diff --git a/Enhancement/WindWakerHD_GC_colour/04dcbf2655f94e03_00000000000007f9_ps.txt b/Enhancement/WindWakerHD_GC_colour/04dcbf2655f94e03_00000000000007f9_ps.txt new file mode 100644 index 00000000..21a7293c --- /dev/null +++ b/Enhancement/WindWakerHD_GC_colour/04dcbf2655f94e03_00000000000007f9_ps.txt @@ -0,0 +1,60 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 04dcbf2655f94e03 //hoirzon cloud layer lighten up +uniform ivec4 uf_remappedPS[2]; +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0x2702c000 res 1024x256x1 dim 1 tm: 4 format 0433 compSel: 0 1 2 3 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 2 0 border: 0 +layout(location = 0) in vec4 passParameterSem6; +layout(location = 0) out vec4 passPixelColor0; +layout(location = 1) out vec4 passPixelColor1; +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); +vec4 R2f = 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 = passParameterSem6; +R0f.xyzw = (texture(textureUnitPS3, R0f.xy).xyzw); +// 0 +backupReg0f = R0f.x; +PV0f.x = R0f.w; +PV0f.x = clamp(PV0f.x, 0.0, 1.0); +R2f.y = (intBitsToFloat(uf_remappedPS[0].z) * 0.5 + 0.5); +R1f.x = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[1].x)); +PS0f = R1f.x; +// 1 +R2f.x = PV0f.x; +R1f.y = mul_nonIEEE(R0f.y, intBitsToFloat(uf_remappedPS[1].y)); +PV1f.y = R1f.y; +R1f.z = mul_nonIEEE(R0f.z, intBitsToFloat(uf_remappedPS[1].z)); +PV1f.z = R1f.z; +R1f.w = PV0f.x; +PV1f.w = R1f.w; +// 2 +R0f.xyz = vec3(R1f.x,PV1f.y,PV1f.z); +R0f.w = PV1f.w; +// 3 +R1f.xyz = vec3(R2f.y,R2f.y,R2f.y); +R1f.w = R2f.x; +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z*1.1, R0f.w)*1.3; +passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Enhancement/WindWakerHD_GC_colour/53141a02b3f78921_00000000000000ff_ps.txt b/Enhancement/WindWakerHD_GC_colour/53141a02b3f78921_00000000000000ff_ps.txt new file mode 100644 index 00000000..005f24be --- /dev/null +++ b/Enhancement/WindWakerHD_GC_colour/53141a02b3f78921_00000000000000ff_ps.txt @@ -0,0 +1,58 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 53141a02b3f78921 +//make gradient more white blue +uniform ivec4 uf_remappedPS[2]; +layout(location = 0) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +layout(location = 1) out vec4 passPixelColor1; +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); +vec4 R2f = vec4(0.0); +vec4 R3f = 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 = passParameterSem1; +// 0 +PV0f.x = R0f.w; +PV0f.x = clamp(PV0f.x, 0.0, 1.0); +R1f.y = (intBitsToFloat(uf_remappedPS[0].z) * 0.5 + 0.5); +R0f.x = intBitsToFloat(uf_remappedPS[1].x); +PS0f = R0f.x; +// 1 +R0f.yzw = vec3(intBitsToFloat(uf_remappedPS[1].y),intBitsToFloat(uf_remappedPS[1].z),PV0f.x); +PV1f.y = R0f.y; +PV1f.z = R0f.z; +PV1f.w = R0f.w; +R1f.w = PV0f.x; +PS1f = R1f.w; +// 2 +R2f.xyz = vec3(R0f.x,PV1f.y,PV1f.z); +R2f.w = PV1f.w; +// 3 +R3f.xyz = vec3(R1f.y,R1f.y,R1f.y); +R3f.w = R1f.w; +// export +passPixelColor0 = vec4(R2f.x, R2f.y*0.75, R2f.z*1.25, R2f.w)*1.1; +passPixelColor1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); +} diff --git a/Enhancement/WindWakerHD_GC_colour/8a763b05908ba4e8_00000000000000ff_ps.txt b/Enhancement/WindWakerHD_GC_colour/8a763b05908ba4e8_00000000000000ff_ps.txt new file mode 100644 index 00000000..a7f4a1cd --- /dev/null +++ b/Enhancement/WindWakerHD_GC_colour/8a763b05908ba4e8_00000000000000ff_ps.txt @@ -0,0 +1,83 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 8a763b05908ba4e8 +//Third band horizon +uniform ivec4 uf_remappedPS[3]; +layout(location = 0) in vec4 passParameterSem1; +layout(location = 1) in vec4 passParameterSem2; +layout(location = 2) in vec4 passParameterSem4; +layout(location = 0) out vec4 passPixelColor0; +layout(location = 1) out vec4 passPixelColor1; +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); +vec4 