PV0f.y, intBitsToFloat(0x41800000));
R127f.y = min(PV0f.z, intBitsToFloat(0x3f7efeff));
PV1f.y = R127f.y;
// 8
backupReg0f = R3f.x;
backupReg1f = R3f.y;
backupReg2f = R3f.z;
R3f.x = mul_nonIEEE(backupReg0f, PV1f.x);
R3f.y = mul_nonIEEE(backupReg1f, PV1f.x);
R3f.z = mul_nonIEEE(backupReg2f, PV1f.x);
PV0f.w = -(PV1f.y) + 1.0;
// 9
R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
// export
passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader e1d2a971c93cd82a
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
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 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 = passParameterSem136;
R1f = passParameterSem137;
R0f.z = (texture(textureUnitPS1, R1f.xy).x);
R2f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
// 1
R123f.x = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.y);
PV1f.x = R123f.x;
R123f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.w);
PV1f.z = R123f.z;
// 2
R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.x);
R0f.w = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.z);
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
R127f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + R1f.y);
R127f.y = R1f.x + intBitsToFloat(0x3a83126f);
R123f.z = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + R0f.w);
PV0f.z = R123f.z;
// 1
R126f.x = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
PV1f.x = R126f.x;
PS1f = 1.0 / PV0f.z;
// 2
PV0f.z = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.w = R127f.x * PS1f;
PS0f = 1.0 / R127f.y;
// 3
PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[5].x);
PV1f.w = -(PV0f.w) + -(R126f.x);
PS1f = 1.0 / PV0f.z;
// 4
R126f.x = mul_nonIEEE(PS1f, PV1f.w);
R126f.x = clamp(R126f.x, 0.0, 1.0);
PV0f.x = R126f.x;
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
// 5
R127f.x = min(PV0f.y, intBitsToFloat(0x41800000));
PV1f.x = R127f.x;
R123f.z = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(uf_remappedPS[7].y));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV1f.z = R123f.z;
// 6
R0f.x = mul_nonIEEE(R2f.x, PV1f.x);
R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(uf_remappedPS[7].z));
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV0f.y = R123f.y;
PV0f.z = -(PV1f.z) + 1.0;
R127f.w = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].w)) + intBitsToFloat(uf_remappedPS[7].w));
R127f.w = clamp(R127f.w, 0.0, 1.0);
R0f.y = mul_nonIEEE(R2f.y, PV1f.x);
PS0f = R0f.y;
// 7
R0f.z = mul_nonIEEE(R2f.z, R127f.x);
PV1f.w = min(PV0f.y, PV0f.z);
// 8
R0f.w = R127f.w + PV1f.w;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 7658289ba65cb755
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem137;
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);
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 = passParameterSem137;
R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz * bloomFactor);
// 0
R0f.y = intBitsToFloat(0x3f000000);
R2f.w = 1.0;
R0f.x = (texture(textureUnitPS4, R0f.yy).x);
// 0
backupReg0f = R0f.x;
PV0f.x = backupReg0f + intBitsToFloat(0x3a83126f);
// 1
PS1f = 1.0 / PV0f.x;
// 2
PV0f.z = PS1f * intBitsToFloat(uf_remappedPS[0].x);
// 3
PV1f.y = max(PV0f.z, intBitsToFloat(0x3d800000));
// 4
PV0f.x = min(PV1f.y, intBitsToFloat(0x41800000));
// 5
R2f.x = mul_nonIEEE(R1f.x, PV0f.x);
R2f.y = mul_nonIEEE(R1f.y, PV0f.x);
R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 971a39bb79e32fd1
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = 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 = passParameterSem136;
R1f = passParameterSem137;
R2f.x = (texture(textureUnitPS1, R1f.xy).x);
R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
PV0f.z = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = R2f.x + -(1.0);
// 1
R123f.x = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.y);
PV1f.x = R123f.x;
R1f.z = intBitsToFloat(((PV0f.w >= 0.0)?(floatBitsToInt(1.0)):(0)));
R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.z);
PV1f.w = R123f.w;
// 2
R123f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.x);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.w);
PV0f.z = R123f.z;
// 3
R123f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + PV0f.y);
PV1f.x = R123f.x;
R0f.w = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + PV0f.z);
// 4
R1f.w = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
R0f.z = 1.0 / PV1f.x;
PS0f = R0f.z;
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
PV0f.x = -(R1f.w) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.y = R0f.w * R0f.z;
R127f.z = R1f.x + intBitsToFloat(0x3a83126f);
// 1
PV1f.y = -(PV0f.y) + -(R1f.w);
PS1f = 1.0 / PV0f.x;
// 2
R127f.w = mul_nonIEEE(PS1f, PV1f.y);
R127f.w = clamp(R127f.w, 0.0, 1.0);
PV0f.w = R127f.w;
R126f.w = 1.0 / R127f.z;
PS0f = R126f.w;
// 3
R123f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(uf_remappedPS[6].y));
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
// 4
R127f.y = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].w)) + intBitsToFloat(uf_remappedPS[6].w));
R127f.y = clamp(R127f.y, 0.0, 1.0);
R123f.z = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(uf_remappedPS[6].z));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV0f.z = R123f.z;
PV0f.w = -(PV1f.x) + 1.0;
// 5
PV1f.x = min(PV0f.z, PV0f.w);
PV1f.z = R126f.w * intBitsToFloat(uf_remappedPS[7].x);
// 6
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
PV0f.z = R127f.y + PV1f.x;
// 7
PV1f.x = min(PV0f.y, intBitsToFloat(0x41800000));
R127f.y = min(PV0f.z, intBitsToFloat(0x3f7efeff));
PV1f.y = R127f.y;
// 8
backupReg0f = R3f.x;
backupReg1f = R3f.y;
backupReg2f = R3f.z;
R3f.x = mul_nonIEEE(backupReg0f, PV1f.x);
R3f.y = mul_nonIEEE(backupReg1f, PV1f.x);
R3f.z = mul_nonIEEE(backupReg2f, PV1f.x);
PV0f.w = -(PV1f.y) + 1.0;
// 9
R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
// export
passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader e1d2a971c93cd82a
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
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 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 = passParameterSem136;
R1f = passParameterSem137;
R0f.z = (texture(textureUnitPS1, R1f.xy).x);
R2f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
// 1
R123f.x = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.y);
PV1f.x = R123f.x;
R123f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.w);
PV1f.z = R123f.z;
// 2
R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.x);
R0f.w = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.z);
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
R127f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + R1f.y);
R127f.y = R1f.x + intBitsToFloat(0x3a83126f);
R123f.z = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + R0f.w);
PV0f.z = R123f.z;
// 1
R126f.x = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
PV1f.x = R126f.x;
PS1f = 1.0 / PV0f.z;
// 2
PV0f.z = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.w = R127f.x * PS1f;
PS0f = 1.0 / R127f.y;
// 3
PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[5].x);
PV1f.w = -(PV0f.w) + -(R126f.x);
PS1f = 1.0 / PV0f.z;
// 4
R126f.x = mul_nonIEEE(PS1f, PV1f.w);
R126f.x = clamp(R126f.x, 0.0, 1.0);
PV0f.x = R126f.x;
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
