diff --git a/Source/XenobladeX/8c1e55fd967b0496_0000000000000079_ps.txt b/Source/XenobladeX/8c1e55fd967b0496_0000000000000079_ps.txt index bf3daaf9..8e84c38d 100644 --- a/Source/XenobladeX/8c1e55fd967b0496_0000000000000079_ps.txt +++ b/Source/XenobladeX/8c1e55fd967b0496_0000000000000079_ps.txt @@ -54,9 +54,7 @@ void main() vec3 cubeMapSTM; int cubeMapFaceId; R0f = passParameterSem0; - vec2 scaleFactor = vec2(repositionBloom, repositionBloom); //Added - R0f.xy = R0f.xy * scaleFactor;// re-align bloom.. hack until issue source is found. - + // 0 R1f.x = R0f.x + (intBitsToFloat(uf_remappedPS[0].x) / resScale); R1f.y = R0f.y + (intBitsToFloat(uf_remappedPS[0].y) / resScale); diff --git a/Source/XenobladeX/91f557914ed24b44_00000000000003c9_ps.txt b/Source/XenobladeX/91f557914ed24b44_00000000000003c9_ps.txt deleted file mode 100644 index f5d63300..00000000 --- a/Source/XenobladeX/91f557914ed24b44_00000000000003c9_ps.txt +++ /dev/null @@ -1,72 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 91f557914ed24b44 -// re-alignt off axis bloom -//To-do Re-do whole chain with centered viewport values. -uniform ivec4 uf_remappedPS[1]; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 -layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5376000 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 -layout(location = 0) in vec4 passParameterSem0; -layout(location = 1) in vec4 passParameterSem1; -layout(location = 2) in vec4 passParameterSem2; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; -const float repositionBloom = 1.00225; -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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } -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 = passParameterSem0; -R1f = passParameterSem1; -R2f = passParameterSem2; -vec2 scaleFactor = vec2(repositionBloom, repositionBloom); //Added -R2f.xy = R2f.xy * scaleFactor;// re-align bloom.. hack until issue source is found. - -R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); -R2f.xyz = (texture(textureUnitPS1, R2f.xy).xyz); -// 0 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0)); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -// 1 -PV1f.y = -(R0f.x) + PV0f.x; -// 2 -PV0f.x = max(PV1f.y, -(PV1f.y)); -// 3 -PV1f.w = R0f.y * PV0f.x; -PV1f.w = clamp(PV1f.w, 0.0, 1.0); -// 4 -tempResultf = log2(PV1f.w); -if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; -PS0f = tempResultf; -// 5 -PV1f.y = PS0f * intBitsToFloat(uf_remappedPS[0].w); -// 6 -PS0f = exp2(PV1f.y); -// 7 -R2f.w = PS0f * intBitsToFloat(uf_remappedPS[0].z); //sharpen -// export -passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); -} diff --git a/Source/XenobladeX/9dc2d340255dee89_0000000000000000_vs.txt b/Source/XenobladeX/9dc2d340255dee89_0000000000000000_vs.txt new file mode 100644 index 00000000..e493a653 --- /dev/null +++ b/Source/XenobladeX/9dc2d340255dee89_0000000000000000_vs.txt @@ -0,0 +1,61 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 9dc2d340255dee89 //aligment vs +const float constvs = 8.0; + +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 passParameterSem0; +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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +void main() +{ +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; +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 = R2f.x; +backupReg1f = R2f.y; +R2f.x = (backupReg0f * intBitsToFloat(uf_remappedVS[0].x) + (intBitsToFloat(uf_remappedVS[0].z)/constvs)); +R2f.y = (backupReg1f * intBitsToFloat(uf_remappedVS[0].y) + (intBitsToFloat(uf_remappedVS[0].w)/constvs)); +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.z); +// 0 +} diff --git a/Source/XenobladeX/b3fb199c73caa796_00000000000003c9_ps.txt b/Source/XenobladeX/b3fb199c73caa796_00000000000003c9_ps.txt deleted file mode 100644 index 74b780ea..00000000 --- a/Source/XenobladeX/b3fb199c73caa796_00000000000003c9_ps.txt +++ /dev/null @@ -1,215 +0,0 @@ - - -#version 420 -#extension GL_ARB_texture_gather : enable -// shader b3fb199c73caa796 -// open world and skell bloom. -// To-do - As long as brigntess fix is used, this will always be dodgy .. -const float resScale = ; - -//const float resScale = 3.0; -//const float exposure = 0.9; -uniform ivec4 uf_remappedPS[4]; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf551a000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 -layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; - - -//const float repositionBloom = 1.00125; -//mattdesl MIT - https://github.com/Jam3/glsl-fast-gaussian-blur -vec4 blur9(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) { - vec4 color = vec4(0.0); - vec2 off1 = vec2(1.3846153846) * direction; - vec2 off2 = vec2(3.2307692308) * direction; - color += texture2D(image, uv) * 0.2270270270; - color += texture2D(image, uv + (off1 / resolution)) * 0.3162162162; - color += texture2D(image, uv - (off1 / resolution)) * 0.3162162162; - color += texture2D(image, uv + (off2 / resolution)) * 0.0702702703; - color += texture2D(image, uv - (off2 / resolution)) * 0.0702702703; - return color; -} -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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } -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 R123f = vec4(0.0); -vec4 R124f = 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 = passParameterSem0; -// 0 -R1f.x = R0f.x + (intBitsToFloat(uf_remappedPS[0].x)/resScale); -R1f.y = R0f.y + (intBitsToFloat(uf_remappedPS[0].y) / resScale); -R0f.z = R0f.x + (intBitsToFloat(uf_remappedPS[0].z) / resScale); -R0f.w = R0f.y + (intBitsToFloat(uf_remappedPS[0].w) / resScale); -// 1 -backupReg0f = R0f.x; -backupReg1f = R0f.y; -backupReg0f = R0f.x; -backupReg1f = R0f.y; -R0f.x = backupReg0f + (intBitsToFloat(uf_remappedPS[1].x) / resScale); -R0f.y = backupReg1f + (intBitsToFloat(uf_remappedPS[1].y) / resScale); -R1f.z = backupReg0f + (intBitsToFloat(uf_remappedPS[1].z) / resScale); -R1f.w = backupReg1f + (intBitsToFloat(uf_remappedPS[1].w) / resScale); -R2f.xyzw = (texture(textureUnitPS1, R1f.xy).xyzw); -R3f.xyzw = (texture(textureUnitPS1, R0f.zw).xyzw); -R4f.xyzw = (texture(textureUnitPS1, R0f.xy).xyzw); -R5f.xyzw = (texture(textureUnitPS1, R1f.zw).xyzw); -R6f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); -R7f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw); -R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); -R1f.xyzw = (texture(textureUnitPS0, R1f.zw).xyzw); -// 0 -PV0f.x = R2f.z + R3f.z; -PV0f.y = R2f.y + R3f.y; -PV0f.z = R2f.x + R3f.x; -PV0f.w = R2f.w + R3f.w; -// 1 -PV1f.x = PV0f.x + R4f.z; -PV1f.y = PV0f.y + R4f.y; -PV1f.z = PV0f.z + R4f.x; -PV1f.w = PV0f.w + R4f.w; -R127f.x = R6f.x + R7f.x; -PS1f = R127f.x; -// 2 -PV0f.x = PV1f.x + R5f.z; -PV0f.y = PV1f.y + R5f.y; -PV0f.z = PV1f.z + R5f.x; -PV0f.w = PV1f.w + R5f.w; -R127f.w = R6f.y + R7f.y; -PS0f = R127f.w; -// 3 -PV1f.x = PV0f.x * intBitsToFloat(uf_remappedPS[2].z); -PV1f.y = PV0f.y * intBitsToFloat(uf_remappedPS[2].z); -PV1f.z = PV0f.z * intBitsToFloat(uf_remappedPS[2].z); -PV1f.w = PV0f.w * intBitsToFloat(uf_remappedPS[2].z); -R127f.z = R6f.z + R7f.z; -PS1f = R127f.z; -// 4 -PV0f.x = max(PV1f.x, 0.0); -PV0f.y = max(PV1f.y, 0.0); -PV0f.z = max(PV1f.z, 0.0); -PV0f.w = max(PV1f.w, 0.0); -R126f.y = R6f.w + R7f.w; -PS0f = R126f.y; -// 5 -R6f.x = min(PV0f.x, 4.0); -PV1f.x = R6f.x; -R125f.y = min(PV0f.y, 4.0); -PV1f.y = R125f.y; -R126f.z = min(PV0f.z, 4.0); -PV1f.z = R126f.z; -R125f.w = min(PV0f.w, 4.0); -R124f.x = R127f.x + R0f.x; -PS1f = R124f.x; -// 6 -PV0f.x = PV1f.z + -(intBitsToFloat(uf_remappedPS[2].x)); -PV0f.y = PV1f.y + -(intBitsToFloat(uf_remappedPS[3].x)); -PV0f.z = PV1f.z + -(intBitsToFloat(uf_remappedPS[3].x)); -PV0f.w = PV1f.x + -(intBitsToFloat(uf_remappedPS[3].x)); -R127f.y = PV1f.y + -(intBitsToFloat(uf_remappedPS[2].x)); -PS0f = R127f.y; -// 7 -R127f.x = R6f.x + -(intBitsToFloat(uf_remappedPS[2].x)); -PV1f.y = max(PV0f.z, 0.0); -PV1f.z = max(PV0f.y, 0.0); -PV1f.w = max(PV0f.w, 0.0); -R126f.x = max(PV0f.x, 0.0); -PS1f = R126f.x; -// 8 -backupReg0f = R127f.y; -R125f.x = dot(vec4(intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].y),-0.0),vec4(PV1f.y,PV1f.z,PV1f.w,0.0)); -PV0f.x = R125f.x; -PV0f.y = R125f.x; -PV0f.z = R125f.x; -PV0f.w = R125f.x; -R127f.y = max(backupReg0f, 0.0); -PS0f = R127f.y; -// 9 -backupReg0f = R126f.y; -backupReg1f = R127f.x; -backupReg2f = R127f.w; -R127f.x = R127f.z + R0f.z; -R126f.y = backupReg0f + R0f.w; -PV1f.z = max(backupReg1f, 0.0); -R127f.w = backupReg2f + R0f.y; -R126f.w = R126f.z * PV0f.x; -PS1f = R126f.w; -// 10 -tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].y),-0.0),vec4(R126f.x,R127f.y,PV1f.z,0.0)); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R124f.w = tempf.x; -R127f.z = R125f.y * R125f.x; -PS0f = R127f.z; -// 11 -PV1f.x = R125f.w * R125f.x; -PV1f.y = R6f.x * R125f.x; -R125f.z = R127f.w + R1f.y; -R127f.w = R127f.x + R1f.z; -R0f.w = R126f.y + R1f.w; -PS1f = R0f.w; -// 12 -backupReg0f = R124f.x; -R124f.x = (R125f.y * R124f.w + R127f.z); -R125f.y = (R6f.x * R124f.w + PV1f.y); -PV0f.z = backupReg0f + R1f.x; -R123f.w = (R126f.z * R124f.w + R126f.w); -PV0f.w = R123f.w; -R127f.x = (R125f.w * R124f.w + PV1f.x); -PS0f = R127f.x; -// 13 -R125f.x = R127f.w * intBitsToFloat(uf_remappedPS[3].z); -R126f.y = R125f.z * intBitsToFloat(uf_remappedPS[3].z); -PV1f.z = PV0f.z * intBitsToFloat(uf_remappedPS[3].z); -R127f.w = R0f.w * intBitsToFloat(uf_remappedPS[3].z); -PS1f = min(PV0f.w, intBitsToFloat(uf_remappedPS[2].w)); -// 14 -PV0f.x = min(R127f.x, intBitsToFloat(uf_remappedPS[2].w)); -PV0f.y = min(R125f.y, intBitsToFloat(uf_remappedPS[2].w)); -PV0f.z = min(R124f.x, intBitsToFloat(uf_remappedPS[2].w)); -R0f.x = max(PV1f.z, PS1f); -PS0f = R0f.x; -// 15 -R0f.y = max(R126f.y, PV0f.z); -R0f.z = max(R125f.x, PV0f.y); -R0f.w = max(R127f.w, PV0f.x); -// export -passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -}