[Pikmin 3] Add Shadows Pack and blur+bloom fixes

Also added Pikmin 3 to the list on the website.
This commit is contained in:
Crementif 2018-12-07 23:48:05 +01:00
parent 1aa019564f
commit c29d53bc43
5 changed files with 336 additions and 1 deletions

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[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

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#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
}

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#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
}

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#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
}

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- 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"