// 5
R127f.x = min(PV0f.y, intBitsToFloat(0x41800000));
PV1f.x = R127f.x;
R123f.z = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(uf_remappedPS[7].y));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV1f.z = R123f.z;
// 6
R0f.x = mul_nonIEEE(R2f.x, PV1f.x);
R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(uf_remappedPS[7].z));
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV0f.y = R123f.y;
PV0f.z = -(PV1f.z) + 1.0;
R127f.w = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].w)) + intBitsToFloat(uf_remappedPS[7].w));
R127f.w = clamp(R127f.w, 0.0, 1.0);
R0f.y = mul_nonIEEE(R2f.y, PV1f.x);
PS0f = R0f.y;
// 7
R0f.z = mul_nonIEEE(R2f.z, R127f.x);
PV1f.w = min(PV0f.y, PV0f.z);
// 8
R0f.w = R127f.w + PV1f.w;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 7658289ba65cb755
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem137;
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);
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 = passParameterSem137;
R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz * bloomFactor);
// 0
R0f.y = intBitsToFloat(0x3f000000);
R2f.w = 1.0;
R0f.x = (texture(textureUnitPS4, R0f.yy).x);
// 0
backupReg0f = R0f.x;
PV0f.x = backupReg0f + intBitsToFloat(0x3a83126f);
// 1
PS1f = 1.0 / PV0f.x;
// 2
PV0f.z = PS1f * intBitsToFloat(uf_remappedPS[0].x);
// 3
PV1f.y = max(PV0f.z, intBitsToFloat(0x3d800000));
// 4
PV0f.x = min(PV1f.y, intBitsToFloat(0x41800000));
// 5
R2f.x = mul_nonIEEE(R1f.x, PV0f.x);
R2f.y = mul_nonIEEE(R1f.y, PV0f.x);
R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 971a39bb79e32fd1
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = 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 = passParameterSem136;
R1f = passParameterSem137;
R2f.x = (texture(textureUnitPS1, R1f.xy).x);
R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
PV0f.z = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = R2f.x + -(1.0);
// 1
R123f.x = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.y);
PV1f.x = R123f.x;
R1f.z = intBitsToFloat(((PV0f.w >= 0.0)?(floatBitsToInt(1.0)):(0)));
R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.z);
PV1f.w = R123f.w;
// 2
R123f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.x);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.w);
PV0f.z = R123f.z;
// 3
R123f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + PV0f.y);
PV1f.x = R123f.x;
R0f.w = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + PV0f.z);
// 4
R1f.w = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
R0f.z = 1.0 / PV1f.x;
PS0f = R0f.z;
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
PV0f.x = -(R1f.w) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.y = R0f.w * R0f.z;
R127f.z = R1f.x + intBitsToFloat(0x3a83126f);
// 1
PV1f.y = -(PV0f.y) + -(R1f.w);
PS1f = 1.0 / PV0f.x;
// 2
R127f.w = mul_nonIEEE(PS1f, PV1f.y);
R127f.w = clamp(R127f.w, 0.0, 1.0);
PV0f.w = R127f.w;
R126f.w = 1.0 / R127f.z;
PS0f = R126f.w;
// 3
R123f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(uf_remappedPS[6].y));
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
// 4
R127f.y = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].w)) + intBitsToFloat(uf_remappedPS[6].w));
R127f.y = clamp(R127f.y, 0.0, 1.0);
R123f.z = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(uf_remappedPS[6].z));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV0f.z = R123f.z;
PV0f.w = -(PV1f.x) + 1.0;
// 5
PV1f.x = min(PV0f.z, PV0f.w);
PV1f.z = R126f.w * intBitsToFloat(uf_remappedPS[7].x);
// 6
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
PV0f.z = R127f.y + PV1f.x;
// 7
PV1f.x = min(PV0f.y, intBitsToFloat(0x41800000));
R127f.y = min(PV0f.z, intBitsToFloat(0x3f7efeff));
PV1f.y = R127f.y;
// 8
backupReg0f = R3f.x;
backupReg1f = R3f.y;
backupReg2f = R3f.z;
R3f.x = mul_nonIEEE(backupReg0f, PV1f.x);
R3f.y = mul_nonIEEE(backupReg1f, PV1f.x);
R3f.z = mul_nonIEEE(backupReg2f, PV1f.x);
PV0f.w = -(PV1f.y) + 1.0;
// 9
R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
// export
passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader e1d2a971c93cd82a
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
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 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 = passParameterSem136;
R1f = passParameterSem137;
R0f.z = (texture(textureUnitPS1, R1f.xy).x);
R2f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
// 1
R123f.x = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.y);
PV1f.x = R123f.x;
R123f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.w);
PV1f.z = R123f.z;
// 2
R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.x);
R0f.w = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.z);
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
R127f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + R1f.y);
R127f.y = R1f.x + intBitsToFloat(0x3a83126f);
R123f.z = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + R0f.w);
PV0f.z = R123f.z;
// 1
R126f.x = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
PV1f.x = R126f.x;
PS1f = 1.0 / PV0f.z;
// 2
PV0f.z = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.w = R127f.x * PS1f;
PS0f = 1.0 / R127f.y;
// 3
PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[5].x);
PV1f.w = -(PV0f.w) + -(R126f.x);
PS1f = 1.0 / PV0f.z;
// 4
R126f.x = mul_nonIEEE(PS1f, PV1f.w);
R126f.x = clamp(R126f.x, 0.0, 1.0);
PV0f.x = R126f.x;
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
// 5
R127f.x = min(PV0f.y, intBitsToFloat(0x41800000));
PV1f.x = R127f.x;
R123f.z = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(uf_remappedPS[7].y));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV1f.z = R123f.z;
// 6
R0f.x = mul_nonIEEE(R2f.x, PV1f.x);
R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(uf_remappedPS[7].z));
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV0f.y = R123f.y;
PV0f.z = -(PV1f.z) + 1.0;
R127f.w = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].w)) + intBitsToFloat(uf_remappedPS[7].w));
R127f.w = clamp(R127f.w, 0.0, 1.0);
R0f.y = mul_nonIEEE(R2f.y, PV1f.x);
PS0f = R0f.y;
// 7
R0f.z = mul_nonIEEE(R2f.z, R127f.x);
PV1f.w = min(PV0f.y, PV0f.z);
// 8
R0f.w = R127f.w + PV1f.w;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 7658289ba65cb755
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem137;
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);
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 = passParameterSem137;
R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz * bloomFactor);
// 0
R0f.y = intBitsToFloat(0x3f000000);
R2f.w = 1.0;
R0f.x = (texture(textureUnitPS4, R0f.yy).x);
// 0
backupReg0f = R0f.x;
PV0f.x = backupReg0f + intBitsToFloat(0x3a83126f);
// 1
PS1f = 1.0 / PV0f.x;
// 2
PV0f.z = PS1f * intBitsToFloat(uf_remappedPS[0].x);
// 3
PV1f.y = max(PV0f.z, intBitsToFloat(0x3d800000));
// 4
PV0f.x = min(PV1f.y, intBitsToFloat(0x41800000));
// 5
R2f.x = mul_nonIEEE(R1f.x, PV0f.x);
R2f.y = mul_nonIEEE(R1f.y, PV0f.x);
R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 971a39bb79e32fd1
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = 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 = passParameterSem136;
R1f = passParameterSem137;
R2f.x = (texture(textureUnitPS1, R1f.xy).x);
R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
