[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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Crementif 2019-05-26 17:12:48 +02:00
parent 7b47c8d45b
commit b95bd222d2
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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader e1e83a29eef8fee8
// Used for: Hiding the blue layer behind the portal that doesn't appear on the Wii U.
uniform ivec4 uf_remappedVS[7];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
uniform float uf_alphaTestRef;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem5;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem133;
layout(location = 1) out vec4 passParameterSem135;
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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R124f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder = attrDataSem0;
attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
attrDecoder = attrDataSem5;
attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
// 0
R124f.x = (mul_nonIEEE(R2f.w,intBitsToFloat(uf_remappedVS[0].w)) + intBitsToFloat(uf_remappedVS[1].w));
R124f.y = (mul_nonIEEE(R2f.z,intBitsToFloat(uf_remappedVS[0].z)) + intBitsToFloat(uf_remappedVS[1].z));
PV0f.y = R124f.y;
R127f.w = 1.0;
PV0f.w = R127f.w;
// 1
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)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.w = tempf.x;
R127f.x = PV0f.y;
PS1f = R127f.x;
// 2
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)));
PV0f.x = R0f.x;
PV0f.y = R0f.x;
PV0f.z = R0f.x;
PV0f.w = R0f.x;
R126f.w = -(R124f.x) + 1.0;
PS0f = R126f.w;
// 3
backupReg0f = R127f.x;
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)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.y = tempf.x;
R127f.x = backupReg0f + -(R124f.x);
PS1f = R127f.x;
// 4
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)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.z = tempf.x;
R127f.w = R126f.w + -(R124f.y);
PS0f = R127f.w;
// 5
PV1f.x = intBitsToFloat(uf_remappedVS[6].y) + -(1.0);
PV1f.y = intBitsToFloat(uf_remappedVS[6].y);
R127f.z = intBitsToFloat(uf_remappedVS[6].x) + -(1.0);
PV1f.w = intBitsToFloat(uf_remappedVS[6].x);
R126f.z = -(R124f.x) + 1.0;
PS1f = R126f.z;
// 6
PV0f.x = max(PV1f.w, 0.0);
PV0f.y = max(PV1f.y, 0.0);
R2f.z = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedVS[0].y)) + intBitsToFloat(uf_remappedVS[1].y));
PV0f.z = R2f.z;
R125f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedVS[0].x)) + intBitsToFloat(uf_remappedVS[1].x));
PV0f.w = R125f.w;
R125f.x = max(PV1f.x, 0.0);
PS0f = R125f.x;
// 7
R126f.x = min(PV0f.x, 1.0);
PV1f.y = min(PV0f.y, 1.0);
PV1f.z = -(PV0f.w) + 1.0;
PV1f.w = PV0f.z;
R125f.y = -(R124f.y) + 1.0;
PS1f = R125f.y;
// 8
backupReg0f = R127f.x;
backupReg1f = R127f.z;
R127f.x = (mul_nonIEEE(backupReg0f,PV1f.y) + R124f.x);
R127f.y = (mul_nonIEEE(R127f.w,PV1f.y) + R124f.y);
PV0f.z = -(R2f.z) + PV1f.z;
PV0f.w = -(R125f.w) + PV1f.w;
R127f.z = max(backupReg1f, 0.0);
PS0f = R127f.z;
// 9
backupReg0f = R126f.x;
backupReg0f = R126f.x;