R2f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = 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 = passParameterSem1; +R1f = passParameterSem2; +R2f = passParameterSem4; +// 0 +backupReg0f = R0f.w; +tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,-0.0),vec4(R2f.x,R2f.y,R2f.z,0.0)); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R0f.w = backupReg0f; +R0f.w = clamp(R0f.w, 0.0, 1.0); +PS0f = R0f.w; +// 1 +R127f.x = -(intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y); +R127f.y = -(intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x); +R2f.w = PS0f; +PS1f = sqrt(PV0f.x); +// 2 +R126f.x = -(intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z); +R123f.w = (mul_nonIEEE(R1f.x,PS1f) + R1f.y); +R123f.w = clamp(R123f.w, 0.0, 1.0); +PV0f.w = R123f.w; +// 3 +PV1f.z = mul_nonIEEE(PV0f.w, PV0f.w); +// 4 +R0f.x = (mul_nonIEEE(R127f.y,PV1f.z) + intBitsToFloat(uf_remappedPS[0].x)); +R0f.y = (mul_nonIEEE(R127f.x,PV1f.z) + intBitsToFloat(uf_remappedPS[0].y)); +R0f.z = (mul_nonIEEE(R126f.x,PV1f.z) + intBitsToFloat(uf_remappedPS[0].z)); +// 0 +R2f.x = (intBitsToFloat(uf_remappedPS[2].z) * 0.5 + 0.5); +// 1 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +backupReg2f = R0f.z; +backupReg3f = R0f.w; +R0f.xyz = vec3(backupReg0f,backupReg1f,backupReg2f); +R0f.w = backupReg3f; +// 2 +R1f.xyz = vec3(R2f.x,R2f.y,R2f.y); +R1f.w = R2f.w; +// export +passPixelColor0 = vec4(R0f.x, R0f.y*0.75, R0f.z*1.25, R0f.w)*1.2; +passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Enhancement/WindWakerHD_GC_colour/90ed656e9c17616b_00000000000000ff_ps.txt b/Enhancement/WindWakerHD_GC_colour/90ed656e9c17616b_00000000000000ff_ps.txt new file mode 100644 index 00000000..82b0214f --- /dev/null +++ b/Enhancement/WindWakerHD_GC_colour/90ed656e9c17616b_00000000000000ff_ps.txt @@ -0,0 +1,58 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 90ed656e9c17616b +//make second gradient more white blue +uniform ivec4 uf_remappedPS[3]; +layout(location = 0) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +layout(location = 1) out vec4 passPixelColor1; +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); +vec4 R2f = vec4(0.0); +vec4 R3f = 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 = passParameterSem1; +// 0 +PV0f.x = mul_nonIEEE(R0f.w, intBitsToFloat(uf_remappedPS[0].x)); +PV0f.x = clamp(PV0f.x, 0.0, 1.0); +R1f.y = (intBitsToFloat(uf_remappedPS[1].z) * 0.5 + 0.5); +// 1 +R0f.xyz = vec3(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z)); +PV1f.x = R0f.x; +PV1f.y = R0f.y; +PV1f.z = R0f.z; +R0f.w = PV0f.x; +PV1f.w = R0f.w; +R1f.w = PV0f.x; +PS1f = R1f.w; +// 2 +R2f.xyz = vec3(PV1f.x,PV1f.y,PV1f.z); +R2f.w = PV1f.w; +// 3 +R3f.xyz = vec3(R1f.y,R1f.y,R1f.y); +R3f.w = R1f.w; +// export +passPixelColor0 = vec4(R2f.x, R2f.y*0.75, R2f.z*1.25, R2f.w)*1.2; +passPixelColor1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); +} diff --git a/Enhancement/WindWakerHD_GC_colour/960d3ef6662043c7_0000000000000079_ps.txt b/Enhancement/WindWakerHD_GC_colour/960d3ef6662043c7_0000000000000079_ps.txt new file mode 100644 index 00000000..28f44b54 --- /dev/null +++ b/Enhancement/WindWakerHD_GC_colour/960d3ef6662043c7_0000000000000079_ps.txt @@ -0,0 +1,40 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 960d3ef6662043c7//bloom blend +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4000800 res 480x270x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +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); +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 = passParameterSem0; +R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); +// 0 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +backupReg2f = R0f.z; +R0f.xyz = vec3(backupReg0f,backupReg1f,backupReg2f); +// export + +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z*1.1, R0f.w)*0.75; +} diff --git a/Enhancement/WindWakerHD_GC_colour/b77c717f243c0b08_00000000007f9249_ps.txt b/Enhancement/WindWakerHD_GC_colour/b77c717f243c0b08_00000000007f9249_ps.txt new file mode 100644 index 00000000..c69536b2 --- /dev/null +++ b/Enhancement/WindWakerHD_GC_colour/b77c717f243c0b08_00000000007f9249_ps.txt @@ -0,0 +1,247 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader b77c717f243c0b08 +uniform ivec4 uf_remappedPS[9]; +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x25672000 res 4096x4096x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xd) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf42ff800 res 960x540x1 dim 1 tm: 4 format 001a compSel: 1 2 3 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0x2df1f000 res 1024x1024x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 0 2 border: 1 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x2dfcb000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 0 0 2 border: 1 +layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0x2df1f000 res 1024x1024x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 0 0 2 border: 1 +layout(location = 0) in vec4 passParameterSem2; +layout(location = 1) in vec4 passParameterSem4; +layout(location = 2) in vec4 passParameterSem5; +layout(location = 3) in vec4 passParameterSem6; +layout(location = 4) in vec4 passParameterSem7; +layout(location = 5) in vec4 passParameterSem8; +layout(location = 6) in vec4 passParameterSem9; +layout(location = 0) out vec4 passPixelColor0; +layout(location = 1) out vec4 passPixelColor1; +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); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R4f = vec4(0.0); +vec4 R5f = vec4(0.0); +vec4 R6f = vec4(0.0); +vec4 R7f = vec4(0.0); +vec4 R8f = vec4(0.0); +vec4 R122f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R125f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = 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 = passParameterSem2; +R1f = passParameterSem4; +R2f = passParameterSem5; +R3f = passParameterSem6; +R4f = passParameterSem7; +R5f = passParameterSem8; +R6f = passParameterSem9; +R5f.yzw = (texture(textureUnitPS4, R5f.xy).yzw); +// 0 +R127f.x = R5f.y + -(0.5); +R127f.y = -(R1f.z) + -(intBitsToFloat(0x42700000)); +PV0f.z = R5f.w + -(0.5); +R127f.w = R5f.z + -(0.5); +PS0f = 1.0 / R3f.z; +// 1 +backupReg0f = R3f.y; +PV1f.x = mul_nonIEEE(PV0f.z, intBitsToFloat(uf_remappedPS[0].z)); +PV1f.y = mul_nonIEEE(PV0f.z, intBitsToFloat(uf_remappedPS[0].x)); +R3f.z = mul_nonIEEE(R3f.x, PS0f); +R3f.w = 1.0; +R3f.y = mul_nonIEEE(backupReg0f, PS0f); +PS1f = R3f.y; +// 2 +R126f.x = R127f.y * intBitsToFloat(0x3dcccccd); +R126f.x = clamp(R126f.x, 0.0, 1.0); +R8f.y = 0.0; +R123f.z = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[0].w)) + PV1f.x); +PV0f.z = R123f.z; +R123f.w = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[0].y)) + PV1f.y); +PV0f.w = R123f.w; +PS0f = 1.0 / R2f.z; +// 3 +R123f.x = (mul_nonIEEE(R127f.x,intBitsToFloat(uf_remappedPS[1].y)) + PV0f.z); +PV1f.x = R123f.x; +R123f.y = (mul_nonIEEE(R127f.x,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.w); +PV1f.y = R123f.y; +R5f.z = mul_nonIEEE(R2f.x, PS0f); +R5f.w = mul_nonIEEE(R2f.y, PS0f); +PS1f = exp2(intBitsToFloat(uf_remappedPS[1].z)); +PS1f *= 4.0; +// 4 +PV0f.x = mul_nonIEEE(-(R1f.z), intBitsToFloat(uf_remappedPS[2].y)); +PV0f.y = mul_nonIEEE(PS1f, PV1f.x); +PV0f.z = mul_nonIEEE(PS1f, PV1f.y); +PV0f.w = mul_nonIEEE(-(R1f.z), intBitsToFloat(uf_remappedPS[2].w)); +R127f.z = -(R126f.x) + 1.0; +PS0f = R127f.z; +// 5 +PV1f.x = PV0f.z * intBitsToFloat(0x3e7f0000); +R123f.y = (mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[2].z)),intBitsToFloat(uf_remappedPS[2].w)) + PV0f.w); +R123f.y = clamp(R123f.y, 0.0, 1.0); +PV1f.y = R123f.y; +R0f.z = (mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[2].x)),intBitsToFloat(uf_remappedPS[2].y)) + PV0f.x); +R0f.z = clamp(R0f.z, 0.0, 1.0); +PV1f.w = PV0f.y * intBitsToFloat(0x3e7f0000); +R2f.x = mul_nonIEEE(R1f.z, R1f.z); +PS1f = R2f.x; +// 6 +backupReg0f = R4f.x; +backupReg1f = R4f.y; +R4f.x = backupReg0f + PV1f.x; +R4f.y = backupReg1f + PV1f.w; +R2f.z = R6f.x + PV1f.x; +R2f.w = R6f.y + PV1f.w; +R6f.y = PV1f.y + R127f.z; +R6f.y = clamp(R6f.y, 0.0, 1.0); +PS0f = R6f.y; +R3f.x = (textureLod(textureUnitPS2, R3f.zy,0.0).x); +R6f.x = (textureLod(textureUnitPS2, R3f.zy,R3f.w).x); +R4f.xyzw = (texture(textureUnitPS3, R4f.xy).xyzw); +R7f.xyz = (texture(textureUnitPS5, R2f.zw).xyz); +R5f.x = (texture(textureUnitPS1, R5f.zw).x); +// 0 +PV0f.x = -(R3f.x) + R6f.x; +R127f.y = (mul_nonIEEE(-(R0f.z),intBitsToFloat(uf_remappedPS[3].w)) + intBitsToFloat(uf_remappedPS[3].z)); +PV0f.y = R127f.y; +R126f.z = mul_nonIEEE(R4f.w, intBitsToFloat(uf_remappedPS[4].w)); +R126f.z = clamp(R126f.z, 0.0, 1.0); +R122f.x = (mul_nonIEEE(R1f.y,R1f.y) + R2f.x); +PS0f = R122f.x; +// 1 +PV1f.x = -(PV0f.y) + 1.0; +PV1f.y = -(intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(uf_remappedPS[4].y); +PV1f.z = -(intBitsToFloat(uf_remappedPS[5].x)) + intBitsToFloat(uf_remappedPS[4].x); +R123f.w = (mul_nonIEEE(PV0f.x,R6f.y) + R3f.x); +PV1f.w = R123f.w; +R122f.x = (mul_nonIEEE(R1f.x,R1f.x) + PS0f); +PS1f = R122f.x; +// 2 +R127f.x = (mul_nonIEEE(PV1f.z,R4f.x) + intBitsToFloat(uf_remappedPS[5].x)); +R127f.x = clamp(R127f.x, 0.0, 1.0); +R126f.y = (mul_nonIEEE(PV1f.y,R4f.y) + intBitsToFloat(uf_remappedPS[5].y)); +R126f.y = clamp(R126f.y, 0.0, 1.0); +PV0f.z = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[3].y)); +R127f.w = (mul_nonIEEE(PV1f.x,R6f.y) + R127f.y); +PS0f = sqrt(PS1f); +// 3 +R126f.x = -(intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(uf_remappedPS[4].z); +R123f.w = (mul_nonIEEE(R0f.x,PS0f) + R0f.y); +R123f.w = clamp(R123f.w, 0.0, 1.0); +PV1f.w = R123f.w; +tempResultf = log2(PV0f.z); +if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; +PS1f = tempResultf; +// 4 +PV0f.x = mul_nonIEEE(R127f.w, PS1f); +R127f.y = -(intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(uf_remappedPS[6].y); +R127f.z = -(intBitsToFloat(uf_remappedPS[5].x)) + intBitsToFloat(uf_remappedPS[6].x); +R0f.w = R126f.z; +R0f.w = clamp(R0f.w, 0.0, 1.0); +R1f.z = mul_nonIEEE(PV1f.w, PV1f.w); +PS0f = R1f.z; +// 5 +PV1f.x = -(intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(uf_remappedPS[6].z); +R127f.w = (mul_nonIEEE(R126f.x,R4f.z) + intBitsToFloat(uf_remappedPS[5].z)); +R127f.w = clamp(R127f.w, 0.0, 1.0); +R126f.x = exp2(PV0f.x); +PS1f = R126f.x; +// 6 +backupReg0f = R127f.y; +backupReg1f = R127f.z; +R127f.y = (mul_nonIEEE(PV1f.x,R7f.z) + intBitsToFloat(uf_remappedPS[5].z)); +R127f.y = clamp(R127f.y, 0.0, 1.0); +PV0f.y = R127f.y; +R127f.z = (mul_nonIEEE(backupReg0f,R7f.y) + intBitsToFloat(uf_remappedPS[5].y)); +R127f.z = clamp(R127f.z, 0.0, 1.0); +PV0f.z = R127f.z; +R126f.w = (mul_nonIEEE(backupReg1f,R7f.x) + intBitsToFloat(uf_remappedPS[5].x)); +R126f.w = clamp(R126f.w, 0.0, 1.0); +PV0f.w = R126f.w; +R8f.w = R0f.w; +PS0f = R8f.w; +// 7 +PV1f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].x), R126f.x); +PV1f.x = clamp(PV1f.x, 0.0, 1.0); +PV1f.y = R127f.w + -(PV0f.y); +PV1f.z = R126f.y + -(PV0f.z); +PV1f.w = R127f.x + -(PV0f.w); +R125f.z = intBitsToFloat(uf_remappedPS[7].y) + R5f.x; +R125f.z = clamp(R125f.z, 0.0, 1.0); +PS1f = R125f.z; +// 8 +backupReg0f = R127f.z; +R127f.x = (mul_nonIEEE(PV1f.w,R126f.z) + R126f.w); +R127f.x = clamp(R127f.x, 0.0, 1.0); +PV0f.x = R127f.x; +PV0f.y = PV1f.x + intBitsToFloat(uf_remappedPS[7].x); +PV0f.y = clamp(PV0f.y, 0.0, 1.0); +R127f.z = (mul_nonIEEE(PV1f.y,R126f.z) + R127f.y); +R127f.z = clamp(R127f.z, 0.0, 1.0); +PV0f.z = R127f.z; +R126f.w = (mul_nonIEEE(PV1f.z,R126f.z) + backupReg0f); +R126f.w = clamp(R126f.w, 0.0, 1.0); +PV0f.w = R126f.w; +// 9 +backupReg0f = R125f.z; +R126f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[7].z), PV0f.w); +PV1f.x = R126f.x; +R127f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[7].z), PV0f.x); +PV1f.y = R127f.y; +R125f.z = mul_nonIEEE(PV0f.y, backupReg0f); +R127f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[7].z), PV0f.z); +PV1f.w = R127f.w; +// 10 +PV0f.x = R127f.z + -(PV1f.w); +PV0f.y = R126f.w + -(PV1f.x); +PV0f.z = R127f.x + -(PV1f.y); +// 11 +R5f.x = (mul_nonIEEE(R125f.z,R127f.w) + PV0f.x); +R7f.y = (mul_nonIEEE(R125f.z,R126f.x) + PV0f.y); +R7f.z = (mul_nonIEEE(R125f.z,R127f.y) + PV0f.z); +// 0 +PV0f.x = -(R7f.y) + intBitsToFloat(uf_remappedPS[8].y); +PV0f.y = -(R7f.z) + intBitsToFloat(uf_remappedPS[8].x); +PV0f.w = -(R5f.x) + intBitsToFloat(uf_remappedPS[8].z); +// 1 +R0f.x = (mul_nonIEEE(PV0f.y,R1f.z) + R7f.z); +PV1f.x = R0f.x; +R0f.y = (mul_nonIEEE(PV0f.x,R1f.z) + R7f.y); +PV1f.y = R0f.y; +R0f.z = (mul_nonIEEE(PV0f.w,R1f.z) + R5f.x); +PV1f.z = R0f.z; +// 2 +backupReg0f = R0f.w; +R0f.xyz = vec3(PV1f.x,PV1f.y,PV1f.z); +R0f.w = backupReg0f; +// 3 +R1f.xyz = vec3(R8f.y,R8f.y,R8f.y); +R1f.w = R8f.w; +// export +passPixelColor0 = vec4(R0f.x, R0f.y*0.9, R0f.z*1.1, R0f.w); +passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Enhancement/WindWakerHD_GC_colour/e1ea1127489fd281_0000000000003fc9_ps.txt b/Enhancement/WindWakerHD_GC_colour/e1ea1127489fd281_0000000000003fc9_ps.txt new file mode 100644 index 00000000..9ce0975d --- /dev/null +++ b/Enhancement/WindWakerHD_GC_colour/e1ea1127489fd281_0000000000003fc9_ps.txt @@ -0,0 +1,159 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader e1ea1127489fd281 // horizon +uniform ivec4 uf_remappedPS[5]; +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x25672000 res 4096x4096x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xd) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf42ff800 res 960x540x1 dim 1 tm: 4 format 001a compSel: 1 2 3 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem2; +layout(location = 1) in vec4 passParameterSem4; +layout(location = 2) in vec4 passParameterSem5; +layout(location = 3) in vec4 passParameterSem6; +layout(location = 0) out vec4 passPixelColor0; +layout(location = 1) out vec4 passPixelColor1; +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); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R4f = vec4(0.0); +vec4 R5f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R125f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = 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 = passParameterSem2; +R1f = passParameterSem4; +R2f = passParameterSem5; +R3f = passParameterSem6; +// 0 +PV0f.x = mul_nonIEEE(-(R1f.z), intBitsToFloat(uf_remappedPS[0].w)); +PV0f.y = -(R1f.z) + -(intBitsToFloat(0x42700000)); +R127f.z = mul_nonIEEE(-(R1f.z), intBitsToFloat(uf_remappedPS[0].y)); +R4f.w = 1.0; +PS0f = 1.0 / R3f.z; +// 1 +R4f.x = mul_nonIEEE(R3f.x, PS0f); +R4f.y = mul_nonIEEE(R3f.y, PS0f); +R3f.z = (mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[0].z)),intBitsToFloat(uf_remappedPS[0].w)) + PV0f.x); +R3f.z = clamp(R3f.z, 0.0, 1.0); +PV1f.w = PV0f.y * intBitsToFloat(0x3dcccccd); +PV1f.w = clamp(PV1f.w, 0.0, 1.0); +PS1f = 1.0 / R2f.z; +// 2 +backupReg0f = R2f.x; +backupReg1f = R2f.y; +R2f.x = mul_nonIEEE(backupReg0f, PS1f); +R2f.y = mul_nonIEEE(backupReg1f, PS1f); +R2f.z = -(PV1f.w) + 1.0; +R0f.w = (mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[0].x)),intBitsToFloat(uf_remappedPS[0].y)) + R127f.z); +R0f.w = clamp(R0f.w, 0.0, 1.0); +R5f.x = intBitsToFloat(uf_remappedPS[1].x); +R5f.x = clamp(R5f.x, 0.0, 1.0); +PS0f = R5f.x; +R3f.x = (textureLod(textureUnitPS2, R4f.xy,0.0).x); +R4f.x = (textureLod(textureUnitPS2, R4f.xy,R4f.w).x); +R2f.x = (texture(textureUnitPS1, R2f.xy).x); +// 0 +R127f.x = R3f.z + R2f.z; +R127f.x = clamp(R127f.x, 0.0, 1.0); +PV0f.x = R127f.x; +PV0f.y = -(R3f.x) + R4f.x; +R127f.z = (mul_nonIEEE(-(R0f.w),intBitsToFloat(uf_remappedPS[2].w)) + intBitsToFloat(uf_remappedPS[2].z)); +PV0f.z = R127f.z; +R126f.w = intBitsToFloat(uf_remappedPS[1].y); +R126f.w = clamp(R126f.w, 0.0, 1.0); +R4f.w = 1.0; +PS0f = R4f.w; +// 1 +R126f.x = intBitsToFloat(uf_remappedPS[1].z); +R126f.x = clamp(R126f.x, 0.0, 1.0); +PV1f.x = R126f.x; +PV1f.y = -(PV0f.z) + 1.0; +R126f.z = intBitsToFloat(uf_remappedPS[3].y) + R2f.x; +R126f.z = clamp(R126f.z, 0.0, 1.0); +R123f.w = (mul_nonIEEE(PV0f.y,PV0f.x) + R3f.x); +PV1f.w = R123f.w; +R3f.z = 0.0; +PS1f = R3f.z; +// 2 +backupReg0f = R127f.x; +R127f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z), R5f.x); +R126f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z), R126f.w); +PV0f.z = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[2].y)); +R127f.w = (mul_nonIEEE(PV1f.y,backupReg0f) + R127f.z); +R125f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z), PV1f.x); +PS0f = R125f.z; +// 3 +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,-0.0),vec4(R1f.x,R1f.y,R1f.z,0.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +tempResultf = log2(PV0f.z); +if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; +PS1f = tempResultf; +// 4 +PV0f.x = mul_nonIEEE(R127f.w, PS1f); +R127f.yzw = vec3(R5f.x,R126f.w,R126f.x) + vec3(-(R127f.x),-(R126f.y),-(R125f.z)); +PS0f = sqrt(PV1f.x); +// 5 +R123f.w = (mul_nonIEEE(R0f.x,PS0f) + R0f.y); +R123f.w = clamp(R123f.w, 0.0, 1.0); +PV1f.w = R123f.w; +PS1f = exp2(PV0f.x); +// 6 +R2f.z = mul_nonIEEE(PV1f.w, PV1f.w); +PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x), PS1f); +PV0f.w = clamp(PV0f.w, 0.0, 1.0); +// 7 +PV1f.z = PV0f.w + intBitsToFloat(uf_remappedPS[3].x); +PV1f.z = clamp(PV1f.z, 0.0, 1.0); +// 8 +PV0f.y = mul_nonIEEE(PV1f.z, R126f.z); +// 9 +R0f.x = (mul_nonIEEE(PV0f.y,R125f.z) + R127f.w); +R0f.y = (mul_nonIEEE(PV0f.y,R126f.y) + R127f.z); +R1f.z = (mul_nonIEEE(PV0f.y,R127f.x) + R127f.y); +// 0 +backupReg0f = R0f.x; +PV0f.x = -(R0f.y) + intBitsToFloat(uf_remappedPS[4].y); +PV0f.y = -(R1f.z) + intBitsToFloat(uf_remappedPS[4].x); +PV0f.w = -(backupReg0f) + intBitsToFloat(uf_remappedPS[4].z); +// 1 +R4f.x = (mul_nonIEEE(PV0f.y,R2f.z) + R1f.z); +PV1f.x = R4f.x; +R4f.y = (mul_nonIEEE(PV0f.x,R2f.z) + R0f.y); +PV1f.y = R4f.y; +R4f.z = (mul_nonIEEE(PV0f.w,R2f.z) + R0f.x); +PV1f.z = R4f.z; +// 2 +R0f.xyz = vec3(PV1f.x,PV1f.y,PV1f.z); +R0f.w = R4f.w; +// 3 +R1f.xyz = vec3(R3f.z,R3f.y,R3f.y); +R1f.w = R3f.y; +// export +passPixelColor0 = vec4(R0f.x, R0f.y*0.9, R0f.z*1.1, R0f.w); +passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Enhancement/WindWakerHD_GC_colour/f1a49f43d95bec30_00000000000000ff_ps.txt b/Enhancement/WindWakerHD_GC_colour/f1a49f43d95bec30_00000000000000ff_ps.txt new file mode 100644 index 00000000..1a0e1f2c --- /dev/null +++ b/Enhancement/WindWakerHD_GC_colour/f1a49f43d95bec30_00000000000000ff_ps.txt @@ -0,0 +1,52 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader f1a49f43d95bec30 //skybox +uniform ivec4 uf_remappedPS[2]; +layout(location = 0) out vec4 passPixelColor0; +layout(location = 1) out vec4 passPixelColor1; +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); +vec4 R2f = vec4(0.0); +vec4 R3f = 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; +// 0 +R1f.x = (intBitsToFloat(uf_remappedPS[0].z) * 0.5 + 0.5); +R0f.y = intBitsToFloat(uf_remappedPS[1].y); +R1f.z = 0.0; +R0f.w = 0.0; +R0f.x = intBitsToFloat(uf_remappedPS[1].x); +PS0f = R0f.x; +// 1 +R0f.z = intBitsToFloat(uf_remappedPS[1].z); +PV1f.z = R0f.z; +// 