diff --git a/Workaround/Bayonetta_Bloom/rules.txt b/Workaround/Bayonetta_Bloom/rules.txt index 74b669d7..7a58dbed 100644 --- a/Workaround/Bayonetta_Bloom/rules.txt +++ b/Workaround/Bayonetta_Bloom/rules.txt @@ -1,6 +1,6 @@ [Definition] titleIds = 000500001014db00,0005000010157e00,0005000010157f00 -name = "Bayonetta 1 - Bloom Workaround" +name = "Bayonetta 1 - Disable Bloom" version = 2 [TextureRedefine] diff --git a/Workaround/CaptainToad_Bloom/0457fe3efc9a772f_0000000000000079_ps.txt b/Workaround/CaptainToad_Bloom/0457fe3efc9a772f_0000000000000079_ps.txt new file mode 100644 index 00000000..db50a10c --- /dev/null +++ b/Workaround/CaptainToad_Bloom/0457fe3efc9a772f_0000000000000079_ps.txt @@ -0,0 +1,115 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 0.00; +// shader 0457fe3efc9a772f +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4faf800 res 160x90x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +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; +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 R123f = 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; +R3f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw); +R4f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +R5f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +R6f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw); +R0f.xyzw = (texture(textureUnitPS0, R0f.xz).xyzw); +R1f.xyzw = (texture(textureUnitPS0, R1f.xz).xyzw); +R2f.xyzw = (texture(textureUnitPS0, R2f.xz).xyzw); +// 0 +R123f.x = (R3f.w * intBitsToFloat(0x3b500000) + 0.0); +PV0f.x = R123f.x; +R123f.y = (R3f.z * intBitsToFloat(0x3b500000) + 0.0); +PV0f.y = R123f.y; +R123f.z = (R3f.y * intBitsToFloat(0x3b500000) + 0.0); +PV0f.z = R123f.z; +R123f.w = (R3f.x * intBitsToFloat(0x3b500000) + 0.0); +PV0f.w = R123f.w; +// 1 +R123f.x = (R4f.w * intBitsToFloat(0x3d8f0000) + PV0f.x); +PV1f.x = R123f.x; +R123f.y = (R4f.z * intBitsToFloat(0x3d8f0000) + PV0f.y); +PV1f.y = R123f.y; +R123f.z = (R4f.y * intBitsToFloat(0x3d8f0000) + PV0f.z); +PV1f.z = R123f.z; +R123f.w = (R4f.x * intBitsToFloat(0x3d8f0000) + PV0f.w); +PV1f.w = R123f.w; +// 2 +R123f.x = (R5f.w * intBitsToFloat(0x3ea0e000) + PV1f.x); +PV0f.x = R123f.x; +R123f.y = (R5f.z * intBitsToFloat(0x3ea0e000) + PV1f.y); +PV0f.y = R123f.y; +R123f.z = (R5f.y * intBitsToFloat(0x3ea0e000) + PV1f.z); +PV0f.z = R123f.z; +R123f.w = (R5f.x * intBitsToFloat(0x3ea0e000) + PV1f.w); +PV0f.w = R123f.w; +// 3 +R123f.x = (R6f.w * intBitsToFloat(0x3e670000) + PV0f.x); +PV1f.x = R123f.x; +R123f.y = (R6f.z * intBitsToFloat(0x3e670000) + PV0f.y); +PV1f.y = R123f.y; +R123f.z = (R6f.y * intBitsToFloat(0x3e670000) + PV0f.z); +PV1f.z = R123f.z; +R123f.w = (R6f.x * intBitsToFloat(0x3e670000) + PV0f.w); +PV1f.w = R123f.w; +// 4 +R123f.x = (R0f.w * intBitsToFloat(0x3ea0e000) + PV1f.x); +PV0f.x = R123f.x; +R123f.y = (R0f.z * intBitsToFloat(0x3ea0e000) + PV1f.y); +PV0f.y = R123f.y; +R123f.z = (R0f.y * intBitsToFloat(0x3ea0e000) + PV1f.z); +PV0f.z = R123f.z; +R123f.w = (R0f.x * intBitsToFloat(0x3ea0e000) + PV1f.w); +PV0f.w = R123f.w; +// 5 +R123f.x = (R1f.w * intBitsToFloat(0x3d8f0000) + PV0f.x); +PV1f.x = R123f.x; +R123f.y = (R1f.z * intBitsToFloat(0x3d8f0000) + PV0f.y); +PV1f.y = R123f.y; +R123f.z = (R1f.y * intBitsToFloat(0x3d8f0000) + PV0f.z); +PV1f.z = R123f.z; +R123f.w = (R1f.x * intBitsToFloat(0x3d8f0000) + PV0f.w); +PV1f.w = R123f.w; +// 6 +backupReg0f = R2f.x; +backupReg1f = R2f.y; +backupReg2f = R2f.z; +backupReg3f = R2f.w; +R2f.x = (backupReg0f * intBitsToFloat(0x3b500000) + PV1f.w * bloomFactor); +R2f.y = (backupReg1f * intBitsToFloat(0x3b500000) + PV1f.z * bloomFactor); +R2f.z = (backupReg2f * intBitsToFloat(0x3b500000) + PV1f.y * bloomFactor); +R2f.w = (backupReg3f * intBitsToFloat(0x3b500000) + PV1f.x * bloomFactor); +// export +passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +} diff --git a/Workaround/CaptainToad_Bloom/rules.txt b/Workaround/CaptainToad_Bloom/rules.txt new file mode 100644 index 00000000..db072f86 --- /dev/null +++ b/Workaround/CaptainToad_Bloom/rules.txt @@ -0,0 +1,4 @@ +[Definition] +titleIds = 0005000010180600,0005000010180700,0005000010180500 +name = "Captain Toad: Treasure Tracker - Reduce Bloom Artifacts" +version = 2 \ No newline at end of file diff --git a/Workaround/SuperMario3DWorld_Bloom/46575655811a12b7_0000000000000079_ps.txt b/Workaround/SuperMario3DWorld_Bloom/46575655811a12b7_0000000000000079_ps.txt new file mode 100644 index 00000000..25b85443 --- /dev/null +++ b/Workaround/SuperMario3DWorld_Bloom/46575655811a12b7_0000000000000079_ps.txt @@ -0,0 +1,111 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 0.00; +// shader 46575655811a12b7 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4f0c000 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +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; +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 R123f = 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; +R3f.xyzw = (texture(textureUnitPS0, R1f.yx).xyzw); +R4f.xyzw = (texture(textureUnitPS0, R2f.yx).xyzw); +R5f.xyzw = (texture(textureUnitPS0, R0f.yx).xyzw); +R6f.xyzw = (texture(textureUnitPS0, R0f.wx).xyzw); +R0f.xyzw = (texture(textureUnitPS0, R0f.zx).xyzw); +R1f.xyzw = (texture(textureUnitPS0, R1f.zx).xyzw); +R2f.xyzw = (texture(textureUnitPS0, R2f.zx).xyzw); +// 0 +PV0f.x = R3f.w * intBitsToFloat(0x3d8f0000); +PV0f.y = R3f.z * intBitsToFloat(0x3d8f0000); +PV0f.z = R3f.y * intBitsToFloat(0x3d8f0000); +PV0f.w = R3f.x * intBitsToFloat(0x3d8f0000); +// 1 +R123f.x = (R4f.w * intBitsToFloat(0x3b500000) + PV0f.x); +PV1f.x = R123f.x; +R123f.y = (R4f.z * intBitsToFloat(0x3b500000) + PV0f.y); +PV1f.y = R123f.y; +R123f.z = (R4f.y * intBitsToFloat(0x3b500000) + PV0f.z); +PV1f.z = R123f.z; +R123f.w = (R4f.x * intBitsToFloat(0x3b500000) + PV0f.w); +PV1f.w = R123f.w; +// 2 +R123f.x = (R5f.w * intBitsToFloat(0x3ea0e000) + PV1f.x); +PV0f.x = R123f.x; +R123f.y = (R5f.z * intBitsToFloat(0x3ea0e000) + PV1f.y); +PV0f.y = R123f.y; +R123f.z = (R5f.y * intBitsToFloat(0x3ea0e000) + PV1f.z); +PV0f.z = R123f.z; +R123f.w = (R5f.x * intBitsToFloat(0x3ea0e000) + PV1f.w); +PV0f.w = R123f.w; +// 3 +R123f.x = (R6f.w * intBitsToFloat(0x3e670000) + PV0f.x); +PV1f.x = R123f.x; +R123f.y = (R6f.z * intBitsToFloat(0x3e670000) + PV0f.y); +PV1f.y = R123f.y; +R123f.z = (R6f.y * intBitsToFloat(0x3e670000) + PV0f.z); +PV1f.z = R123f.z; +R123f.w = (R6f.x * intBitsToFloat(0x3e670000) + PV0f.w); +PV1f.w = R123f.w; +// 4 +R123f.x = (R0f.w * intBitsToFloat(0x3ea0e000) + PV1f.x); +PV0f.x = R123f.x; +R123f.y = (R0f.z * intBitsToFloat(0x3ea0e000) + PV1f.y); +PV0f.y = R123f.y; +R123f.z = (R0f.y * intBitsToFloat(0x3ea0e000) + PV1f.z); +PV0f.z = R123f.z; +R123f.w = (R0f.x * intBitsToFloat(0x3ea0e000) + PV1f.w); +PV0f.w = R123f.w; +// 5 +R123f.x = (R1f.w * intBitsToFloat(0x3d8f0000) + PV0f.x); +PV1f.x = R123f.x; +R123f.y = (R1f.z * intBitsToFloat(0x3d8f0000) + PV0f.y); +PV1f.y = R123f.y; +R123f.z = (R1f.y * intBitsToFloat(0x3d8f0000) + PV0f.z); +PV1f.z = R123f.z; +R123f.w = (R1f.x * intBitsToFloat(0x3d8f0000) + PV0f.w); +PV1f.w = R123f.w; +// 6 +backupReg0f = R2f.x; +backupReg1f = R2f.y; +backupReg2f = R2f.z; +backupReg3f = R2f.w; +R2f.x = (backupReg0f * intBitsToFloat(0x3b500000) + PV1f.w * bloomFactor); +R2f.y = (backupReg1f * intBitsToFloat(0x3b500000) + PV1f.z * bloomFactor); +R2f.z = (backupReg2f * intBitsToFloat(0x3b500000) + PV1f.y * bloomFactor); +R2f.w = (backupReg3f * intBitsToFloat(0x3b500000) + PV1f.x * bloomFactor); +// export +passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +} diff --git a/Workaround/SuperMario3DWorld_Bloom/rules.txt b/Workaround/SuperMario3DWorld_Bloom/rules.txt new file mode 100644 index 00000000..074e97ea --- /dev/null +++ b/Workaround/SuperMario3DWorld_Bloom/rules.txt @@ -0,0 +1,4 @@ +[Definition] +titleIds = 0005000010145d00,0005000010145c00,0005000010106100 +name = "Super Mario 3D World - Reduce Bloom Artifacts" +version = 2 \ No newline at end of file