PV0f.z = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = R2f.x + -(1.0);
// 1
R123f.x = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.y);
PV1f.x = R123f.x;
R1f.z = intBitsToFloat(((PV0f.w >= 0.0)?(floatBitsToInt(1.0)):(0)));
R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.z);
PV1f.w = R123f.w;
// 2
R123f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.x);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.w);
PV0f.z = R123f.z;
// 3
R123f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + PV0f.y);
PV1f.x = R123f.x;
R0f.w = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + PV0f.z);
// 4
R1f.w = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
R0f.z = 1.0 / PV1f.x;
PS0f = R0f.z;
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
PV0f.x = -(R1f.w) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.y = R0f.w * R0f.z;
R127f.z = R1f.x + intBitsToFloat(0x3a83126f);
// 1
PV1f.y = -(PV0f.y) + -(R1f.w);
PS1f = 1.0 / PV0f.x;
// 2
R127f.w = mul_nonIEEE(PS1f, PV1f.y);
R127f.w = clamp(R127f.w, 0.0, 1.0);
PV0f.w = R127f.w;
R126f.w = 1.0 / R127f.z;
PS0f = R126f.w;
// 3
R123f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(uf_remappedPS[6].y));
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
// 4
R127f.y = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].w)) + intBitsToFloat(uf_remappedPS[6].w));
R127f.y = clamp(R127f.y, 0.0, 1.0);
R123f.z = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(uf_remappedPS[6].z));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV0f.z = R123f.z;
PV0f.w = -(PV1f.x) + 1.0;
// 5
PV1f.x = min(PV0f.z, PV0f.w);
PV1f.z = R126f.w * intBitsToFloat(uf_remappedPS[7].x);
// 6
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
PV0f.z = R127f.y + PV1f.x;
// 7
PV1f.x = min(PV0f.y, intBitsToFloat(0x41800000));
R127f.y = min(PV0f.z, intBitsToFloat(0x3f7efeff));
PV1f.y = R127f.y;
// 8
backupReg0f = R3f.x;
backupReg1f = R3f.y;
backupReg2f = R3f.z;
R3f.x = mul_nonIEEE(backupReg0f, PV1f.x);
R3f.y = mul_nonIEEE(backupReg1f, PV1f.x);
R3f.z = mul_nonIEEE(backupReg2f, PV1f.x);
PV0f.w = -(PV1f.y) + 1.0;
// 9
R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
// export
passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader e1d2a971c93cd82a
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
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 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 = passParameterSem136;
R1f = passParameterSem137;
R0f.z = (texture(textureUnitPS1, R1f.xy).x);
R2f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
// 1
R123f.x = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.y);
PV1f.x = R123f.x;
R123f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.w);
PV1f.z = R123f.z;
// 2
R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.x);
R0f.w = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.z);
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
R127f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + R1f.y);
R127f.y = R1f.x + intBitsToFloat(0x3a83126f);
R123f.z = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + R0f.w);
PV0f.z = R123f.z;
// 1
R126f.x = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
PV1f.x = R126f.x;
PS1f = 1.0 / PV0f.z;
// 2
PV0f.z = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.w = R127f.x * PS1f;
PS0f = 1.0 / R127f.y;
// 3
PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[5].x);
PV1f.w = -(PV0f.w) + -(R126f.x);
PS1f = 1.0 / PV0f.z;
// 4
R126f.x = mul_nonIEEE(PS1f, PV1f.w);
R126f.x = clamp(R126f.x, 0.0, 1.0);
PV0f.x = R126f.x;
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
// 5
R127f.x = min(PV0f.y, intBitsToFloat(0x41800000));
PV1f.x = R127f.x;
R123f.z = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(uf_remappedPS[7].y));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV1f.z = R123f.z;
// 6
R0f.x = mul_nonIEEE(R2f.x, PV1f.x);
R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(uf_remappedPS[7].z));
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV0f.y = R123f.y;
PV0f.z = -(PV1f.z) + 1.0;
R127f.w = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].w)) + intBitsToFloat(uf_remappedPS[7].w));
R127f.w = clamp(R127f.w, 0.0, 1.0);
R0f.y = mul_nonIEEE(R2f.y, PV1f.x);
PS0f = R0f.y;
// 7
R0f.z = mul_nonIEEE(R2f.z, R127f.x);
PV1f.w = min(PV0f.y, PV0f.z);
// 8
R0f.w = R127f.w + PV1f.w;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 7658289ba65cb755
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem137;
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);
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 = passParameterSem137;
R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz * bloomFactor);
// 0
R0f.y = intBitsToFloat(0x3f000000);
R2f.w = 1.0;
R0f.x = (texture(textureUnitPS4, R0f.yy).x);
// 0
backupReg0f = R0f.x;
PV0f.x = backupReg0f + intBitsToFloat(0x3a83126f);
// 1
PS1f = 1.0 / PV0f.x;
// 2
PV0f.z = PS1f * intBitsToFloat(uf_remappedPS[0].x);
// 3
PV1f.y = max(PV0f.z, intBitsToFloat(0x3d800000));
// 4
PV0f.x = min(PV1f.y, intBitsToFloat(0x41800000));
// 5
R2f.x = mul_nonIEEE(R1f.x, PV0f.x);
R2f.y = mul_nonIEEE(R1f.y, PV0f.x);
R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 971a39bb79e32fd1
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = 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 = passParameterSem136;
R1f = passParameterSem137;
R2f.x = (texture(textureUnitPS1, R1f.xy).x);
R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
PV0f.z = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = R2f.x + -(1.0);
// 1
R123f.x = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.y);
PV1f.x = R123f.x;
R1f.z = intBitsToFloat(((PV0f.w >= 0.0)?(floatBitsToInt(1.0)):(0)));
R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.z);
PV1f.w = R123f.w;
// 2
R123f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.x);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.w);
PV0f.z = R123f.z;
// 3
R123f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + PV0f.y);
PV1f.x = R123f.x;
R0f.w = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + PV0f.z);
// 4
R1f.w = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
R0f.z = 1.0 / PV1f.x;
PS0f = R0f.z;
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
PV0f.x = -(R1f.w) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.y = R0f.w * R0f.z;
R127f.z = R1f.x + intBitsToFloat(0x3a83126f);
// 1
PV1f.y = -(PV0f.y) + -(R1f.w);
PS1f = 1.0 / PV0f.x;
// 2
R127f.w = mul_nonIEEE(PS1f, PV1f.y);
R127f.w = clamp(R127f.w, 0.0, 1.0);
PV0f.w = R127f.w;
R126f.w = 1.0 / R127f.z;
PS0f = R126f.w;
// 3
R123f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(uf_remappedPS[6].y));
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
// 4
R127f.y = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].w)) + intBitsToFloat(uf_remappedPS[6].w));
R127f.y = clamp(R127f.y, 0.0, 1.0);
R123f.z = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(uf_remappedPS[6].z));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV0f.z = R123f.z;
PV0f.w = -(PV1f.x) + 1.0;
// 5
PV1f.x = min(PV0f.z, PV0f.w);
PV1f.z = R126f.w * intBitsToFloat(uf_remappedPS[7].x);
// 6
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
PV0f.z = R127f.y + PV1f.x;
// 7
PV1f.x = min(PV0f.y, intBitsToFloat(0x41800000));