R126f.x = -(R2f.z) + 1.0;
R126f.y = -(R125f.w) + 1.0;
R125f.z = (mul_nonIEEE(PV0f.w,backupReg0f) + R125f.w);
R126f.w = (mul_nonIEEE(PV0f.z,backupReg0f) + R2f.z);
R127f.w = intBitsToFloat(uf_remappedVS[6].y) + -(2.0);
PS1f = R127f.w;
// 10
backupReg0f = R127f.z;
PV0f.x = min(R125f.x, 1.0);
PV0f.y = R126f.z + -(R127f.x);
R126f.z = intBitsToFloat(uf_remappedVS[6].x) + -(2.0);
PV0f.w = R125f.y + -(R127f.y);
R127f.z = min(backupReg0f, 1.0);
PS0f = R127f.z;
// 11
backupReg0f = R127f.y;
backupReg1f = R127f.w;
PV1f.x = R126f.x + -(R126f.w);
R127f.y = (mul_nonIEEE(PV0f.w,PV0f.x) + backupReg0f);
R124f.z = (mul_nonIEEE(PV0f.y,PV0f.x) + R127f.x);
PV1f.w = R126f.y + -(R125f.z);
R127f.w = max(backupReg1f, 0.0);
PS1f = R127f.w;
// 12
backupReg0f = R126f.z;
R127f.x = (mul_nonIEEE(PV1f.w,R127f.z) + R125f.z);
PV0f.y = R124f.x;
R126f.z = (mul_nonIEEE(PV1f.x,R127f.z) + R126f.w);
PV0f.w = max(backupReg0f, 0.0);
R127f.z = intBitsToFloat(uf_remappedVS[6].y) + -(intBitsToFloat(0x40400000));
PS0f = R127f.z;
// 13
PV1f.x = R125f.y + -(R124f.z);
PV1f.y = PV0f.y + -(R127f.y);
R125f.z = intBitsToFloat(uf_remappedVS[6].x) + -(intBitsToFloat(0x40400000));
PV1f.w = min(R127f.w, 1.0);
R125f.y = min(PV0f.w, 1.0);
PS1f = R125f.y;
// 14
backupReg0f = R127f.y;
backupReg1f = R127f.z;
PV0f.x = R125f.w + -(R126f.z);
R127f.y = (mul_nonIEEE(PV1f.y,PV1f.w) + backupReg0f);
R127f.z = (mul_nonIEEE(PV1f.x,PV1f.w) + R124f.z);
PV0f.w = R126f.x + -(R127f.x);
PS0f = max(backupReg1f, 0.0);
// 15
backupReg0f = R125f.y;
backupReg1f = R127f.x;
R127f.x = (mul_nonIEEE(PV0f.x,R125f.y) + R126f.z);
R125f.y = (mul_nonIEEE(PV0f.w,backupReg0f) + backupReg1f);
PV1f.z = max(R125f.z, 0.0);
R127f.w = min(PS0f, 1.0);
PS1f = 1.0 / R0f.w;
// 16
backupReg0f = R0f.x;
backupReg1f = R0f.y;
PV0f.x = R124f.x + -(R127f.z);
PV0f.y = backupReg0f * PS1f;
R126f.z = backupReg1f * PS1f;
PV0f.w = R124f.y + -(R127f.y);
R124f.x = min(PV1f.z, 1.0);
PS0f = R124f.x;
// 17
PV1f.x = R2f.z + -(R127f.x);
R123f.y = (mul_nonIEEE(PV0f.w,R127f.w) + R127f.y);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(PV0f.x,R127f.w) + R127f.z);
PV1f.z = R123f.z;
PV1f.w = R125f.w + -(R125f.y);
R127f.y = PV0f.y;
R127f.y /= 2.0;
PS1f = R127f.y;
// 18
PV0f.x = -(R126f.z);
PV0f.x /= 2.0;
R2f.y = (mul_nonIEEE(PV1f.x,R124f.x) + R127f.x);
R2f.z = PV1f.y;
R2f.w = PV1f.z;
R2f.x = (mul_nonIEEE(PV1f.w,R124f.x) + R125f.y);
PS0f = R2f.x;
// 19
R1f.x = R127f.y + 0.5;
R1f.y = PV0f.x + 0.5;
R1f.z = R0f.z;
R1f.w = R0f.w;
// export
gl_Position = vec4(0.0, 0.0, 0.0, 0.0);
// export
passParameterSem133 = vec4(0.0, 0.0, 0.0, 0.0);
// export
passParameterSem135 = vec4(0.0, 0.0, 0.0, 0.0);
// 0
}

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[Definition]
titleIds = 0005000010172600,0005000010172700,000500001011B900
name = Hides weird blue texture by blue portals.
path = "Bayonetta 2/Workarounds/Portal"
description = Hides a weird blue layer by the blue portals that's also not visible on the original console.
version = 3
# For a visual comparison, see this album: https://imgur.com/a/4e3HMS2