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https://github.com/cemu-project/cemu_graphic_packs.git
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[SM3DW & CT] Reduce Bloom Artifacts Workaround
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commit
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@ -1,6 +1,6 @@
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[Definition]
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titleIds = 000500001014db00,0005000010157e00,0005000010157f00
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name = "Bayonetta 1 - Bloom Workaround"
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name = "Bayonetta 1 - Disable Bloom"
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version = 2
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[TextureRedefine]
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#version 420
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#extension GL_ARB_texture_gather : enable
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const float bloomFactor = 0.00;
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// shader 0457fe3efc9a772f
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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
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 2) in vec4 passParameterSem2;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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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 R5f = vec4(0.0);
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vec4 R6f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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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 = passParameterSem0;
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R1f = passParameterSem1;
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R2f = passParameterSem2;
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R3f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw);
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R4f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
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R5f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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R6f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw);
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R0f.xyzw = (texture(textureUnitPS0, R0f.xz).xyzw);
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R1f.xyzw = (texture(textureUnitPS0, R1f.xz).xyzw);
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R2f.xyzw = (texture(textureUnitPS0, R2f.xz).xyzw);
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// 0
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R123f.x = (R3f.w * intBitsToFloat(0x3b500000) + 0.0);
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PV0f.x = R123f.x;
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R123f.y = (R3f.z * intBitsToFloat(0x3b500000) + 0.0);
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PV0f.y = R123f.y;
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R123f.z = (R3f.y * intBitsToFloat(0x3b500000) + 0.0);
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PV0f.z = R123f.z;
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R123f.w = (R3f.x * intBitsToFloat(0x3b500000) + 0.0);
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PV0f.w = R123f.w;
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// 1
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R123f.x = (R4f.w * intBitsToFloat(0x3d8f0000) + PV0f.x);
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PV1f.x = R123f.x;
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R123f.y = (R4f.z * intBitsToFloat(0x3d8f0000) + PV0f.y);
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PV1f.y = R123f.y;
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R123f.z = (R4f.y * intBitsToFloat(0x3d8f0000) + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (R4f.x * intBitsToFloat(0x3d8f0000) + PV0f.w);
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PV1f.w = R123f.w;
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// 2
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R123f.x = (R5f.w * intBitsToFloat(0x3ea0e000) + PV1f.x);
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PV0f.x = R123f.x;
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R123f.y = (R5f.z * intBitsToFloat(0x3ea0e000) + PV1f.y);
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PV0f.y = R123f.y;
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R123f.z = (R5f.y * intBitsToFloat(0x3ea0e000) + PV1f.z);
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PV0f.z = R123f.z;
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R123f.w = (R5f.x * intBitsToFloat(0x3ea0e000) + PV1f.w);
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PV0f.w = R123f.w;
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// 3
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R123f.x = (R6f.w * intBitsToFloat(0x3e670000) + PV0f.x);
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PV1f.x = R123f.x;
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R123f.y = (R6f.z * intBitsToFloat(0x3e670000) + PV0f.y);
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PV1f.y = R123f.y;
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R123f.z = (R6f.y * intBitsToFloat(0x3e670000) + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (R6f.x * intBitsToFloat(0x3e670000) + PV0f.w);
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PV1f.w = R123f.w;
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// 4
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R123f.x = (R0f.w * intBitsToFloat(0x3ea0e000) + PV1f.x);
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PV0f.x = R123f.x;
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R123f.y = (R0f.z * intBitsToFloat(0x3ea0e000) + PV1f.y);
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PV0f.y = R123f.y;
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R123f.z = (R0f.y * intBitsToFloat(0x3ea0e000) + PV1f.z);
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PV0f.z = R123f.z;
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R123f.w = (R0f.x * intBitsToFloat(0x3ea0e000) + PV1f.w);
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PV0f.w = R123f.w;
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// 5
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R123f.x = (R1f.w * intBitsToFloat(0x3d8f0000) + PV0f.x);
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PV1f.x = R123f.x;
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R123f.y = (R1f.z * intBitsToFloat(0x3d8f0000) + PV0f.y);
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PV1f.y = R123f.y;
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R123f.z = (R1f.y * intBitsToFloat(0x3d8f0000) + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (R1f.x * intBitsToFloat(0x3d8f0000) + PV0f.w);
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PV1f.w = R123f.w;
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// 6
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backupReg0f = R2f.x;
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backupReg1f = R2f.y;
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backupReg2f = R2f.z;
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backupReg3f = R2f.w;
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R2f.x = (backupReg0f * intBitsToFloat(0x3b500000) + PV1f.w * bloomFactor);
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R2f.y = (backupReg1f * intBitsToFloat(0x3b500000) + PV1f.z * bloomFactor);
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R2f.z = (backupReg2f * intBitsToFloat(0x3b500000) + PV1f.y * bloomFactor);
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R2f.w = (backupReg3f * intBitsToFloat(0x3b500000) + PV1f.x * bloomFactor);
