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[Bayonetta 2] Add portal workaround pack
Also removed the version indicator in Windwaker's contrasty file since any updates to that number would remove all the configuration set by the user for that pack.
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader e1e83a29eef8fee8
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// Used for: Hiding the blue layer behind the portal that doesn't appear on the Wii U.
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uniform ivec4 uf_remappedVS[7];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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uniform float uf_alphaTestRef;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem5;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem133;
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layout(location = 1) out vec4 passParameterSem135;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R124f = vec4(0.0);
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vec4 R125f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder = attrDataSem0;
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attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
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attrDecoder = attrDataSem5;
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attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
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// 0
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R124f.x = (mul_nonIEEE(R2f.w,intBitsToFloat(uf_remappedVS[0].w)) + intBitsToFloat(uf_remappedVS[1].w));
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R124f.y = (mul_nonIEEE(R2f.z,intBitsToFloat(uf_remappedVS[0].z)) + intBitsToFloat(uf_remappedVS[1].z));
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PV0f.y = R124f.y;
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R127f.w = 1.0;
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PV0f.w = R127f.w;
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// 1
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tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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R0f.w = tempf.x;
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R127f.x = PV0f.y;
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PS1f = R127f.x;
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// 2
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R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
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PV0f.x = R0f.x;
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PV0f.y = R0f.x;
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PV0f.z = R0f.x;
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PV0f.w = R0f.x;
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R126f.w = -(R124f.x) + 1.0;
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PS0f = R126f.w;
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// 3
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backupReg0f = R127f.x;
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tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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R0f.y = tempf.x;
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R127f.x = backupReg0f + -(R124f.x);
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PS1f = R127f.x;
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// 4
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tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w)));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R0f.z = tempf.x;
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R127f.w = R126f.w + -(R124f.y);
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PS0f = R127f.w;
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// 5
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PV1f.x = intBitsToFloat(uf_remappedVS[6].y) + -(1.0);
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PV1f.y = intBitsToFloat(uf_remappedVS[6].y);
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R127f.z = intBitsToFloat(uf_remappedVS[6].x) + -(1.0);
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PV1f.w = intBitsToFloat(uf_remappedVS[6].x);
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R126f.z = -(R124f.x) + 1.0;
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PS1f = R126f.z;
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// 6
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PV0f.x = max(PV1f.w, 0.0);
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PV0f.y = max(PV1f.y, 0.0);
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R2f.z = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedVS[0].y)) + intBitsToFloat(uf_remappedVS[1].y));
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PV0f.z = R2f.z;
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R125f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedVS[0].x)) + intBitsToFloat(uf_remappedVS[1].x));
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PV0f.w = R125f.w;
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R125f.x = max(PV1f.x, 0.0);
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PS0f = R125f.x;
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// 7
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R126f.x = min(PV0f.x, 1.0);
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PV1f.y = min(PV0f.y, 1.0);
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PV1f.z = -(PV0f.w) + 1.0;
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PV1f.w = PV0f.z;
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R125f.y = -(R124f.y) + 1.0;
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PS1f = R125f.y;
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// 8
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backupReg0f = R127f.x;
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backupReg1f = R127f.z;
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R127f.x = (mul_nonIEEE(backupReg0f,PV1f.y) + R124f.x);
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R127f.y = (mul_nonIEEE(R127f.w,PV1f.y) + R124f.y);
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PV0f.z = -(R2f.z) + PV1f.z;
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PV0f.w = -(R125f.w) + PV1f.w;
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R127f.z = max(backupReg1f, 0.0);
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PS0f = R127f.z;
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// 9
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backupReg0f = R126f.x;
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backupReg0f = R126f.x;
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R126f.x = -(R2f.z) + 1.0;
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R126f.y = -(R125f.w) + 1.0;
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R125f.z = (mul_nonIEEE(PV0f.w,backupReg0f) + R125f.w);
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R126f.w = (mul_nonIEEE(PV0f.z,backupReg0f) + R2f.z);
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R127f.w = intBitsToFloat(uf_remappedVS[6].y) + -(2.0);
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PS1f = R127f.w;
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// 10
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backupReg0f = R127f.z;
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PV0f.x = min(R125f.x, 1.0);
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PV0f.y = R126f.z + -(R127f.x);