R127f.y = min(PV0f.z, intBitsToFloat(0x3f7efeff));
PV1f.y = R127f.y;
// 8
backupReg0f = R3f.x;
backupReg1f = R3f.y;
backupReg2f = R3f.z;
R3f.x = mul_nonIEEE(backupReg0f, PV1f.x);
R3f.y = mul_nonIEEE(backupReg1f, PV1f.x);
R3f.z = mul_nonIEEE(backupReg2f, PV1f.x);
PV0f.w = -(PV1f.y) + 1.0;
// 9
R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
// export
passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader e1d2a971c93cd82a
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
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 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 = passParameterSem136;
R1f = passParameterSem137;
R0f.z = (texture(textureUnitPS1, R1f.xy).x);
R2f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
// 1
R123f.x = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.y);
PV1f.x = R123f.x;
R123f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.w);
PV1f.z = R123f.z;
// 2
R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.x);
R0f.w = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.z);
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
R127f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + R1f.y);
R127f.y = R1f.x + intBitsToFloat(0x3a83126f);
R123f.z = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + R0f.w);
PV0f.z = R123f.z;
// 1
R126f.x = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
PV1f.x = R126f.x;
PS1f = 1.0 / PV0f.z;
// 2
PV0f.z = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.w = R127f.x * PS1f;
PS0f = 1.0 / R127f.y;
// 3
PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[5].x);
PV1f.w = -(PV0f.w) + -(R126f.x);
PS1f = 1.0 / PV0f.z;
// 4
R126f.x = mul_nonIEEE(PS1f, PV1f.w);
R126f.x = clamp(R126f.x, 0.0, 1.0);
PV0f.x = R126f.x;
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
// 5
R127f.x = min(PV0f.y, intBitsToFloat(0x41800000));
PV1f.x = R127f.x;
R123f.z = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(uf_remappedPS[7].y));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV1f.z = R123f.z;
// 6
R0f.x = mul_nonIEEE(R2f.x, PV1f.x);
R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(uf_remappedPS[7].z));
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV0f.y = R123f.y;
PV0f.z = -(PV1f.z) + 1.0;
R127f.w = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].w)) + intBitsToFloat(uf_remappedPS[7].w));
R127f.w = clamp(R127f.w, 0.0, 1.0);
R0f.y = mul_nonIEEE(R2f.y, PV1f.x);
PS0f = R0f.y;
// 7
R0f.z = mul_nonIEEE(R2f.z, R127f.x);
PV1f.w = min(PV0f.y, PV0f.z);
// 8
R0f.w = R127f.w + PV1f.w;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 7658289ba65cb755
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem137;
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);
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 = passParameterSem137;
R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz * bloomFactor);
// 0
R0f.y = intBitsToFloat(0x3f000000);
R2f.w = 1.0;
R0f.x = (texture(textureUnitPS4, R0f.yy).x);
// 0
backupReg0f = R0f.x;
PV0f.x = backupReg0f + intBitsToFloat(0x3a83126f);
// 1
PS1f = 1.0 / PV0f.x;
// 2
PV0f.z = PS1f * intBitsToFloat(uf_remappedPS[0].x);
// 3
PV1f.y = max(PV0f.z, intBitsToFloat(0x3d800000));
// 4
PV0f.x = min(PV1f.y, intBitsToFloat(0x41800000));
// 5
R2f.x = mul_nonIEEE(R1f.x, PV0f.x);
R2f.y = mul_nonIEEE(R1f.y, PV0f.x);
R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 971a39bb79e32fd1
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = 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 = passParameterSem136;
R1f = passParameterSem137;
R2f.x = (texture(textureUnitPS1, R1f.xy).x);
R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
PV0f.z = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = R2f.x + -(1.0);
// 1
R123f.x = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.y);
PV1f.x = R123f.x;
R1f.z = intBitsToFloat(((PV0f.w >= 0.0)?(floatBitsToInt(1.0)):(0)));
R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.z);
PV1f.w = R123f.w;
// 2
R123f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.x);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.w);
PV0f.z = R123f.z;
// 3
R123f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + PV0f.y);
PV1f.x = R123f.x;
R0f.w = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + PV0f.z);
// 4
R1f.w = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
R0f.z = 1.0 / PV1f.x;
PS0f = R0f.z;
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
PV0f.x = -(R1f.w) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.y = R0f.w * R0f.z;
R127f.z = R1f.x + intBitsToFloat(0x3a83126f);
// 1
PV1f.y = -(PV0f.y) + -(R1f.w);
PS1f = 1.0 / PV0f.x;
// 2
R127f.w = mul_nonIEEE(PS1f, PV1f.y);
R127f.w = clamp(R127f.w, 0.0, 1.0);
PV0f.w = R127f.w;
R126f.w = 1.0 / R127f.z;
PS0f = R126f.w;
// 3
R123f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(uf_remappedPS[6].y));
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
// 4
R127f.y = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].w)) + intBitsToFloat(uf_remappedPS[6].w));
R127f.y = clamp(R127f.y, 0.0, 1.0);
R123f.z = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(uf_remappedPS[6].z));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV0f.z = R123f.z;
PV0f.w = -(PV1f.x) + 1.0;
// 5
PV1f.x = min(PV0f.z, PV0f.w);
PV1f.z = R126f.w * intBitsToFloat(uf_remappedPS[7].x);
// 6
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
PV0f.z = R127f.y + PV1f.x;
// 7
PV1f.x = min(PV0f.y, intBitsToFloat(0x41800000));
R127f.y = min(PV0f.z, intBitsToFloat(0x3f7efeff));
PV1f.y = R127f.y;
// 8
backupReg0f = R3f.x;
backupReg1f = R3f.y;
backupReg2f = R3f.z;
R3f.x = mul_nonIEEE(backupReg0f, PV1f.x);
R3f.y = mul_nonIEEE(backupReg1f, PV1f.x);
R3f.z = mul_nonIEEE(backupReg2f, PV1f.x);
PV0f.w = -(PV1f.y) + 1.0;
// 9
R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
// export
passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader e1d2a971c93cd82a
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
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 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 = passParameterSem136;
R1f = passParameterSem137;
R0f.z = (texture(textureUnitPS1, R1f.xy).x);
R2f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
// 1
R123f.x = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.y);
PV1f.x = R123f.x;
R123f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.w);
PV1f.z = R123f.z;
// 2
R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.x);
R0f.w = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.z);
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
R127f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + R1f.y);
R127f.y = R1f.x + intBitsToFloat(0x3a83126f);
R123f.z = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + R0f.w);
PV0f.z = R123f.z;
// 1
R126f.x = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
PV1f.x = R126f.x;
PS1f = 1.0 / PV0f.z;
// 2
PV0f.z = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.w = R127f.x * PS1f;
PS0f = 1.0 / R127f.y;
// 3
PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[5].x);
PV1f.w = -(PV0f.w) + -(R126f.x);
PS1f = 1.0 / PV0f.z;
// 4
R126f.x = mul_nonIEEE(PS1f, PV1f.w);
R126f.x = clamp(R126f.x, 0.0, 1.0);
PV0f.x = R126f.x;
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
// 5
R127f.x = min(PV0f.y, intBitsToFloat(0x41800000));
