[NSMBU/ColorSplash] No anti aliasing update

This commit is contained in:
Michael 2017-05-28 19:44:13 -07:00
parent 962991b1a7
commit b63aec5db6
5 changed files with 183 additions and 94 deletions

View File

@ -1,10 +1,11 @@
#version 400
#version 420
#extension GL_ARB_texture_gather : enable
// shader 5d17c42e049ba5c9
// shader b4ad3f6c36f63964
uniform ivec4 uf_remappedPS[1];
uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4000800 res 1280x720x1 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: 0
in vec4 passParameter0;
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4000800 res 1280x720x1 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: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
@ -28,7 +29,6 @@ ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
@ -36,33 +36,32 @@ float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
int loopStuckCounter = 0;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameter0);
R0i = floatBitsToInt(passParameterSem0);
//R1i.xyz = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.zw),0.0).xyz);
//R2i.xyz = floatBitsToInt(textureLodOffset(textureUnitPS0, intBitsToFloat(R0i.zw),0.0,ivec2(1,0)).xyz);
//R3i.xyz = floatBitsToInt(textureLodOffset(textureUnitPS0, intBitsToFloat(R0i.zw),0.0,ivec2(0,1)).xyz);
//R4i.xyz = floatBitsToInt(textureLodOffset(textureUnitPS0, intBitsToFloat(R0i.zw),0.0,ivec2(1,1)).xyz);
//R5i.xyz = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.xy),0.0).xyz);
// 0
tempi.x = floatBitsToInt(intBitsToFloat(R1i.x) * intBitsToFloat(0x3e990afe) + intBitsToFloat(R1i.y) * intBitsToFloat(0x3f162c23) + intBitsToFloat(R1i.z) * intBitsToFloat(0x3dea7371) + intBitsToFloat(0x80000000) * 0.0);
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z),-0.0),vec4(intBitsToFloat(0x3e990afe),intBitsToFloat(0x3f162c23),intBitsToFloat(0x3dea7371),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.z = tempi.x;
PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(0x3dea7371)));
PS0i = floatBitsToInt(intBitsToFloat(R2i.z) * intBitsToFloat(0x3dea7371));
// 1
tempi.x = floatBitsToInt(intBitsToFloat(R2i.x) * intBitsToFloat(0x3e990afe) + intBitsToFloat(R2i.y) * intBitsToFloat(0x3f162c23) + intBitsToFloat(PS0i) * 1.0 + intBitsToFloat(0x80000000) * 0.0);
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(PS0i),-0.0),vec4(intBitsToFloat(0x3e990afe),intBitsToFloat(0x3f162c23),1.0,0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
R127i.y = tempi.x;
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(0x3dea7371)));
PS1i = floatBitsToInt(intBitsToFloat(R3i.z) * intBitsToFloat(0x3dea7371));
// 2
R125i.x = floatBitsToInt(intBitsToFloat(R3i.x) * intBitsToFloat(0x3e990afe) + intBitsToFloat(R3i.y) * intBitsToFloat(0x3f162c23) + intBitsToFloat(PS1i) * 1.0 + intBitsToFloat(0x80000000) * 0.0);
R125i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(PS1i),-0.0),vec4(intBitsToFloat(0x3e990afe),intBitsToFloat(0x3f162c23),1.0,0.0)));
PV0i.x = R125i.x;
PV0i.y = R125i.x;
PV0i.z = R125i.x;
@ -70,7 +69,7 @@ PV0i.w = R125i.x;
R126i.x = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(PV1i.x));
PS0i = R126i.x;
// 3
tempi.x = floatBitsToInt(intBitsToFloat(R4i.x) * intBitsToFloat(0x3e990afe) + intBitsToFloat(R4i.y) * intBitsToFloat(0x3f162c23) + intBitsToFloat(R4i.z) * intBitsToFloat(0x3dea7371) + intBitsToFloat(0x80000000) * 0.0);
