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Delete Enhancements/ZombiU_LessLensDirt directory
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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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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader ee4bd70a942d3687
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#ifdef VULKAN
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layout(set = 1, binding = 2) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[1];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[1];
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
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layout(location = 0) in vec4 passParameterSem130;
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layout(location = 0) out vec4 passPixelColor0;
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// uf_fragCoordScale was moved to the ufBlock
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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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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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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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 = passParameterSem130;
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R1f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw)*$dirt;
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R0f.xyzw = (texture(textureUnitPS1, R0f.zw).xyzw)*$dirt;
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// 0
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backupReg0f = R0f.y;
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backupReg1f = R0f.x;
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PV0f.x = mul_nonIEEE(R1f.w, R0f.w);
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PV0f.y = mul_nonIEEE(R1f.z, R0f.z);
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PV0f.z = mul_nonIEEE(R1f.y, backupReg0f);
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PV0f.w = mul_nonIEEE(R1f.x, backupReg1f);
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// 1
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R0f.x = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].x));
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R0f.y = mul_nonIEEE(PV0f.z, intBitsToFloat(uf_remappedPS[0].y));
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R0f.z = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[0].z));
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R0f.w = mul_nonIEEE(PV0f.x, intBitsToFloat(uf_remappedPS[0].w));
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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}
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[Definition]
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titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,0005000E1010DD00,0005000E10112300
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name = Lens Dirt Adjustment
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path = "ZombiU/Enhancements/Lens Dirt Adjustment"
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description = Changes the intensity of the lens dirt effect.
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version = 4
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[Preset]
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name = Lens Dirt Default
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$dirt = 1.0
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[Preset]
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name = Lens Dirt 0.85
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$dirt = 0.85
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[Preset]
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name = Lens Dirt 0.75
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$dirt = 0.75
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[Preset]
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name = Lens Dirt 0.5
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$dirt = 0.5
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[Preset]
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name = No Lens Dirt
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$dirt = 0.01
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