From bb854168c82ca7dc976e262b457a06a16a7a5a88 Mon Sep 17 00:00:00 2001 From: Skal Fate <20464880+skalfate@users.noreply.github.com> Date: Mon, 12 Nov 2018 18:20:29 -0700 Subject: [PATCH] Super Smash Bros Pixel-Mess Revert (#266) * Delete 42f0844ab0996fe2_0000000000000079_ps.txt This shader allows for changing of the color for the pixel-mess texture and or making it transparent/opaque. However its also responsible for the Cursor Text in selection screen. So messing with this Shader also messes with the Cursor text. The best way to hide the pixel-mess is to do it the old "version 2" way. * Update rules.txt The best way to hide the pixel-mess is to do it the old "version 2" way. Messing with shaders also affects the cursor in selection screen. --- .../42f0844ab0996fe2_0000000000000079_ps.txt | 51 ------------------- .../SuperSmashBros_NoPixelMess/rules.txt | 13 +++-- 2 files changed, 6 insertions(+), 58 deletions(-) delete mode 100644 Workarounds/SuperSmashBros_NoPixelMess/42f0844ab0996fe2_0000000000000079_ps.txt diff --git a/Workarounds/SuperSmashBros_NoPixelMess/42f0844ab0996fe2_0000000000000079_ps.txt b/Workarounds/SuperSmashBros_NoPixelMess/42f0844ab0996fe2_0000000000000079_ps.txt deleted file mode 100644 index 3809cd83..00000000 --- a/Workarounds/SuperSmashBros_NoPixelMess/42f0844ab0996fe2_0000000000000079_ps.txt +++ /dev/null @@ -1,51 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -// shader 42f0844ab0996fe2 : for pixel mess effect - -const float var_Trans = float($tVar); - -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x24fc6000 res 256x256x1 dim 1 tm: 4 format 0033 compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 1 1 2 border: 0 -layout(location = 0) in vec4 passParameterSem130; -layout(location = 1) in vec4 passParameterSem131; -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); -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 = passParameterSem130; -R1f = passParameterSem131; -R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); -// 0 -backupReg0f = R0f.x; -backupReg1f = R0f.y; -backupReg2f = R0f.z; -backupReg3f = R0f.w; -if(var_Trans == 0){ backupReg3f = 0.0;}; -R0f.x = mul_nonIEEE(backupReg0f, R1f.x); -R0f.y = mul_nonIEEE(backupReg1f, R1f.y); -R0f.z = mul_nonIEEE(backupReg2f, R1f.z); -R0f.w = mul_nonIEEE(backupReg3f, R1f.w); -// export -passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -} diff --git a/Workarounds/SuperSmashBros_NoPixelMess/rules.txt b/Workarounds/SuperSmashBros_NoPixelMess/rules.txt index 6ffe1cc7..c4baaad3 100644 --- a/Workarounds/SuperSmashBros_NoPixelMess/rules.txt +++ b/Workarounds/SuperSmashBros_NoPixelMess/rules.txt @@ -7,10 +7,9 @@ version = 3 # A screenshot of the issue can be seen here: https://cdn.discordapp.com/attachments/286429969104764928/335077383847673857/unknown.png -[Preset] -name = Set Effect To Transparent -$tVar:float = 0 - -[Preset] -name = Set Effect To Original -$tVar:float = 1.0 +[TextureRedefine] # Pixel Mess Texture +width = 640 +height = 360 +formats = 0x00a +overwriteWidth = 1 +overwriteHeight = 1