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R4i.y),intBitsToFloat(R4i.z),-0.0),vec4(intBitsToFloat(0x3e990afe),intBitsToFloat(0x3f162c23),intBitsToFloat(0x3dea7371),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
@ -83,7 +82,6 @@ PV0i.x = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(PV1i.x));
PV0i.y = floatBitsToInt(intBitsToFloat(R125i.x) + intBitsToFloat(PV1i.x));
PV0i.z = floatBitsToInt(intBitsToFloat(R125i.x) + intBitsToFloat(R126i.x));
R126i.w = floatBitsToInt(min(intBitsToFloat(R127i.z), intBitsToFloat(R127i.y)));
PV0i.w = R126i.w;
R124i.x = floatBitsToInt(min(intBitsToFloat(R125i.x), intBitsToFloat(PV1i.x)));
PS0i = R124i.x;
// 5
@ -92,26 +90,23 @@ backupReg1i = R127i.w;
PV1i.x = floatBitsToInt(-(intBitsToFloat(PV0i.y)) + intBitsToFloat(R126i.x));
PV1i.y = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(PV0i.z));
R127i.z = floatBitsToInt(max(intBitsToFloat(backupReg0i), intBitsToFloat(R127i.y)));
PV1i.z = R127i.z;
R127i.w = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(R127i.x));
PV1i.w = R127i.w;
R127i.x = floatBitsToInt(max(intBitsToFloat(R125i.x), intBitsToFloat(backupReg1i)));
PS1i = R127i.x;
// 6
backupReg0i = R126i.w;
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(0x3d000000)));
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.y) * intBitsToFloat(0x3d000000));
PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), -(intBitsToFloat(PV1i.w))));
PV0i.z = floatBitsToInt(max(-(intBitsToFloat(PV1i.x)), intBitsToFloat(PV1i.x)));
R126i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
PV0i.w = R126i.w;
R125i.w = floatBitsToInt(min(intBitsToFloat(backupReg0i), intBitsToFloat(R124i.x)));
PS0i = R125i.w;
// 7
PV1i.x = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.y)));
R127i.y = floatBitsToInt(max(intBitsToFloat(R127i.z), intBitsToFloat(R127i.x)));
PV1i.y = R127i.y;
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), intBitsToFloat(0x3c000000)));
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.z), intBitsToFloat(0x3dea7371)));
PS1i = floatBitsToInt(intBitsToFloat(R5i.z) * intBitsToFloat(0x3dea7371));
// 8
R123i.x = floatBitsToInt((intBitsToFloat(R5i.y) * intBitsToFloat(0x3f162c23) + intBitsToFloat(PS1i)));
PV0i.x = R123i.x;
@ -124,9 +119,7 @@ PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w));
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(PS1i)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(PS1i)));
R2i.z = floatBitsToInt(min(intBitsToFloat(PV1i.z), intBitsToFloat(R125i.w)));
PV0i.z = R2i.z;
R1i.w = floatBitsToInt(max(intBitsToFloat(PV1i.z), intBitsToFloat(R127i.y)));
PV0i.w = R1i.w;
// 11
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), intBitsToFloat(0xc1000000)));
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.y), intBitsToFloat(0xc1000000)));
@ -140,23 +133,16 @@ R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_r
PV1i.w = R127i.w;
// 14
R5i.x = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0x3e2a9930) + intBitsToFloat(R0i.x)));
PV0i.x = R5i.x;
R5i.y = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(0x3e2a9930) + intBitsToFloat(R0i.y)));
PV0i.y = R5i.y;