PV1f.x = R127f.x;
R123f.z = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(uf_remappedPS[7].y));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV1f.z = R123f.z;
// 6
R0f.x = mul_nonIEEE(R2f.x, PV1f.x);
R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(uf_remappedPS[7].z));
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV0f.y = R123f.y;
PV0f.z = -(PV1f.z) + 1.0;
R127f.w = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].w)) + intBitsToFloat(uf_remappedPS[7].w));
R127f.w = clamp(R127f.w, 0.0, 1.0);
R0f.y = mul_nonIEEE(R2f.y, PV1f.x);
PS0f = R0f.y;
// 7
R0f.z = mul_nonIEEE(R2f.z, R127f.x);
PV1f.w = min(PV0f.y, PV0f.z);
// 8
R0f.w = R127f.w + PV1f.w;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 7658289ba65cb755
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem137;
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);
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 = passParameterSem137;
R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz * bloomFactor);
// 0
R0f.y = intBitsToFloat(0x3f000000);
R2f.w = 1.0;
R0f.x = (texture(textureUnitPS4, R0f.yy).x);
// 0
backupReg0f = R0f.x;
PV0f.x = backupReg0f + intBitsToFloat(0x3a83126f);
// 1
PS1f = 1.0 / PV0f.x;
// 2
PV0f.z = PS1f * intBitsToFloat(uf_remappedPS[0].x);
// 3
PV1f.y = max(PV0f.z, intBitsToFloat(0x3d800000));
// 4
PV0f.x = min(PV1f.y, intBitsToFloat(0x41800000));
// 5
R2f.x = mul_nonIEEE(R1f.x, PV0f.x);
R2f.y = mul_nonIEEE(R1f.y, PV0f.x);
R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 971a39bb79e32fd1
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = 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 = passParameterSem136;
R1f = passParameterSem137;
R2f.x = (texture(textureUnitPS1, R1f.xy).x);
R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
PV0f.z = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = R2f.x + -(1.0);
// 1
R123f.x = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.y);
PV1f.x = R123f.x;
R1f.z = intBitsToFloat(((PV0f.w >= 0.0)?(floatBitsToInt(1.0)):(0)));
R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.z);
PV1f.w = R123f.w;
// 2
R123f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.x);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.w);
PV0f.z = R123f.z;
// 3
R123f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + PV0f.y);
PV1f.x = R123f.x;
R0f.w = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + PV0f.z);
// 4
R1f.w = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
R0f.z = 1.0 / PV1f.x;
PS0f = R0f.z;
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
PV0f.x = -(R1f.w) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.y = R0f.w * R0f.z;
R127f.z = R1f.x + intBitsToFloat(0x3a83126f);
// 1
PV1f.y = -(PV0f.y) + -(R1f.w);
PS1f = 1.0 / PV0f.x;
// 2
R127f.w = mul_nonIEEE(PS1f, PV1f.y);
R127f.w = clamp(R127f.w, 0.0, 1.0);
PV0f.w = R127f.w;
R126f.w = 1.0 / R127f.z;
PS0f = R126f.w;
// 3
R123f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(uf_remappedPS[6].y));
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
// 4
R127f.y = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].w)) + intBitsToFloat(uf_remappedPS[6].w));
R127f.y = clamp(R127f.y, 0.0, 1.0);
R123f.z = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(uf_remappedPS[6].z));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV0f.z = R123f.z;
PV0f.w = -(PV1f.x) + 1.0;
// 5
PV1f.x = min(PV0f.z, PV0f.w);
PV1f.z = R126f.w * intBitsToFloat(uf_remappedPS[7].x);
// 6
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
PV0f.z = R127f.y + PV1f.x;
// 7
PV1f.x = min(PV0f.y, intBitsToFloat(0x41800000));
R127f.y = min(PV0f.z, intBitsToFloat(0x3f7efeff));
PV1f.y = R127f.y;
// 8
backupReg0f = R3f.x;
backupReg1f = R3f.y;
backupReg2f = R3f.z;
R3f.x = mul_nonIEEE(backupReg0f, PV1f.x);
R3f.y = mul_nonIEEE(backupReg1f, PV1f.x);
R3f.z = mul_nonIEEE(backupReg2f, PV1f.x);
PV0f.w = -(PV1f.y) + 1.0;
// 9
R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
// export
passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader e1d2a971c93cd82a
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
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 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 = passParameterSem136;
R1f = passParameterSem137;
R0f.z = (texture(textureUnitPS1, R1f.xy).x);
R2f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
// 1
R123f.x = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.y);
PV1f.x = R123f.x;
R123f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.w);
PV1f.z = R123f.z;
// 2
R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.x);
R0f.w = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.z);
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
R127f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + R1f.y);
R127f.y = R1f.x + intBitsToFloat(0x3a83126f);
R123f.z = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + R0f.w);
PV0f.z = R123f.z;
// 1
R126f.x = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
PV1f.x = R126f.x;
PS1f = 1.0 / PV0f.z;
// 2
PV0f.z = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.w = R127f.x * PS1f;
PS0f = 1.0 / R127f.y;
// 3
PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[5].x);
PV1f.w = -(PV0f.w) + -(R126f.x);
PS1f = 1.0 / PV0f.z;
// 4
R126f.x = mul_nonIEEE(PS1f, PV1f.w);
R126f.x = clamp(R126f.x, 0.0, 1.0);
PV0f.x = R126f.x;
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
// 5
R127f.x = min(PV0f.y, intBitsToFloat(0x41800000));
PV1f.x = R127f.x;
R123f.z = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(uf_remappedPS[7].y));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV1f.z = R123f.z;
// 6
R0f.x = mul_nonIEEE(R2f.x, PV1f.x);
R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(uf_remappedPS[7].z));
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV0f.y = R123f.y;
PV0f.z = -(PV1f.z) + 1.0;
R127f.w = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].w)) + intBitsToFloat(uf_remappedPS[7].w));
R127f.w = clamp(R127f.w, 0.0, 1.0);
R0f.y = mul_nonIEEE(R2f.y, PV1f.x);
PS0f = R0f.y;
// 7
R0f.z = mul_nonIEEE(R2f.z, R127f.x);
PV1f.w = min(PV0f.y, PV0f.z);
// 8
R0f.w = R127f.w + PV1f.w;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 7658289ba65cb755
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem137;
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);
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 = passParameterSem137;
R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz * bloomFactor);
// 0
R0f.y = intBitsToFloat(0x3f000000);
R2f.w = 1.0;
R0f.x = (texture(textureUnitPS4, R0f.yy).x);
// 0
backupReg0f = R0f.x;
PV0f.x = backupReg0f + intBitsToFloat(0x3a83126f);
// 1
PS1f = 1.0 / PV0f.x;
// 2
PV0f.z = PS1f * intBitsToFloat(uf_remappedPS[0].x);
// 3
PV1f.y = max(PV0f.z, intBitsToFloat(0x3d800000));
// 4
PV0f.x = min(PV1f.y, intBitsToFloat(0x41800000));
// 5
R2f.x = mul_nonIEEE(R1f.x, PV0f.x);
R2f.y = mul_nonIEEE(R1f.y, PV0f.x);
R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 971a39bb79e32fd1
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = 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 = passParameterSem136;
R1f = passParameterSem137;
R2f.x = (texture(textureUnitPS1, R1f.xy).x);
R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
PV0f.z = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = R2f.x + -(1.0);
