From bf2862e4dddee0edc6cc4b3aa1f321659bdf8284 Mon Sep 17 00:00:00 2001 From: Crementif Date: Tue, 10 Apr 2018 12:41:43 +0200 Subject: [PATCH] Rename Fluid to Glitch Artifacts & add ice artifacts fix This fix might only apply to artifacts found on the reflective ice on a frost talus fight. This pack also got renamed due to being used in many more spots besides lava and water. I don't have a great name for it, so I choose this because it's easy to understand for normal people without a clue. --- .../16fa33fca25e2e83_0000000000000000_vs.txt | 0 .../4d3766953c3d41b4_0000000000000000_vs.txt | 343 ++++++++++++++++++ .../rules.txt | 7 +- 3 files changed, 347 insertions(+), 3 deletions(-) rename Workaround/{BreathOfTheWild_NVIDIAFluidArtifacts => BreathOfTheWild_NVIDIAGlitchArtifacts}/16fa33fca25e2e83_0000000000000000_vs.txt (100%) create mode 100644 Workaround/BreathOfTheWild_NVIDIAGlitchArtifacts/4d3766953c3d41b4_0000000000000000_vs.txt rename Workaround/{BreathOfTheWild_NVIDIAFluidArtifacts => BreathOfTheWild_NVIDIAGlitchArtifacts}/rules.txt (70%) diff --git a/Workaround/BreathOfTheWild_NVIDIAFluidArtifacts/16fa33fca25e2e83_0000000000000000_vs.txt b/Workaround/BreathOfTheWild_NVIDIAGlitchArtifacts/16fa33fca25e2e83_0000000000000000_vs.txt similarity index 100% rename from Workaround/BreathOfTheWild_NVIDIAFluidArtifacts/16fa33fca25e2e83_0000000000000000_vs.txt rename to Workaround/BreathOfTheWild_NVIDIAGlitchArtifacts/16fa33fca25e2e83_0000000000000000_vs.txt diff --git a/Workaround/BreathOfTheWild_NVIDIAGlitchArtifacts/4d3766953c3d41b4_0000000000000000_vs.txt b/Workaround/BreathOfTheWild_NVIDIAGlitchArtifacts/4d3766953c3d41b4_0000000000000000_vs.txt new file mode 100644 index 00000000..4f861623 --- /dev/null +++ b/Workaround/BreathOfTheWild_NVIDIAGlitchArtifacts/4d3766953c3d41b4_0000000000000000_vs.txt @@ -0,0 +1,343 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader 4d3766953c3d41b4 +// Used for: Fixing Nvidia ice artifacts. +// Check rules.txt for documentation and when to enable. + + + + +layout(binding = 1, std140) uniform uniformBlockVS1 +{ +vec4 uf_blockVS1[1024]; +}; + +layout(binding = 2, std140) uniform uniformBlockVS2 +{ +vec4 uf_blockVS2[1024]; +}; + +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +layout(location = 3) in uvec4 attrDataSem6; +layout(location = 4) in uvec4 attrDataSem8; +layout(location = 5) in uvec4 attrDataSem12; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 5) out vec4 passParameterSem5; +layout(location = 0) out vec4 passParameterSem0; +layout(location = 4) out vec4 passParameterSem4; +layout(location = 2) out vec4 passParameterSem7; +layout(location = 3) out vec4 passParameterSem3; +layout(location = 1) out vec4 passParameterSem6; +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() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R5i = ivec4(0); +ivec4 R6i = ivec4(0); +ivec4 R7i = ivec4(0); +ivec4 R8i = ivec4(0); +ivec4 R9i = ivec4(0); +ivec4 R10i = ivec4(0); +ivec4 R122i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R124i = ivec4(0); +ivec4 R125i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +uvec4 attrDecoder; +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID); +attrDecoder.xyzw = attrDataSem0.xyzw; +attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00); +attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16)))); +R4i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder.x = attrDataSem1.x; +attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24)); +attrDecoder.y = 0; +attrDecoder.z = 0; +attrDecoder.w = 0; +attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3); +if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00; +if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00; +if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00; +attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0)); +attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0)); +attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0)); +attrDecoder.w = floatBitsToUint(float(attrDecoder.w)); +R3i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder.xyzw = attrDataSem2.xyzw; +if( (attrDecoder.x&0x80) != 0 ) attrDecoder.x |= 0xFFFFFF00; +if( (attrDecoder.y&0x80) != 0 ) attrDecoder.y |= 0xFFFFFF00; +if( (attrDecoder.z&0x80) != 0 ) attrDecoder.z |= 0xFFFFFF00; +if( (attrDecoder.w&0x80) != 0 ) attrDecoder.w |= 0xFFFFFF00; +attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/127.0,-1.0)); +attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/127.0,-1.0)); +attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/127.0,-1.0)); +attrDecoder.w = floatBitsToUint(max(float(int(attrDecoder.w))/127.0,-1.0)); +R5i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder.xy = attrDataSem8.xy; +attrDecoder.xy = ((attrDecoder.xy>>8)&0xFF)|((attrDecoder.xy<<8)&0xFF00); +attrDecoder.z = 0; +attrDecoder.w = 0; +attrDecoder.xy = floatBitsToUint(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16))); +attrDecoder.zw = uvec2(0); +R6i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0)); +attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem12.xyzw)/255.0); +R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder.xyzw = uvec4(attrDataSem6.x,0,0,0); +R1i = ivec4(int(attrDecoder.x), 0, 0, 1); +// 0 +R0i.x = 0x3f800000; +R0i.y = 0x3f800000; +R1i.w = 0x3f800000; +R0i.z = R1i.x * 0x00000003; +PS0i = R0i.z; +// 1 +R1i.x = PS0i + 0x00000002; +R0i.w = PS0i + int(1); +R10i.w = R5i.w; +PS1i = R10i.w; +R7i.xyzw = floatBitsToInt(uf_blockVS2[R0i.z].xyzw); +R8i.xyzw = floatBitsToInt(uf_blockVS2[R0i.w].xyzw); +R9i.xyzw = floatBitsToInt(uf_blockVS2[R1i.x].xyzw); +// export +passParameterSem5 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), 1.0); // = "workaround" +// export +passParameterSem0 = vec4(intBitsToFloat(R6i.x), intBitsToFloat(R6i.y), intBitsToFloat(R6i.x), intBitsToFloat(R6i.y)); +// 0 +R126i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R4i.y),intBitsToFloat(R4i.z),intBitsToFloat(R1i.w)),vec4(intBitsToFloat(R7i.x),intBitsToFloat(R7i.y),intBitsToFloat(R7i.z),intBitsToFloat(R7i.w)))); +PV0i.x = R126i.x; +PV0i.y = R126i.x; +PV0i.z = R126i.x; +PV0i.w = R126i.x; +R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(R7i.z))); +PS0i = R127i.x; +// 1 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R4i.y),intBitsToFloat(R4i.z),intBitsToFloat(R1i.w)),vec4(intBitsToFloat(R8i.x),intBitsToFloat(R8i.y),intBitsToFloat(R8i.z),intBitsToFloat(R8i.w)))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R127i.y = tempi.x; +R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(R8i.z))); +PS1i = R125i.x; +// 2 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R4i.y),intBitsToFloat(R4i.z),intBitsToFloat(R1i.w)),vec4(intBitsToFloat(R9i.x),intBitsToFloat(R9i.y),intBitsToFloat(R9i.z),intBitsToFloat(R9i.w)))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R127i.z = tempi.x; +R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(R9i.z))); +PS0i = R124i.x; +// 3 +backupReg0i = R0i.x; +backupReg1i = R127i.x; +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R126i.x),intBitsToFloat(R127i.y),intBitsToFloat(PV0i.x),intBitsToFloat(backupReg0i)),vec4(uf_blockVS1[0].x,uf_blockVS1[0].y,uf_blockVS1[0].z,uf_blockVS1[0].w))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.y),intBitsToFloat(R7i.y)) + intBitsToFloat(backupReg1i))); +PS1i = R127i.x; +// 4 +backupReg0i = R0i.x; +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R126i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),intBitsToFloat(backupReg0i)),vec4(uf_blockVS1[1].x,uf_blockVS1[1].y,uf_blockVS1[1].z,uf_blockVS1[1].w))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R2i.x = PV1i.x; +PS0i = R2i.x; +// 5 +backupReg0i = R0i.x; +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R126i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),intBitsToFloat(backupReg0i)),vec4(uf_blockVS1[2].x,uf_blockVS1[2].y,uf_blockVS1[2].z,uf_blockVS1[2].w))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R2i.y = PV0i.x; +PS1i = R2i.y; +// 6 +R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.x),intBitsToFloat(R7i.x)) + intBitsToFloat(R127i.x))); +R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.z), intBitsToFloat(R8i.z))); +R2i.z = PV1i.x; +PV0i.z = R2i.z; +R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.y), intBitsToFloat(R9i.y))); +PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.z), intBitsToFloat(R7i.z))); +// 7 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(PV0i.z),intBitsToFloat(R0i.y)),vec4(uf_blockVS1[8].x,uf_blockVS1[8].y,uf_blockVS1[8].z,uf_blockVS1[8].w))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R1i.y = tempi.x; +R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(R7i.x)) + intBitsToFloat(PS0i))); +PS1i = R127i.x; +// 8 +backupReg0i = R0i.y; +R1i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),intBitsToFloat(backupReg0i)),vec4(uf_blockVS1[7].x,uf_blockVS1[7].y,uf_blockVS1[7].z,uf_blockVS1[7].w))); +PV0i.x = R1i.x; +PV0i.y = R1i.x; +PV0i.z = R1i.x; +PV0i.w = R1i.x; +R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.z),intBitsToFloat(R9i.z)) + intBitsToFloat(R127i.w))); +PS0i = R0i.x; +// 9 +backupReg0i = R0i.y; +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),intBitsToFloat(backupReg0i)),vec4(uf_blockVS1[9].x,uf_blockVS1[9].y,uf_blockVS1[9].z,uf_blockVS1[9].w))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R1i.z = tempi.x; +R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(R8i.x)) + intBitsToFloat(R127i.y))); +PS1i = R126i.x; +// 10 +backupReg0i = R0i.y; +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),intBitsToFloat(backupReg0i)),vec4(uf_blockVS1[10].x,uf_blockVS1[10].y,uf_blockVS1[10].z,uf_blockVS1[10].w))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R1i.w = tempi.x; +PS0i = floatBitsToInt(-(intBitsToFloat(R1i.y))); +// 11 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R125i.x),-0.0),vec4(intBitsToFloat(R8i.x),intBitsToFloat(R8i.y),1.0,0.0))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R127i.y = tempi.x; +R6i.y = floatBitsToInt(intBitsToFloat(PS0i) + intBitsToFloat(PV0i.x)); +R6i.y = floatBitsToInt(intBitsToFloat(R6i.y) / 2.0); +PS1i = R6i.y; +// 12 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R124i.x),-0.0),vec4(intBitsToFloat(R9i.x),intBitsToFloat(R9i.y),1.0,0.0))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R127i.z = tempi.x; +R6i.z = R1i.z; +PS0i = R6i.z; +// 13 +backupReg0i = R127i.x; +R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R7i.y)) + intBitsToFloat(backupReg0i))); +R126i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R8i.y)) + intBitsToFloat(R126i.x))); +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x))); +R6i.w = R1i.w; +R6i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R1i.w)); +R6i.x = floatBitsToInt(intBitsToFloat(R6i.x) / 2.0); +PS1i = R6i.x; +// 14 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(R127i.y)) + intBitsToFloat(PV1i.z))); +PV0i.x = R123i.x; +R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(R9i.x)) + intBitsToFloat(R0i.x))); +PV0i.z = R126i.z; +// 15 +PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.z))); +R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.x),intBitsToFloat(R4i.x)) + intBitsToFloat(PV0i.x))); +PV1i.y = R123i.y; +// 16 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R126i.y),intBitsToFloat(PV1i.x),-0.0),vec4(intBitsToFloat(R127i.x),intBitsToFloat(R126i.y),1.0,0.0))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.y)); +PS0i = floatBitsToInt(tempResultf); +// 17 +backupReg0i = R127i.y; +backupReg1i = R127i.z; +R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PS0i))); +R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS0i))); +R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(PS0i))); +PV1i.z = R127i.z; +tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x)); +PS1i = floatBitsToInt(tempResultf); +// 18 +backupReg0i = R126i.z; +R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS1i))); +R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PS1i))); +R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS1i))); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), uf_blockVS1[1].z)); +PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), uf_blockVS1[0].z)); +// 