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https://github.com/cemu-project/cemu_graphic_packs.git
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[Pikmin 3] Add Shadows Pack and blur+bloom fixes
Also added Pikmin 3 to the list on the website.
This commit is contained in:
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33
Enhancements/Pikmin3_Shadows/rules.txt
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33
Enhancements/Pikmin3_Shadows/rules.txt
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[Definition]
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titleIds = 000500001012BC00,000500001012BD00,000500001012BE00,000500021012BD01,000500021012BE01
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name = Shadow Resolution
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path = "Pikmin 3/Graphics/Shadow Resolution"
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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.
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version = 3
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[Preset]
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name = Medium (1.00x, Default)
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$shadowRes = 1
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[Preset]
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name = Low (0.50x)
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$shadowRes = 0.5
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[Preset]
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name = High (2.00x)
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$shadowRes = 2
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[Preset]
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name = Ultra (4.00x)
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$shadowRes = 4
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[Preset]
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name = Extreme (8.00x)
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$shadowRes = 8
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[TextureRedefine] # Shadows
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width = 2048
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height = 1024
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formats = 0x005
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overwriteWidth = $shadowRes * 2048
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overwriteHeight = $shadowRes * 1024
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 263a134082e695a0
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// Used for: Scaling Horizontal Bloom Pass
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const float resXScale = ($width/$gameWidth);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 1) out vec4 passParameterSem1;
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layout(location = 2) out vec4 passParameterSem2;
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layout(location = 0) out vec4 passParameterSem0;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem1.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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backupReg0f = R1f.x;
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backupReg1f = R1f.y;
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R1f.x = backupReg0f;
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R1f.x *= 2.0;
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R1f.y = backupReg1f;
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R1f.y *= 2.0;
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R1f.z = 0.0;
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R1f.w = 1.0;
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R127f.w = intBitsToFloat(uf_remappedVS[0].x) * (intBitsToFloat(0x3fb13a93)/resXScale);
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PS0f = R127f.w;
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// 1
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R127f.x = intBitsToFloat(uf_remappedVS[0].x) * (intBitsToFloat(0x40a275f7)/resXScale);
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R3f.y = R2f.x + -(PS0f);
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R127f.z = intBitsToFloat(uf_remappedVS[0].x) * (intBitsToFloat(0x404ec4f0)/resXScale);
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PV1f.z = R127f.z;
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R3f.w = R2f.x;
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R3f.x = R2f.y;
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PS1f = R3f.x;
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// 2
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R4f.x = R2f.x;
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R4f.y = R2f.y;
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R3f.z = R2f.x + R127f.w;
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R0f.w = R2f.x;
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R0f.y = R2f.x + -(PV1f.z);
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PS0f = R0f.y;
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// 3
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R0f.x = R3f.x;
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R2f.y = R2f.x + -(R127f.x);
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R0f.z = R2f.x + R127f.z;
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R2f.w = R2f.x;
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R2f.z = R2f.x + R127f.x;
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PS1f = R2f.z;
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// 4
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R2f.x = R3f.x;
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// export
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gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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// export
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passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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// export
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passParameterSem2 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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// export
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passParameterSem0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
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// export
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// skipped export to semanticId 255
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// 0
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}
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 4313ad4062c8d8f6
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// Used for: Scaling Vertical Bloom Pass
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const float resYScale = ($height/$gameHeight);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem0;
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layout(location = 1) out vec4 passParameterSem1;
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layout(location = 2) out vec4 passParameterSem2;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem1.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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backupReg0f = R1f.x;
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backupReg1f = R1f.y;
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R1f.x = backupReg0f;
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R1f.x *= 2.0;
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R1f.y = backupReg1f;
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R1f.y *= 2.0;
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R1f.z = 0.0;
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R1f.w = 1.0;
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R127f.x = intBitsToFloat(uf_remappedVS[0].y) * (intBitsToFloat(0x3fb13a93)/resYScale);
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PS0f = R127f.x;
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// 1
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R126f.x = intBitsToFloat(uf_remappedVS[0].y) * (intBitsToFloat(0x40a275f7)/resYScale);
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R4f.y = R2f.y;
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R127f.z = intBitsToFloat(uf_remappedVS[0].y) * (intBitsToFloat(0x404ec4f0)/resYScale);
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PV1f.z = R127f.z;
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R2f.w = R2f.y;
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PV1f.w = R2f.w;
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R2f.z = R2f.y + PS0f;
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PS1f = R2f.z;
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// 2
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R4f.x = R2f.x;
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R0f.y = R2f.y + -(R127f.x);
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R0f.z = PS1f;
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R0f.w = PV1f.w;
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R2f.z = R2f.y + PV1f.z;
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PS0f = R2f.z;
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// 3
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R0f.x = R2f.x;
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R3f.y = R2f.y + -(R127f.z);
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R3f.z = PS0f;
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R2f.w = R2f.y;
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PV1f.w = R2f.w;
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R2f.z = R2f.y + R126f.x;
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PS1f = R2f.z;
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// 4
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backupReg0f = R2f.y;
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backupReg0f = R2f.y;
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R3f.x = R2f.x;
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R2f.y = backupReg0f + -(R126f.x);
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R3f.w = PV1f.w;
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R2f.w = backupReg0f;
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PS0f = R2f.w;
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// export
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gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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// export
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passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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// export
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passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
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// export
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passParameterSem2 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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// export
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// skipped export to semanticId 255
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// 0
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}
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@ -0,0 +1,81 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader ec4a85d51e778437
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// Used for: Scaling Blur Pass
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const float resXScale = ($width/$gameWidth);
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const float resYScale = ($height/$gameHeight);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem3;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem1.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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backupReg0f = R1f.x;
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||||||
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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
|
||||||
|
}
|
@ -217,7 +217,7 @@
|
|||||||
- title: "Pikmin 3"
|
- title: "Pikmin 3"
|
||||||
nativeRes: 720
|
nativeRes: 720
|
||||||
compatLink: "http://compat.cemu.info/wiki/Pikmin_3"
|
compatLink: "http://compat.cemu.info/wiki/Pikmin_3"
|
||||||
version3: false
|
version3: true
|
||||||
- title: "Pokkén Tournament"
|
- title: "Pokkén Tournament"
|
||||||
nativeRes: 720
|
nativeRes: 720
|
||||||
compatLink: "http://compat.cemu.info/wiki/Pokk%C3%A9n_Tournament"
|
compatLink: "http://compat.cemu.info/wiki/Pokk%C3%A9n_Tournament"
|
||||||
|
Loading…
Reference in New Issue
Block a user