// 1
R123f.x = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.y);
PV1f.x = R123f.x;
R1f.z = intBitsToFloat(((PV0f.w >= 0.0)?(floatBitsToInt(1.0)):(0)));
R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.z);
PV1f.w = R123f.w;
// 2
R123f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.x);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.w);
PV0f.z = R123f.z;
// 3
R123f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + PV0f.y);
PV1f.x = R123f.x;
R0f.w = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + PV0f.z);
// 4
R1f.w = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
R0f.z = 1.0 / PV1f.x;
PS0f = R0f.z;
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
PV0f.x = -(R1f.w) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.y = R0f.w * R0f.z;
R127f.z = R1f.x + intBitsToFloat(0x3a83126f);
// 1
PV1f.y = -(PV0f.y) + -(R1f.w);
PS1f = 1.0 / PV0f.x;
// 2
R127f.w = mul_nonIEEE(PS1f, PV1f.y);
R127f.w = clamp(R127f.w, 0.0, 1.0);
PV0f.w = R127f.w;
R126f.w = 1.0 / R127f.z;
PS0f = R126f.w;
// 3
R123f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(uf_remappedPS[6].y));
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
// 4
R127f.y = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].w)) + intBitsToFloat(uf_remappedPS[6].w));
R127f.y = clamp(R127f.y, 0.0, 1.0);
R123f.z = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(uf_remappedPS[6].z));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV0f.z = R123f.z;
PV0f.w = -(PV1f.x) + 1.0;
// 5
PV1f.x = min(PV0f.z, PV0f.w);
PV1f.z = R126f.w * intBitsToFloat(uf_remappedPS[7].x);
// 6
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
PV0f.z = R127f.y + PV1f.x;
// 7
PV1f.x = min(PV0f.y, intBitsToFloat(0x41800000));
R127f.y = min(PV0f.z, intBitsToFloat(0x3f7efeff));
PV1f.y = R127f.y;
// 8
backupReg0f = R3f.x;
backupReg1f = R3f.y;
backupReg2f = R3f.z;
R3f.x = mul_nonIEEE(backupReg0f, PV1f.x);
R3f.y = mul_nonIEEE(backupReg1f, PV1f.x);
R3f.z = mul_nonIEEE(backupReg2f, PV1f.x);
PV0f.w = -(PV1f.y) + 1.0;
// 9
R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
// export
passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader e1d2a971c93cd82a
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
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 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 = passParameterSem136;
R1f = passParameterSem137;
R0f.z = (texture(textureUnitPS1, R1f.xy).x);
R2f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
// 1
R123f.x = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.y);
PV1f.x = R123f.x;
R123f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.w);
PV1f.z = R123f.z;
// 2
R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.x);
R0f.w = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.z);
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
R127f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + R1f.y);
R127f.y = R1f.x + intBitsToFloat(0x3a83126f);
R123f.z = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + R0f.w);
PV0f.z = R123f.z;
// 1
R126f.x = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
PV1f.x = R126f.x;
PS1f = 1.0 / PV0f.z;
// 2
PV0f.z = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.w = R127f.x * PS1f;
PS0f = 1.0 / R127f.y;
// 3
PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[5].x);
PV1f.w = -(PV0f.w) + -(R126f.x);
PS1f = 1.0 / PV0f.z;
// 4
R126f.x = mul_nonIEEE(PS1f, PV1f.w);
R126f.x = clamp(R126f.x, 0.0, 1.0);
PV0f.x = R126f.x;
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
// 5
R127f.x = min(PV0f.y, intBitsToFloat(0x41800000));
PV1f.x = R127f.x;
R123f.z = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(uf_remappedPS[7].y));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV1f.z = R123f.z;
// 6
R0f.x = mul_nonIEEE(R2f.x, PV1f.x);
R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(uf_remappedPS[7].z));
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV0f.y = R123f.y;
PV0f.z = -(PV1f.z) + 1.0;
R127f.w = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].w)) + intBitsToFloat(uf_remappedPS[7].w));
R127f.w = clamp(R127f.w, 0.0, 1.0);
R0f.y = mul_nonIEEE(R2f.y, PV1f.x);
PS0f = R0f.y;
// 7
R0f.z = mul_nonIEEE(R2f.z, R127f.x);
PV1f.w = min(PV0f.y, PV0f.z);
// 8
R0f.w = R127f.w + PV1f.w;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 7658289ba65cb755
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem137;
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);
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 = passParameterSem137;
R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz * bloomFactor);
// 0
R0f.y = intBitsToFloat(0x3f000000);
R2f.w = 1.0;
R0f.x = (texture(textureUnitPS4, R0f.yy).x);
// 0
backupReg0f = R0f.x;
PV0f.x = backupReg0f + intBitsToFloat(0x3a83126f);
// 1
PS1f = 1.0 / PV0f.x;
// 2
PV0f.z = PS1f * intBitsToFloat(uf_remappedPS[0].x);
// 3
PV1f.y = max(PV0f.z, intBitsToFloat(0x3d800000));
// 4
PV0f.x = min(PV1f.y, intBitsToFloat(0x41800000));
// 5
R2f.x = mul_nonIEEE(R1f.x, PV0f.x);
R2f.y = mul_nonIEEE(R1f.y, PV0f.x);
R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 971a39bb79e32fd1
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = 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 = passParameterSem136;
R1f = passParameterSem137;
R2f.x = (texture(textureUnitPS1, R1f.xy).x);
R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
PV0f.z = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = R2f.x + -(1.0);
// 1
R123f.x = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.y);
PV1f.x = R123f.x;
R1f.z = intBitsToFloat(((PV0f.w >= 0.0)?(floatBitsToInt(1.0)):(0)));
R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.z);
PV1f.w = R123f.w;
// 2
R123f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.x);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.w);
PV0f.z = R123f.z;
// 3
R123f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + PV0f.y);
PV1f.x = R123f.x;
R0f.w = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + PV0f.z);
// 4
R1f.w = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
R0f.z = 1.0 / PV1f.x;
PS0f = R0f.z;
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
PV0f.x = -(R1f.w) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.y = R0f.w * R0f.z;
R127f.z = R1f.x + intBitsToFloat(0x3a83126f);
// 1
PV1f.y = -(PV0f.y) + -(R1f.w);
PS1f = 1.0 / PV0f.x;
// 2
R127f.w = mul_nonIEEE(PS1f, PV1f.y);
R127f.w = clamp(R127f.w, 0.0, 1.0);
PV0f.w = R127f.w;
R126f.w = 1.0 / R127f.z;
PS0f = R126f.w;
// 3
R123f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(uf_remappedPS[6].y));
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
// 4
R127f.y = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].w)) + intBitsToFloat(uf_remappedPS[6].w));
R127f.y = clamp(R127f.y, 0.0, 1.0);
R123f.z = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(uf_remappedPS[6].z));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV0f.z = R123f.z;
PV0f.w = -(PV1f.x) + 1.0;
// 5
PV1f.x = min(PV0f.z, PV0f.w);
PV1f.z = R126f.w * intBitsToFloat(uf_remappedPS[7].x);
// 6
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
PV0f.z = R127f.y + PV1f.x;
// 7
PV1f.x = min(PV0f.y, intBitsToFloat(0x41800000));
R127f.y = min(PV0f.z, intBitsToFloat(0x3f7efeff));
PV1f.y = R127f.y;
// 8