19 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R126i.x),intBitsToFloat(R127i.y),intBitsToFloat(PS0i),-0.0),vec4(uf_blockVS1[0].x,uf_blockVS1[0].y,1.0,0.0))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),uf_blockVS1[1].y) + intBitsToFloat(PV0i.w))); +PS1i = R122i.x; +// 20 +R4i.x = PV1i.x; +R126i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.x),uf_blockVS1[1].x) + intBitsToFloat(PS1i))); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), uf_blockVS1[1].y)); +R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.z), uf_blockVS1[2].z)); +PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), uf_blockVS1[2].z)); +// 21 +R127i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R126i.x),intBitsToFloat(R127i.y),intBitsToFloat(PS0i),-0.0),vec4(uf_blockVS1[2].x,uf_blockVS1[2].y,1.0,0.0))); +PV1i.x = R127i.x; +PV1i.y = R127i.x; +PV1i.z = R127i.x; +PV1i.w = R127i.x; +R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),uf_blockVS1[1].z) + intBitsToFloat(PV0i.z))); +PS1i = R126i.x; +// 22 +R10i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R124i.x),intBitsToFloat(R125i.y),intBitsToFloat(R126i.z),-0.0),vec4(uf_blockVS1[0].x,uf_blockVS1[0].y,uf_blockVS1[0].z,0.0))); +PV0i.x = R10i.x; +PV0i.y = R10i.x; +PV0i.z = R10i.x; +PV0i.w = R10i.x; +R4i.y = R126i.y; +PS0i = R4i.y; +// 23 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),uf_blockVS1[2].y) + intBitsToFloat(R127i.w))); +PV1i.x = R123i.x; +R10i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.x),uf_blockVS1[1].x) + intBitsToFloat(R126i.x))); +R4i.z = R127i.x; +// 24 +R10i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.x),uf_blockVS1[2].x) + intBitsToFloat(PV1i.x))); +// export +gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); +// export +passParameterSem4 = vec4(intBitsToFloat(R10i.x), intBitsToFloat(R10i.y), intBitsToFloat(R10i.z), intBitsToFloat(R10i.w)); +// export +passParameterSem7 = vec4(intBitsToFloat(R6i.x), intBitsToFloat(R6i.y), intBitsToFloat(R6i.z), intBitsToFloat(R6i.w)); +// export +passParameterSem3 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); +// export +passParameterSem6 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); +} diff --git a/Workaround/BreathOfTheWild_NVIDIAFluidArtifacts/rules.txt b/Workaround/BreathOfTheWild_NVIDIAGlitchArtifacts/rules.txt similarity index 70% rename from Workaround/BreathOfTheWild_NVIDIAFluidArtifacts/rules.txt rename to Workaround/BreathOfTheWild_NVIDIAGlitchArtifacts/rules.txt index 50d51563..84502b04 100644 --- a/Workaround/BreathOfTheWild_NVIDIAFluidArtifacts/rules.txt +++ b/Workaround/BreathOfTheWild_NVIDIAGlitchArtifacts/rules.txt @@ -1,16 +1,17 @@ [Definition] titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 -name = "The Legend of Zelda: Breath of the Wild - NVIDIA Fluid Artifacts Workaround" +name = "The Legend of Zelda: Breath of the Wild - NVIDIA Glitch Artifacts Workaround" version = 2 -# This pack fixes blocky artifacts found on fluids like lava and water. -# However, this pack does cause tile transition issues which don't appear to smooth over. +# This pack contains a workaround for the glitch/blockish artifacts found on lava, water or reflections. +# However, this pack can cause tile transition issues which don't appear to transition smoothly. # If you experience these issues, it's recommended to enable this pack. Otherwise, don't. # This bug (and graphic pack) only affects GPU's from the Maxwell or Pascal generation (roughly everything above GTX 700). # Images of issue: # https://cdn.discordapp.com/attachments/207547103726010368/372217955741597706/unknown.png # https://cdn.discordapp.com/attachments/207547103726010368/372220915012075520/unknown.png +# https://cdn.discordapp.com/attachments/292733452590120961/433211809898561536/unknown.png # Image of tile transition issue: # https://cdn.discordapp.com/attachments/292733452590120961/433019304955609098/unknown.png