From c29d53bc43f0ba2517216dcd9172de38a068d94b Mon Sep 17 00:00:00 2001 From: Crementif <26669564+Crementif@users.noreply.github.com> Date: Fri, 7 Dec 2018 23:48:05 +0100 Subject: [PATCH] [Pikmin 3] Add Shadows Pack and blur+bloom fixes Also added Pikmin 3 to the list on the website. --- Enhancements/Pikmin3_Shadows/rules.txt | 33 +++++ .../263a134082e695a0_0000000000000000_vs.txt | 106 ++++++++++++++++ .../4313ad4062c8d8f6_0000000000000000_vs.txt | 115 ++++++++++++++++++ .../ec4a85d51e778437_0000000000000000_vs.txt | 81 ++++++++++++ docs/_data/GameTitles.yml | 2 +- 5 files changed, 336 insertions(+), 1 deletion(-) create mode 100644 Enhancements/Pikmin3_Shadows/rules.txt create mode 100644 Resolutions/Pikmin3_Resolution/263a134082e695a0_0000000000000000_vs.txt create mode 100644 Resolutions/Pikmin3_Resolution/4313ad4062c8d8f6_0000000000000000_vs.txt create mode 100644 Resolutions/Pikmin3_Resolution/ec4a85d51e778437_0000000000000000_vs.txt diff --git a/Enhancements/Pikmin3_Shadows/rules.txt b/Enhancements/Pikmin3_Shadows/rules.txt new file mode 100644 index 00000000..650d62dc --- /dev/null +++ b/Enhancements/Pikmin3_Shadows/rules.txt @@ -0,0 +1,33 @@ +[Definition] +titleIds = 000500001012BC00,000500001012BD00,000500001012BE00,000500021012BD01,000500021012BE01 +name = Shadow Resolution +path = "Pikmin 3/Graphics/Shadow Resolution" +description = Note: Increasing shadow resolution is known to increase VRAM usage directly. Lowering this might give you a good boost in performance if you're limited on VRAM but makes shadows blockier. Medium is the original resolution. +version = 3 + +[Preset] +name = Medium (1.00x, Default) +$shadowRes = 1 + +[Preset] +name = Low (0.50x) +$shadowRes = 0.5 + +[Preset] +name = High (2.00x) +$shadowRes = 2 + +[Preset] +name = Ultra (4.00x) +$shadowRes = 4 + +[Preset] +name = Extreme (8.00x) +$shadowRes = 8 + +[TextureRedefine] # Shadows +width = 2048 +height = 1024 +formats = 0x005 +overwriteWidth = $shadowRes * 2048 +overwriteHeight = $shadowRes * 1024 diff --git a/Resolutions/Pikmin3_Resolution/263a134082e695a0_0000000000000000_vs.txt b/Resolutions/Pikmin3_Resolution/263a134082e695a0_0000000000000000_vs.txt new file mode 100644 index 00000000..b46a4448 --- /dev/null +++ b/Resolutions/Pikmin3_Resolution/263a134082e695a0_0000000000000000_vs.txt @@ -0,0 +1,106 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader 263a134082e695a0 +// Used for: Scaling Horizontal Bloom Pass +const float resXScale = ($width/$gameWidth); + + +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 = 1) out vec4 passParameterSem1; +layout(location = 2) out vec4 passParameterSem2; +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 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; +R127f.w = intBitsToFloat(uf_remappedVS[0].x) * (intBitsToFloat(0x3fb13a93)/resXScale); +PS0f = R127f.w; +// 1 +R127f.x = intBitsToFloat(uf_remappedVS[0].x) * (intBitsToFloat(0x40a275f7)/resXScale); +R3f.y = R2f.x + -(PS0f); +R127f.z = intBitsToFloat(uf_remappedVS[0].x) * (intBitsToFloat(0x404ec4f0)/resXScale); +PV1f.z = R127f.z; +R3f.w = R2f.x; +R3f.x = R2f.y; +PS1f = R3f.x; +// 2 +R4f.x = R2f.x; +R4f.y = R2f.y; +R3f.z = R2f.x + R127f.w; +R0f.w = R2f.x; +R0f.y = R2f.x + -(PV1f.z); +PS0f = R0f.y; +// 3 +R0f.x = R3f.x; +R2f.y = R2f.x + -(R127f.x); +R0f.z = R2f.x + R127f.z; +R2f.w = R2f.x; +R2f.z = R2f.x + R127f.x; +PS1f = R2f.z; +// 4 +R2f.x = R3f.x; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +passParameterSem2 