diff --git a/Source/WindWakerHD_Resolution/842a19b509f8b91a_0000000000000000_vs.txt b/Source/WindWakerHD_Resolution/842a19b509f8b91a_0000000000000000_vs.txt index 1908422d..d3dae3ee 100644 --- a/Source/WindWakerHD_Resolution/842a19b509f8b91a_0000000000000000_vs.txt +++ b/Source/WindWakerHD_Resolution/842a19b509f8b91a_0000000000000000_vs.txt @@ -3,7 +3,9 @@ #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_packing : enable // shader 842a19b509f8b91a //vertical pass stars -const float resYcale = (intBitsToFloat($height)/intBitsToFloat($gameHeight))); + +const float resYScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth)); + uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; diff --git a/Source/WindWakerHD_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt b/Source/WindWakerHD_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt index fb32841c..bf43db56 100644 --- a/Source/WindWakerHD_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt +++ b/Source/WindWakerHD_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt @@ -2,15 +2,9 @@ #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_packing : enable -#version 420 -// shader 842a19b509f8b91a //vertical pass stars -const float resXcale = (intBitsToFloat($width)/intBitsToFloat($gameWidth))); -uniform ivec4 uf_remappedVS[1]; -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#extension GL_ARB_shading_language_packing : enable -// shader 8d68a0e3561ff525 //horizontal pass stars -const float resXScale = 3.0; + +// shader 8d68a0e3561ff525 //horiztontal bloom pass +const float resXScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth)); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; @@ -105,98 +99,3 @@ passParameterSem2 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); passParameterSem0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); // 0 } - -uniform vec2 uf_windowSpaceToClipSpaceTransform; -layout(location = 0) in uvec4 attrDataSem0; -layout(location = 1) in uvec4 attrDataSem1; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 0) out vec4 passParameterSem0; -layout(location = 1) out vec4 passParameterSem1; -layout(location = 2) out vec4 passParameterSem2; -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 R3f = vec4(0.0); -vec4 R4f = 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.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xy = attrDataSem1.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -backupReg0f = R1f.x; -backupReg1f = R1f.y; -R1f.x = backupReg0f; -R1f.x *= 2.0; -R1f.y = backupReg1f; -R1f.y *= 2.0; -R1f.z = 0.0; -R1f.w = 1.0; -PS0f = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x3fb13a93)/resYScale; // center -// 1 -PV1f.x = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x404ec4f0)/resYScale; //wide -R127f.y = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x40a275f7)/resYScale; //Low res pass, not first -R2f.z = R2f.y + PS0f; -PV1f.z = R2f.z; -R2f.w = R2f.y; -PV1f.w = R2f.w; -R0f.y = R2f.y + -(PS0f); -PS1f = R0f.y; -// 2 -R0f.x = R2f.x; -R3f.y = R2f.y + -(PV1f.x); -R0f.z = PV1f.z; -R0f.w = PV1f.w; -R2f.z = R2f.y + PV1f.x; -PS0f = R2f.z; -// 3 -R3f.x = R2f.x; -R4f.y = R2f.y + -(R127f.y); -R3f.z = PS0f; -R3f.w = R2f.y; -R2f.z = R2f.y + R127f.y; -PS1f = R2f.z; -// 4 -R4f.xzw = vec3(R2f.x,PS1f,R2f.y); -// export -gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); -// export -passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -// export -passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); -// export -passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); -// 0 -} diff --git a/Source/WindWakerHD_Resolution/d283b9338c6b10c5_0000000000000000_vs.txt b/Source/WindWakerHD_Resolution/d283b9338c6b10c5_0000000000000000_vs.txt new file mode 100644 index 00000000..dcecbe40 --- /dev/null +++ b/Source/WindWakerHD_Resolution/d283b9338c6b10c5_0000000000000000_vs.txt @@ -0,0 +1,77 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader d283b9338c6b10c5 +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem1; +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); +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.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xy = attrDataSem1.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +backupReg0f = R1f.x; +backupReg1f = R1f.y; +R1f.x = backupReg0f; +R1f.x *= 2.0; +R1f.y = backupReg1f; +R1f.y *= 2.0; +R1f.z = 0.0; +R1f.w = 1.0; +PS0f = 1.0 / intBitsToFloat(uf_remappedVS[0].x); +// 1 +PV1f.w = mul_nonIEEE(R2f.x, PS0f); +PS1f = 1.0 / intBitsToFloat(uf_remappedVS[0].y); +// 2 +PV0f.y = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedVS[0].w)); +PV0f.z = mul_nonIEEE(R2f.y, PS1f); +// 3 +PV1f.x = mul_nonIEEE(PV0f.z, intBitsToFloat(uf_remappedVS[0].w)); +R2f.z = PV0f.y; +// 4 +R2f.w = PV1f.x; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// 0 +}