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R126f.z = intBitsToFloat(uf_remappedVS[6].x) + -(2.0);
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PV0f.w = R125f.y + -(R127f.y);
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R127f.z = min(backupReg0f, 1.0);
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PS0f = R127f.z;
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// 11
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backupReg0f = R127f.y;
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backupReg1f = R127f.w;
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PV1f.x = R126f.x + -(R126f.w);
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R127f.y = (mul_nonIEEE(PV0f.w,PV0f.x) + backupReg0f);
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R124f.z = (mul_nonIEEE(PV0f.y,PV0f.x) + R127f.x);
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PV1f.w = R126f.y + -(R125f.z);
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R127f.w = max(backupReg1f, 0.0);
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PS1f = R127f.w;
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// 12
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backupReg0f = R126f.z;
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R127f.x = (mul_nonIEEE(PV1f.w,R127f.z) + R125f.z);
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PV0f.y = R124f.x;
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R126f.z = (mul_nonIEEE(PV1f.x,R127f.z) + R126f.w);
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PV0f.w = max(backupReg0f, 0.0);
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R127f.z = intBitsToFloat(uf_remappedVS[6].y) + -(intBitsToFloat(0x40400000));
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PS0f = R127f.z;
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// 13
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PV1f.x = R125f.y + -(R124f.z);
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PV1f.y = PV0f.y + -(R127f.y);
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R125f.z = intBitsToFloat(uf_remappedVS[6].x) + -(intBitsToFloat(0x40400000));
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PV1f.w = min(R127f.w, 1.0);
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R125f.y = min(PV0f.w, 1.0);
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PS1f = R125f.y;
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// 14
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backupReg0f = R127f.y;
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backupReg1f = R127f.z;
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PV0f.x = R125f.w + -(R126f.z);
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R127f.y = (mul_nonIEEE(PV1f.y,PV1f.w) + backupReg0f);
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R127f.z = (mul_nonIEEE(PV1f.x,PV1f.w) + R124f.z);
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PV0f.w = R126f.x + -(R127f.x);
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PS0f = max(backupReg1f, 0.0);
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// 15
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backupReg0f = R125f.y;
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backupReg1f = R127f.x;
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R127f.x = (mul_nonIEEE(PV0f.x,R125f.y) + R126f.z);
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R125f.y = (mul_nonIEEE(PV0f.w,backupReg0f) + backupReg1f);
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PV1f.z = max(R125f.z, 0.0);
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R127f.w = min(PS0f, 1.0);
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PS1f = 1.0 / R0f.w;
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// 16
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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PV0f.x = R124f.x + -(R127f.z);
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PV0f.y = backupReg0f * PS1f;
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R126f.z = backupReg1f * PS1f;
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PV0f.w = R124f.y + -(R127f.y);
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R124f.x = min(PV1f.z, 1.0);
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PS0f = R124f.x;
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// 17
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PV1f.x = R2f.z + -(R127f.x);
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R123f.y = (mul_nonIEEE(PV0f.w,R127f.w) + R127f.y);
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PV1f.y = R123f.y;
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R123f.z = (mul_nonIEEE(PV0f.x,R127f.w) + R127f.z);
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PV1f.z = R123f.z;
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PV1f.w = R125f.w + -(R125f.y);
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R127f.y = PV0f.y;
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R127f.y /= 2.0;
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PS1f = R127f.y;
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// 18
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PV0f.x = -(R126f.z);
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PV0f.x /= 2.0;
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R2f.y = (mul_nonIEEE(PV1f.x,R124f.x) + R127f.x);
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R2f.z = PV1f.y;
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R2f.w = PV1f.z;
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R2f.x = (mul_nonIEEE(PV1f.w,R124f.x) + R125f.y);
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PS0f = R2f.x;
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// 19
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R1f.x = R127f.y + 0.5;
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R1f.y = PV0f.x + 0.5;
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R1f.z = R0f.z;
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R1f.w = R0f.w;
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// export
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gl_Position = vec4(0.0, 0.0, 0.0, 0.0);
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// export
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passParameterSem133 = vec4(0.0, 0.0, 0.0, 0.0);
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// export
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passParameterSem135 = vec4(0.0, 0.0, 0.0, 0.0);
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// 0
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}
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Workarounds/Bayonetta2_Portal/rules.txt
Normal file
8
Workarounds/Bayonetta2_Portal/rules.txt
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[Definition]
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titleIds = 0005000010172600,0005000010172700,000500001011B900
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name = Hides weird blue texture by blue portals.
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path = "Bayonetta 2/Workarounds/Portal"
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description = Hides a weird blue layer by the blue portals that's also not visible on the original console.
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version = 3
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# For a visual comparison, see this album: https://imgur.com/a/4e3HMS2
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