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.
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Skal Fate 2018-11-12 18:20:29 -07:00 committed by GitHub
parent 4904b5172d
commit bb854168c8
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2 changed files with 6 additions and 58 deletions

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@ -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);
}

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@ -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