2 +R2f.xyz = vec3(R0f.x,R0f.y,PV1f.z); +R2f.w = R0f.w; +// 3 +R3f.xyz = vec3(R1f.x,R1f.y,R1f.y); +R3f.w = R1f.z; +// export +passPixelColor0 = vec4(R2f.x*0.9, R2f.y*0.9, R2f.z*1.2, R2f.w)*0.75; +passPixelColor1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); +} diff --git a/Enhancement/WindWakerHD_GC_colour/ff71dcd2ad4defdc_00000000000003c9_ps.txt b/Enhancement/WindWakerHD_GC_colour/ff71dcd2ad4defdc_00000000000003c9_ps.txt new file mode 100644 index 00000000..31623978 --- /dev/null +++ b/Enhancement/WindWakerHD_GC_colour/ff71dcd2ad4defdc_00000000000003c9_ps.txt @@ -0,0 +1,214 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader ff71dcd2ad4defdc +//AA ps +const float resScale = 4.0; + +//old contrasty, or just copy paste clarity +const float gamma = 0.8; // 1.0 is neutral Botw is already colour graded at this stage +const float exposure = 1.05; // 1.0 is neutral +const float vibrance = 0.02; // 0.0 is neutral +const float crushContrast = 0.00; // 0.0 is neutral. Use small increments, loss of shadow detail + +vec3 contrasty(vec3 colour){ + vec3 fColour = (colour.xyz); + fColour = max(vec3(0.0), fColour - vec3(crushContrast)); + fColour = clamp(exposure * fColour, 0.0, 1.0); + fColour = pow(fColour, vec3(1.0 / gamma)); + float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114; + float mn = min(min(fColour.r, fColour.g), fColour.b); + float mx = max(max(fColour.r, fColour.g), fColour.b); + float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0; + vec3 lightness = vec3((mn + mx) / 2.0); +// vibrance + fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat); + return fColour; +} + +uniform ivec4 uf_remappedPS[4]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5807800 res 1920x1080x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4000800 res 1920x1080x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem2; +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); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R4f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = 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; +bool activeMaskStack[2]; +bool activeMaskStackC[3]; +activeMaskStack[0] = false; +activeMaskStackC[0] = false; +activeMaskStackC[1] = false; +activeMaskStack[0] = true; +activeMaskStackC[0] = true; +activeMaskStackC[1] = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem2; +if( activeMaskStackC[1] == true ) { +R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy); +R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +} +if( activeMaskStackC[1] == true ) { +activeMaskStack[1] = activeMaskStack[0]; +activeMaskStackC[2] = activeMaskStackC[1]; +// 0 +PV0f.x = R1f.y + R1f.x; +R127f.y = intBitsToFloat(uf_remappedPS[0].z) * 0.25; +PV0f.z = R1f.w + -(R1f.x); +PV0f.w = R1f.z + -(R1f.y); +R127f.z = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[1].x)); +PS0f = R127f.z; +// 1 +R127f.x = PV0f.w + -(PV0f.z); +PV1f.x = R127f.x; +R126f.y = PV0f.w + PV0f.z; +PV1f.y = R126f.y; +PV1f.z = R1f.z + PV0f.x; +R127f.w = min(R1f.z, R1f.x); +R126f.w = min(R1f.w, R1f.y); +PS1f = R126f.w; +// 2 +PV0f.x = R1f.w + PV1f.z; +PV0f.y = max(PV1f.x, -(PV1f.x)); +PV0f.z = max(PV1f.y, -(PV1f.y)); +PV0f.w = max(R1f.z, R1f.x); +PS0f = max(R1f.w, R1f.y); +// 3 +PV1f.x = min(PV0f.z, PV0f.y); +R123f.y = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[1].y)) + R127f.z); +PV1f.y = R123f.y; +R127f.z = min(R127f.w, R126f.w); +PV1f.z = R127f.z; +R123f.w = (mul_nonIEEE(R127f.y,PV0f.x) + intBitsToFloat(uf_remappedPS[0].w)); +PV1f.w = R123f.w; +R127f.w = max(PV0f.w, PS0f); +PS1f = R127f.w; +// 4 +PV0f.x = mul_nonIEEE(PS1f, intBitsToFloat(uf_remappedPS[2].x)); +PV0f.y = max(PV1f.y, PS1f); +PV0f.z = min(PV1f.y, PV1f.z); +PV0f.w = max(PV1f.w, PV1f.x); +R4f.z = -(PV1f.z) + PS1f; +PS0f = R4f.z; +// 5 +R3f.x = max(PV0f.x, intBitsToFloat(uf_remappedPS[2].y)); +R3f.y = -(PV0f.z) + PV0f.y; +R4f.w = R127f.z + R127f.w; +PS1f = 1.0 / PV0f.w; +// 6 +PV0f.x = mul_nonIEEE(R127f.x, PS1f); //p +PV0f.y = mul_nonIEEE(R126f.y, PS1f); +// 7 +PV1f.z = max(PV0f.x, -(intBitsToFloat(uf_remappedPS[0].y))); //p +PV1f.w = max(PV0f.y, -(intBitsToFloat(uf_remappedPS[0].y))); +// 8 +R1f.x = min(PV1f.w, intBitsToFloat(uf_remappedPS[0].y)); +R1f.y = min(PV1f.z, intBitsToFloat(uf_remappedPS[0].y)); +// 9 +predResult = (R3f.y > R3f.x); +activeMaskStack[1] = predResult; +activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; +} +else { +activeMaskStack[1] = false; +activeMaskStackC[2] = false; +} +if( activeMaskStackC[2] == true ) { +// 0 +R3f.x = (mul_nonIEEE(R1f.x,-(intBitsToFloat(uf_remappedPS[3].z) / resScale)) + R0f.x); +R3f.y = (mul_nonIEEE(R1f.y,-(intBitsToFloat(uf_remappedPS[3].w) / resScale)) + R0f.y); +R0f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[3].z)) + R0f.x); //leave out, looks better on avg +R0f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[3].w)) + R0f.y);//leave out, looks better on avg +R4f.x = (mul_nonIEEE(R1f.x,-(intBitsToFloat(uf_remappedPS[3].x) / resScale)) + R0f.x); +PS0f = R4f.x; +// 1 +R4f.y = (mul_nonIEEE(R1f.y,-(intBitsToFloat(uf_remappedPS[3].y)/resScale)) + R0f.y); +R3f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[3].x) / resScale) + R0f.x); +R3f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[3].y) / resScale) + R0f.y); +} +if( activeMaskStackC[2] == true ) { +R1f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw); +R0f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw); +R2f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw); +R3f.xyzw = (texture(textureUnitPS0, R3f.zw).xyzw); +} +if( activeMaskStackC[2] == true ) { +// 0 +R127f.xyz = vec3(R0f.x,R0f.w,R0f.z) + vec3(R1f.x,R1f.w,R1f.z); +PV0f.x = R127f.x; +PV0f.y = R127f.y; +PV0f.z = R127f.z; +R127f.w = R0f.y + R1f.y; +PV0f.w = R127f.w; +// 1 +PV1f.x = R2f.x + PV0f.x; +PV1f.y = R2f.w + PV0f.y; +PV1f.z = R2f.z + PV0f.z; +PV1f.w = R2f.y + PV0f.w; +// 2 +R126f.x = R3f.x + PV1f.x; +R126f.x /= 2.0; +PV0f.x = R126f.x; +R126f.y = R3f.w + PV1f.y; +R126f.y /= 2.0; +PV0f.y = R126f.y; +R126f.z = R3f.z + PV1f.z; +R126f.z /= 2.0; +PV0f.z = R126f.z; +R126f.w = R3f.y + PV1f.w; +R126f.w /= 2.0; +PV0f.w = R126f.w; +// 3 +backupReg0f = R127f.y; +R123f.x = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[1].x)) + -(R4f.w)); +PV1f.x = R123f.x; +R127f.yzw = vec3(R127f.z,R127f.w,R127f.x) + vec3(-(PV0f.z),-(PV0f.w),-(PV0f.x)); +R127f.x = backupReg0f + -(PV0f.y); +PS1f = R127f.x; +// 4 +R123f.w = (mul_nonIEEE(R126f.w,intBitsToFloat(uf_remappedPS[1].y)) + PV1f.x); +PV0f.w = R123f.w; +// 5 +PV1f.z = max(PV0f.w, -(PV0f.w)); +// 6 +PV0f.y = -(R4f.z) + PV1f.z; +// 7 +R123f.x = intBitsToFloat(((PV0f.y >= 0.0)?(floatBitsToInt(1.0)):(0))); +PV1f.x = R123f.x; +// 8 +R2f.x = (mul_nonIEEE(R127f.w,PV1f.x) + R126f.x)/2.0; +R2f.y = (mul_nonIEEE(R127f.z,PV1f.x) + R126f.w)/2.0; +R2f.z = (mul_nonIEEE(R127f.y,PV1f.x) + R126f.z)/2.0; +R2f.w = (mul_nonIEEE(R127f.x,PV1f.x) + R126f.y)/2.0; +} +activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; +// export + +R2f.xyz = contrasty(R2f.xyz); +passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +} diff --git a/Enhancement/WindWakerHD_GC_colour/rules.txt b/Enhancement/WindWakerHD_GC_colour/rules.txt new file mode 100644 index 00000000..7d783864 --- /dev/null +++ b/Enhancement/WindWakerHD_GC_colour/rules.txt @@ -0,0 +1,5 @@ +# Found by jediyoshi, Shadow format found by SunBroDave +[Definition] +titleIds = 0005000010143400,0005000010143600,0005000010143500 +name = "The Legend of Zelda: The Wind Waker HD - GC colour grading" # aka teal is not blue... nor is purple. +version = 2 \ No newline at end of file