backupReg0f = R3f.x;
backupReg1f = R3f.y;
backupReg2f = R3f.z;
R3f.x = mul_nonIEEE(backupReg0f, PV1f.x);
R3f.y = mul_nonIEEE(backupReg1f, PV1f.x);
R3f.z = mul_nonIEEE(backupReg2f, PV1f.x);
PV0f.w = -(PV1f.y) + 1.0;
// 9
R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
// export
passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader e1d2a971c93cd82a
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
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 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 = passParameterSem136;
R1f = passParameterSem137;
R0f.z = (texture(textureUnitPS1, R1f.xy).x);
R2f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
// 1
R123f.x = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.y);
PV1f.x = R123f.x;
R123f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.w);
PV1f.z = R123f.z;
// 2
R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.x);
R0f.w = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.z);
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
R127f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + R1f.y);
R127f.y = R1f.x + intBitsToFloat(0x3a83126f);
R123f.z = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + R0f.w);
PV0f.z = R123f.z;
// 1
R126f.x = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
PV1f.x = R126f.x;
PS1f = 1.0 / PV0f.z;
// 2
PV0f.z = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.w = R127f.x * PS1f;
PS0f = 1.0 / R127f.y;
// 3
PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[5].x);
PV1f.w = -(PV0f.w) + -(R126f.x);
PS1f = 1.0 / PV0f.z;
// 4
R126f.x = mul_nonIEEE(PS1f, PV1f.w);
R126f.x = clamp(R126f.x, 0.0, 1.0);
PV0f.x = R126f.x;
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
// 5
R127f.x = min(PV0f.y, intBitsToFloat(0x41800000));
PV1f.x = R127f.x;
R123f.z = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(uf_remappedPS[7].y));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV1f.z = R123f.z;
// 6
R0f.x = mul_nonIEEE(R2f.x, PV1f.x);
R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(uf_remappedPS[7].z));
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV0f.y = R123f.y;
PV0f.z = -(PV1f.z) + 1.0;
R127f.w = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].w)) + intBitsToFloat(uf_remappedPS[7].w));
R127f.w = clamp(R127f.w, 0.0, 1.0);
R0f.y = mul_nonIEEE(R2f.y, PV1f.x);
PS0f = R0f.y;
// 7
R0f.z = mul_nonIEEE(R2f.z, R127f.x);
PV1f.w = min(PV0f.y, PV0f.z);
// 8
R0f.w = R127f.w + PV1f.w;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 7658289ba65cb755
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem137;
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);
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 = passParameterSem137;
R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz * bloomFactor);
// 0
R0f.y = intBitsToFloat(0x3f000000);
R2f.w = 1.0;
R0f.x = (texture(textureUnitPS4, R0f.yy).x);
// 0
backupReg0f = R0f.x;
PV0f.x = backupReg0f + intBitsToFloat(0x3a83126f);
// 1
PS1f = 1.0 / PV0f.x;
// 2
PV0f.z = PS1f * intBitsToFloat(uf_remappedPS[0].x);
// 3
PV1f.y = max(PV0f.z, intBitsToFloat(0x3d800000));
// 4
PV0f.x = min(PV1f.y, intBitsToFloat(0x41800000));
// 5
R2f.x = mul_nonIEEE(R1f.x, PV0f.x);
R2f.y = mul_nonIEEE(R1f.y, PV0f.x);
R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader 971a39bb79e32fd1
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = 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 = passParameterSem136;
R1f = passParameterSem137;
R2f.x = (texture(textureUnitPS1, R1f.xy).x);
R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
PV0f.z = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = R2f.x + -(1.0);
// 1
R123f.x = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.y);
PV1f.x = R123f.x;
R1f.z = intBitsToFloat(((PV0f.w >= 0.0)?(floatBitsToInt(1.0)):(0)));
R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.z);
PV1f.w = R123f.w;
// 2
R123f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.x);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.w);
PV0f.z = R123f.z;
// 3
R123f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + PV0f.y);
PV1f.x = R123f.x;
R0f.w = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + PV0f.z);
// 4
R1f.w = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
R0f.z = 1.0 / PV1f.x;
PS0f = R0f.z;
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
PV0f.x = -(R1f.w) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.y = R0f.w * R0f.z;
R127f.z = R1f.x + intBitsToFloat(0x3a83126f);
// 1
PV1f.y = -(PV0f.y) + -(R1f.w);
PS1f = 1.0 / PV0f.x;
// 2
R127f.w = mul_nonIEEE(PS1f, PV1f.y);
R127f.w = clamp(R127f.w, 0.0, 1.0);
PV0f.w = R127f.w;
R126f.w = 1.0 / R127f.z;
PS0f = R126f.w;
// 3
R123f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(uf_remappedPS[6].y));
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
// 4
R127f.y = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].w)) + intBitsToFloat(uf_remappedPS[6].w));
R127f.y = clamp(R127f.y, 0.0, 1.0);
R123f.z = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(uf_remappedPS[6].z));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV0f.z = R123f.z;
PV0f.w = -(PV1f.x) + 1.0;
// 5
PV1f.x = min(PV0f.z, PV0f.w);
PV1f.z = R126f.w * intBitsToFloat(uf_remappedPS[7].x);
// 6
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
PV0f.z = R127f.y + PV1f.x;
// 7
PV1f.x = min(PV0f.y, intBitsToFloat(0x41800000));
R127f.y = min(PV0f.z, intBitsToFloat(0x3f7efeff));
PV1f.y = R127f.y;
// 8
backupReg0f = R3f.x;
backupReg1f = R3f.y;
backupReg2f = R3f.z;
R3f.x = mul_nonIEEE(backupReg0f, PV1f.x);
R3f.y = mul_nonIEEE(backupReg1f, PV1f.x);
R3f.z = mul_nonIEEE(backupReg2f, PV1f.x);
PV0f.w = -(PV1f.y) + 1.0;
// 9
R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
// export
passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
// shader e1d2a971c93cd82a
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
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 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 = passParameterSem136;
R1f = passParameterSem137;
R0f.z = (texture(textureUnitPS1, R1f.xy).x);
R2f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
// 1
R123f.x = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.y);
PV1f.x = R123f.x;
R123f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.w);
PV1f.z = R123f.z;
// 2
R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.x);
R0f.w = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.z);
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
R127f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + R1f.y);
R127f.y = R1f.x + intBitsToFloat(0x3a83126f);
R123f.z = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + R0f.w);
PV0f.z = R123f.z;
// 1
R126f.x = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
PV1f.x = R126f.x;
PS1f = 1.0 / PV0f.z;
// 2
PV0f.z = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.w = R127f.x * PS1f;
PS0f = 1.0 / R127f.y;
// 3
PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[5].x);
PV1f.w = -(PV0f.w) + -(R126f.x);
PS1f = 1.0 / PV0f.z;
// 4
R126f.x = mul_nonIEEE(PS1f, PV1f.w);
R126f.x = clamp(R126f.x, 0.0, 1.0);
PV0f.x = R126f.x;
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
// 5
R127f.x = min(PV0f.y, intBitsToFloat(0x41800000));
PV1f.x = R127f.x;
R123f.z = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(uf_remappedPS[7].y));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV1f.z = R123f.z;
// 6
R0f.x = mul_nonIEEE(R2f.x, PV1f.x);
R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(uf_remappedPS[7].z));
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV0f.y = R123f.y;
PV0f.z = -(PV1f.z) + 1.0;
R127f.w = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].w)) + intBitsToFloat(uf_remappedPS[7].w));
R127f.w = clamp(R127f.w, 0.0, 1.0);
R0f.y = mul_nonIEEE(R2f.y, PV1f.x);
PS0f = R0f.y;
// 7
R0f.z = mul_nonIEEE(R2f.z, R127f.x);
PV1f.w = min(PV0f.y, PV0f.z);
// 8
R0f.w = R127f.w + PV1f.w;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 0.00;
// shader 0457fe3efc9a772f
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4faf800 res 160x90x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R123f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem0;
R1f = passParameterSem1;
R2f = passParameterSem2;
R3f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw);
R4f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
R5f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
R6f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.xz).xyzw);
R1f.xyzw = (texture(textureUnitPS0, R1f.xz).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R2f.xz).xyzw);
// 0
R123f.x = (R3f.w * intBitsToFloat(0x3b500000) + 0.0);
PV0f.x = R123f.x;
R123f.y = (R3f.z * intBitsToFloat(0x3b500000) + 0.0);
PV0f.y = R123f.y;
R123f.z = (R3f.y * intBitsToFloat(0x3b500000) + 0.0);
PV0f.z = R123f.z;
R123f.w = (R3f.x * intBitsToFloat(0x3b500000) + 0.0);
PV0f.w = R123f.w;
// 1
R123f.x = (R4f.w * intBitsToFloat(0x3d8f0000) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R4f.z * intBitsToFloat(0x3d8f0000) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R4f.y * intBitsToFloat(0x3d8f0000) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R4f.x * intBitsToFloat(0x3d8f0000) + PV0f.w);
PV1f.w = R123f.w;
// 2
R123f.x = (R5f.w * intBitsToFloat(0x3ea0e000) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (R5f.z * intBitsToFloat(0x3ea0e000) + PV1f.y);
PV0f.y = R123f.y;
R123f.z = (R5f.y * intBitsToFloat(0x3ea0e000) + PV1f.z);
PV0f.z = R123f.z;
R123f.w = (R5f.x * intBitsToFloat(0x3ea0e000) + PV1f.w);
PV0f.w = R123f.w;
// 3
R123f.x = (R6f.w * intBitsToFloat(0x3e670000) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R6f.z * intBitsToFloat(0x3e670000) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R6f.y * intBitsToFloat(0x3e670000) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R6f.x * intBitsToFloat(0x3e670000) + PV0f.w);
PV1f.w = R123f.w;
// 4
R123f.x = (R0f.w * intBitsToFloat(0x3ea0e000) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (R0f.z * intBitsToFloat(0x3ea0e000) + PV1f.y);
PV0f.y = R123f.y;
R123f.z = (R0f.y * intBitsToFloat(0x3ea0e000) + PV1f.z);
PV0f.z = R123f.z;
R123f.w = (R0f.x * intBitsToFloat(0x3ea0e000) + PV1f.w);
PV0f.w = R123f.w;
// 5
R123f.x = (R1f.w * intBitsToFloat(0x3d8f0000) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R1f.z * intBitsToFloat(0x3d8f0000) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R1f.y * intBitsToFloat(0x3d8f0000) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R1f.x * intBitsToFloat(0x3d8f0000) + PV0f.w);
PV1f.w = R123f.w;
// 6
backupReg0f = R2f.x;
backupReg1f = R2f.y;
backupReg2f = R2f.z;
backupReg3f = R2f.w;
R2f.x = (backupReg0f * intBitsToFloat(0x3b500000) + PV1f.w * bloomFactor);
R2f.y = (backupReg1f * intBitsToFloat(0x3b500000) + PV1f.z * bloomFactor);
R2f.z = (backupReg2f * intBitsToFloat(0x3b500000) + PV1f.y * bloomFactor);
R2f.w = (backupReg3f * intBitsToFloat(0x3b500000) + PV1f.x * bloomFactor);
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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[Definition]
titleIds = 0005000010180600,0005000010180700,0005000010180500
name = "Captain Toad: Treasure Tracker - Reduce Bloom Artifacts"
version = 2

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[Definition]
titleIds = 0005000010135700,000500001012B100,0005000010128F00,0005000210128F01
name = "Sonic Lost World - Brightness Fix"
version = 2

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#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 0.00;
// shader 4102408f48cb6b94
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5229000 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R123f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem0;
R1f = passParameterSem1;
R2f = passParameterSem2;
R3f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
R4f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw);
R5f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
R6f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.xz).xyzw);
R1f.xyzw = (texture(textureUnitPS0, R1f.xz).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R2f.xz).xyzw);
// 0
PV0f.x = R3f.w * intBitsToFloat(0x3d8f0000);
PV0f.y = R3f.z * intBitsToFloat(0x3d8f0000);
PV0f.z = R3f.y * intBitsToFloat(0x3d8f0000);
PV0f.w = R3f.x * intBitsToFloat(0x3d8f0000);
// 1
R123f.x = (R4f.w * intBitsToFloat(0x3b500000) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R4f.z * intBitsToFloat(0x3b500000) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R4f.y * intBitsToFloat(0x3b500000) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R4f.x * intBitsToFloat(0x3b500000) + PV0f.w);
PV1f.w = R123f.w;
// 2
R123f.x = (R5f.w * intBitsToFloat(0x3ea0e000) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (R5f.z * intBitsToFloat(0x3ea0e000) + PV1f.y);
PV0f.y = R123f.y;
R123f.z = (R5f.y * intBitsToFloat(0x3ea0e000) + PV1f.z);
PV0f.z = R123f.z;
R123f.w = (R5f.x * intBitsToFloat(0x3ea0e000) + PV1f.w);
PV0f.w = R123f.w;
// 3
R123f.x = (R6f.w * intBitsToFloat(0x3e670000) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R6f.z * intBitsToFloat(0x3e670000) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R6f.y * intBitsToFloat(0x3e670000) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R6f.x * intBitsToFloat(0x3e670000) + PV0f.w);
PV1f.w = R123f.w;
// 4
R123f.x = (R0f.w * intBitsToFloat(0x3ea0e000) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (R0f.z * intBitsToFloat(0x3ea0e000) + PV1f.y);
PV0f.y = R123f.y;
R123f.z = (R0f.y * intBitsToFloat(0x3ea0e000) + PV1f.z);
PV0f.z = R123f.z;
R123f.w = (R0f.x * intBitsToFloat(0x3ea0e000) + PV1f.w);
PV0f.w = R123f.w;
// 5
R123f.x = (R1f.w * intBitsToFloat(0x3d8f0000) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R1f.z * intBitsToFloat(0x3d8f0000) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R1f.y * intBitsToFloat(0x3d8f0000) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R1f.x * intBitsToFloat(0x3d8f0000) + PV0f.w);
PV1f.w = R123f.w;
// 6
backupReg0f = R2f.x;
backupReg1f = R2f.y;
backupReg2f = R2f.z;
backupReg3f = R2f.w;
R2f.x = (backupReg0f * intBitsToFloat(0x3b500000) + PV1f.w * bloomFactor);
R2f.y = (backupReg1f * intBitsToFloat(0x3b500000) + PV1f.z * bloomFactor);
R2f.z = (backupReg2f * intBitsToFloat(0x3b500000) + PV1f.y * bloomFactor);
R2f.w = (backupReg3f * intBitsToFloat(0x3b500000) + PV1f.x * bloomFactor);
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

View File

@ -1,4 +0,0 @@
[Definition]
titleIds = 0005000010145d00,0005000010145c00,0005000010106100
name = "Super Mario 3D World - Reduce Bloom Artifacts"
version = 2