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// export +passParameterSem0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); +// export +// skipped export to semanticId 255 +// 0 +} diff --git a/Resolutions/Pikmin3_Resolution/4313ad4062c8d8f6_0000000000000000_vs.txt b/Resolutions/Pikmin3_Resolution/4313ad4062c8d8f6_0000000000000000_vs.txt new file mode 100644 index 00000000..da7242be --- /dev/null +++ b/Resolutions/Pikmin3_Resolution/4313ad4062c8d8f6_0000000000000000_vs.txt @@ -0,0 +1,115 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader 4313ad4062c8d8f6 +// Used for: Scaling Vertical Bloom Pass +const float resYScale = ($height/$gameHeight); + + +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; +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 R126f = 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; +R127f.x = intBitsToFloat(uf_remappedVS[0].y) * (intBitsToFloat(0x3fb13a93)/resYScale); +PS0f = R127f.x; +// 1 +R126f.x = intBitsToFloat(uf_remappedVS[0].y) * (intBitsToFloat(0x40a275f7)/resYScale); +R4f.y = R2f.y; +R127f.z = intBitsToFloat(uf_remappedVS[0].y) * (intBitsToFloat(0x404ec4f0)/resYScale); +PV1f.z = R127f.z; +R2f.w = R2f.y; +PV1f.w = R2f.w; +R2f.z = R2f.y + PS0f; +PS1f = R2f.z; +// 2 +R4f.x = R2f.x; +R0f.y = R2f.y + -(R127f.x); +R0f.z = PS1f; +R0f.w = PV1f.w; +R2f.z = R2f.y + PV1f.z; +PS0f = R2f.z; +// 3 +R0f.x = R2f.x; +R3f.y = R2f.y + -(R127f.z); +R3f.z = PS0f; +R2f.w = R2f.y; +PV1f.w = R2f.w; +R2f.z = R2f.y + R126f.x; +PS1f = R2f.z; +// 4 +backupReg0f = R2f.y; +backupReg0f = R2f.y; +R3f.x = R2f.x; +R2f.y = backupReg0f + -(R126f.x); +R3f.w = PV1f.w; +R2f.w = backupReg0f; +PS0f = R2f.w; +// 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(R2f.x, R2f.y, R2f.z, R2f.w); +// export +// skipped export to semanticId 255 +// 0 +} \ No newline at end of file diff --git a/Resolutions/Pikmin3_Resolution/ec4a85d51e778437_0000000000000000_vs.txt b/Resolutions/Pikmin3_Resolution/ec4a85d51e778437_0000000000000000_vs.txt new file mode 100644 index 00000000..a1033cde --- /dev/null +++ b/Resolutions/Pikmin3_Resolution/ec4a85d51e778437_0000000000000000_vs.txt @@ -0,0 +1,81 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader ec4a85d51e778437 +// Used for: Scaling Blur Pass +const float resXScale = ($width/$gameWidth); +const float resYScale = ($height/$gameHeight); + + +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 passParameterSem3; +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); +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 = intBitsToFloat(0xbf800000); +R1f.w = 1.0; +PS0f = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x)/resXScale); +// 1 +backupReg0f = R2f.y; +backupReg1f = R2f.x; +PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)/resYScale); +R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y); +R2f.z = PS0f; +R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x); +PS1f = R2f.x; +// 2 +R2f.w = PV1f.x; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// 0 +} diff --git a/docs/_data/GameTitles.yml b/docs/_data/GameTitles.yml index bdf78275..70f91387 100644 --- a/docs/_data/GameTitles.yml +++ b/docs/_data/GameTitles.yml @@ -217,7 +217,7 @@ - title: "Pikmin 3" nativeRes: 720 compatLink: "http://compat.cemu.info/wiki/Pikmin_3" - version3: false + version3: true - title: "Pokkén Tournament" nativeRes: 720 compatLink: "http://compat.cemu.info/wiki/Pokk%C3%A9n_Tournament"