R5i.z = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0xbe2ab368) + intBitsToFloat(R0i.x)));
PV0i.z = R5i.z;
R5i.w = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(0xbe2ab368) + intBitsToFloat(R0i.y)));
PV0i.w = R5i.w;
R4i.x = floatBitsToInt((intBitsToFloat(PV1i.z) * 0.5 + intBitsToFloat(R0i.x)));
PS0i = R4i.x;
// 15
backupReg0i = R0i.x;
R0i.x = floatBitsToInt((-(intBitsToFloat(R127i.z)) * 0.5 + intBitsToFloat(backupReg0i)));
PV1i.x = R0i.x;
R4i.y = floatBitsToInt((intBitsToFloat(R127i.w) * 0.5 + intBitsToFloat(R0i.y)));
PV1i.y = R4i.y;
R0i.z = floatBitsToInt((-(intBitsToFloat(R127i.w)) * 0.5 + intBitsToFloat(R0i.y)));
PV1i.z = R0i.z;
R3i.xyz = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R5i.xy),0.0).xyz);
R5i.xyz = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R5i.zw),0.0).xyz);
R4i.xyz = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R4i.xy),0.0).xyz);
@ -164,7 +150,6 @@ R0i.xyz = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.xz),0.0).
// 0
R127i.x = floatBitsToInt(intBitsToFloat(R3i.z) + intBitsToFloat(R5i.z));
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
PV0i.x = R127i.x;
R126i.z = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(R5i.y));
R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) / 2.0);
PV0i.z = R126i.z;
@ -178,23 +163,20 @@ PV1i.x = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(backupReg0i));
PV1i.y = PV0i.w;
PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) / 2.0);
R127i.z = floatBitsToInt(intBitsToFloat(R4i.z) + intBitsToFloat(R0i.z));
PV1i.z = R127i.z;
PV1i.w = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(backupReg1i));
PS1i = PV0i.z;
PS1i = floatBitsToInt(intBitsToFloat(PS1i) / 2.0);
// 2
R124i.x = floatBitsToInt((intBitsToFloat(PV1i.x) * intBitsToFloat(0x3e800000) + intBitsToFloat(PV1i.y)));
PV0i.x = R124i.x;
R127i.y = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(0x3e800000) + intBitsToFloat(PS1i)));
PV0i.y = R127i.y;
R124i.x = floatBitsToInt((intBitsToFloat(PV1i.x) * 0.25 + intBitsToFloat(PV1i.y)));
R127i.y = floatBitsToInt((intBitsToFloat(PV1i.w) * 0.25 + intBitsToFloat(PS1i)));
PV0i.w = R127i.x;
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
// 3
backupReg0i = R127i.z;
R127i.z = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(0x3e800000) + intBitsToFloat(PV0i.w)));
R127i.z = floatBitsToInt((intBitsToFloat(backupReg0i) * 0.25 + intBitsToFloat(PV0i.w)));
PV1i.z = R127i.z;
// 4
tempi.x = floatBitsToInt(intBitsToFloat(R124i.x) * intBitsToFloat(0x3e990afe) + intBitsToFloat(R127i.y) * intBitsToFloat(0x3f162c23) + intBitsToFloat(PV1i.z) * intBitsToFloat(0x3dea7371) + intBitsToFloat(0x80000000) * 0.0);
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R124i.x),intBitsToFloat(R127i.y),intBitsToFloat(PV1i.z),-0.0),vec4(intBitsToFloat(0x3e990afe),intBitsToFloat(0x3f162c23),intBitsToFloat(0x3dea7371),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
@ -216,14 +198,10 @@ R123i.w = ((PV0i.w == 0)?(0):(R127i.x));
PV1i.w = R123i.w;
// 8
R0i.x = ((PV1i.z == 0)?(R124i.x):(PV1i.y));
PV0i.x = R0i.x;
R0i.y = ((PV1i.z == 0)?(R127i.y):(PV1i.x));
PV0i.y = R0i.y;
R0i.z = ((PV1i.z == 0)?(R127i.z):(PV1i.w));
PV0i.z = R0i.z;
// 9
R0i.w = 0x3f800000;
PV1i.w = R0i.w;
// export
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
}

View File

@ -1,3 +1,4 @@
[Definition]
titleIds = 500001f600900,500001f600a00,500001f600b00
name = "Paper Mario: Color Splash - No Anti-Aliasing"
name = "Paper Mario: Color Splash - No Anti-Aliasing"
version = 2

View File

@ -0,0 +1,161 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 50e29e8929cea348
uniform ivec4 uf_remappedPS[3];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 1280x720x1 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: 1
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c5000 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 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
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 = passParameterSem1;
if( activeMaskStackC[1] == true ) {
//R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
PV0f.x = R1f.z + R1f.w;
PV0f.y = R1f.y + -(R1f.w);
PV0f.z = R1f.x + -(R1f.z);
R127f.w = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[0].x));
R126f.w = min(R1f.z, R1f.w);
PS0f = R126f.w;
// 1
R126f.x = PV0f.z + PV0f.y;
PV1f.x = R126f.x;
PV1f.y = R1f.x + PV0f.x;
R127f.z = min(R1f.x, R1f.y);
R125f.w = PV0f.z + -(PV0f.y);
PV1f.w = R125f.w;
R127f.y = max(R1f.z, R1f.w);
PS1f = R127f.y;
// 2
PV0f.x = R1f.y + PV1f.y;
PV0f.y = max(PV1f.w, -(PV1f.w));
PV0f.z = max(PV1f.x, -(PV1f.x));
PV0f.w = max(R1f.x, R1f.y);
R127f.x = (R2f.y * intBitsToFloat(uf_remappedPS[0].y) + R127f.w);
PS0f = R127f.x;
// 3
PV1f.x = min(PV0f.z, PV0f.y);
PV1f.y = min(R126f.w, R127f.z);
PV1f.z = max(R127f.y, PV0f.w);
R123f.w = (PV0f.x * intBitsToFloat(0x3d000000) + intBitsToFloat(0x3b800000));
PV1f.w = R123f.w;
// 4
PV0f.x = min(R127f.x, PV1f.y);
PV0f.y = max(R127f.x, PV1f.z);
PV0f.w = max(PV1f.w, PV1f.x);
// 5
R0f.z = -(PV0f.x) + PV0f.y;
PS1f = 1.0 / PV0f.w;
// 6
PV0f.x = R125f.w * PS1f;
PV0f.y = R126f.x * PS1f;
// 7
PV1f.z = max(PV0f.x, intBitsToFloat(0xc0400000));
PV1f.w = max(PV0f.y, intBitsToFloat(0xc0400000));
// 8
R1f.x = min(PV1f.w, intBitsToFloat(0x40400000));
R1f.y = min(PV1f.z, intBitsToFloat(0x40400000));
// 9
predResult = (R0f.z > intBitsToFloat(uf_remappedPS[1].y));
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
R3f.x = (R1f.x * -(intBitsToFloat(uf_remappedPS[2].z)) + R0f.x);
R3f.y = (R1f.y * -(intBitsToFloat(uf_remappedPS[2].w)) + R0f.y);
R0f.z = (R1f.x * intBitsToFloat(uf_remappedPS[2].x) + R0f.x);
R0f.w = (R1f.y * intBitsToFloat(uf_remappedPS[2].y) + R0f.y);
R3f.z = (R1f.x * intBitsToFloat(uf_remappedPS[2].z) + R0f.x);
PS0f = R3f.z;
// 1
R4f.x = (R1f.x * -(intBitsToFloat(uf_remappedPS[2].x)) + R0f.x);
R4f.y = (R1f.y * -(intBitsToFloat(uf_remappedPS[2].y)) + R0f.y);
R3f.w = (R1f.y * intBitsToFloat(uf_remappedPS[2].w) + R0f.y);
}
if( activeMaskStackC[2] == true ) {
R1f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R3f.zw).xyzw);
R3f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw);
}
if( activeMaskStackC[2] == true ) {
// 0
R127f.x = R0f.w + R1f.w;
R127f.x /= 2.0;
R127f.y = R0f.z + R1f.z;
R127f.y /= 2.0;
R127f.z = R0f.y + R1f.y;
R127f.z /= 2.0;
R127f.w = R0f.x + R1f.x;
R127f.w /= 2.0;
// 1
PV1f.x = R2f.w + R3f.w;
PV1f.x /= 2.0;
PV1f.y = R2f.z + R3f.z;
PV1f.y /= 2.0;
PV1f.z = R2f.y + R3f.y;
PV1f.z /= 2.0;
PV1f.w = R2f.x + R3f.x;
PV1f.w /= 2.0;
// 2
R2f.x = R127f.w + PV1f.w;
R2f.x /= 2.0;
R2f.y = R127f.z + PV1f.z;
R2f.y /= 2.0;
R2f.z = R127f.y + PV1f.y;
R2f.z /= 2.0;
R2f.w = R127f.x + PV1f.x;
R2f.w /= 2.0;
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

View File

@ -1,52 +0,0 @@
#version 400
#extension GL_ARB_texture_gather : enable
// shader 72807b87b23dbe4e //removes AA pass
uniform ivec4 uf_remappedPS[3];
uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 1280x720x1 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: 1
uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c5000 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
in vec4 passParameter0;
layout(location = 0) out vec4 passPixelColor0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
bool activeMaskStack[31];
bool activeMaskStackC[32];
int activeMaskIndex = 0;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
int loopStuckCounter = 0;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameter0);
//R1i.xyzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).xyzw);
R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
}

View File

@ -1,3 +1,4 @@
[Definition]
titleIds = 0005000010101D00,0005000010101E00,000500001014B700,000500001014B800,0005000010101C00,0005000010142300,0005000010142400,0005000010142200
name = "New Super Mario Bros. U + New Super Luigi U - No Anti-Aliasing"
name = "New Super Mario Bros. U + New Super Luigi U - No Anti-Aliasing"
version = 2