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// export
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passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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}
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4
Workaround/CaptainToad_Bloom/rules.txt
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4
Workaround/CaptainToad_Bloom/rules.txt
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[Definition]
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titleIds = 0005000010180600,0005000010180700,0005000010180500
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name = "Captain Toad: Treasure Tracker - Reduce Bloom Artifacts"
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version = 2
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#version 420
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#extension GL_ARB_texture_gather : enable
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const float bloomFactor = 0.00;
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// shader 46575655811a12b7
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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
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 2) in vec4 passParameterSem2;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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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 R5f = vec4(0.0);
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vec4 R6f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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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 = passParameterSem0;
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R1f = passParameterSem1;
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R2f = passParameterSem2;
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R3f.xyzw = (texture(textureUnitPS0, R1f.yx).xyzw);
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R4f.xyzw = (texture(textureUnitPS0, R2f.yx).xyzw);
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R5f.xyzw = (texture(textureUnitPS0, R0f.yx).xyzw);
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R6f.xyzw = (texture(textureUnitPS0, R0f.wx).xyzw);
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R0f.xyzw = (texture(textureUnitPS0, R0f.zx).xyzw);
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R1f.xyzw = (texture(textureUnitPS0, R1f.zx).xyzw);
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R2f.xyzw = (texture(textureUnitPS0, R2f.zx).xyzw);
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// 0
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PV0f.x = R3f.w * intBitsToFloat(0x3d8f0000);
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PV0f.y = R3f.z * intBitsToFloat(0x3d8f0000);
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PV0f.z = R3f.y * intBitsToFloat(0x3d8f0000);
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PV0f.w = R3f.x * intBitsToFloat(0x3d8f0000);
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// 1
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R123f.x = (R4f.w * intBitsToFloat(0x3b500000) + PV0f.x);
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PV1f.x = R123f.x;
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R123f.y = (R4f.z * intBitsToFloat(0x3b500000) + PV0f.y);
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PV1f.y = R123f.y;
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R123f.z = (R4f.y * intBitsToFloat(0x3b500000) + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (R4f.x * intBitsToFloat(0x3b500000) + PV0f.w);
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PV1f.w = R123f.w;
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// 2
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R123f.x = (R5f.w * intBitsToFloat(0x3ea0e000) + PV1f.x);
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PV0f.x = R123f.x;
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R123f.y = (R5f.z * intBitsToFloat(0x3ea0e000) + PV1f.y);
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PV0f.y = R123f.y;
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R123f.z = (R5f.y * intBitsToFloat(0x3ea0e000) + PV1f.z);
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PV0f.z = R123f.z;
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R123f.w = (R5f.x * intBitsToFloat(0x3ea0e000) + PV1f.w);
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PV0f.w = R123f.w;
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// 3
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R123f.x = (R6f.w * intBitsToFloat(0x3e670000) + PV0f.x);
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PV1f.x = R123f.x;
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R123f.y = (R6f.z * intBitsToFloat(0x3e670000) + PV0f.y);
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PV1f.y = R123f.y;
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R123f.z = (R6f.y * intBitsToFloat(0x3e670000) + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (R6f.x * intBitsToFloat(0x3e670000) + PV0f.w);
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PV1f.w = R123f.w;
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// 4
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R123f.x = (R0f.w * intBitsToFloat(0x3ea0e000) + PV1f.x);
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PV0f.x = R123f.x;
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R123f.y = (R0f.z * intBitsToFloat(0x3ea0e000) + PV1f.y);
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PV0f.y = R123f.y;
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R123f.z = (R0f.y * intBitsToFloat(0x3ea0e000) + PV1f.z);
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PV0f.z = R123f.z;
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R123f.w = (R0f.x * intBitsToFloat(0x3ea0e000) + PV1f.w);
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PV0f.w = R123f.w;
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// 5
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R123f.x = (R1f.w * intBitsToFloat(0x3d8f0000) + PV0f.x);
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PV1f.x = R123f.x;
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R123f.y = (R1f.z * intBitsToFloat(0x3d8f0000) + PV0f.y);
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PV1f.y = R123f.y;
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R123f.z = (R1f.y * intBitsToFloat(0x3d8f0000) + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (R1f.x * intBitsToFloat(0x3d8f0000) + PV0f.w);
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PV1f.w = R123f.w;
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// 6
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backupReg0f = R2f.x;
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backupReg1f = R2f.y;
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backupReg2f = R2f.z;
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backupReg3f = R2f.w;
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R2f.x = (backupReg0f * intBitsToFloat(0x3b500000) + PV1f.w * bloomFactor);
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R2f.y = (backupReg1f * intBitsToFloat(0x3b500000) + PV1f.z * bloomFactor);
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R2f.z = (backupReg2f * intBitsToFloat(0x3b500000) + PV1f.y * bloomFactor);
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R2f.w = (backupReg3f * intBitsToFloat(0x3b500000) + PV1f.x * bloomFactor);
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// export
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passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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}
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4
Workaround/SuperMario3DWorld_Bloom/rules.txt
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4
Workaround/SuperMario3DWorld_Bloom/rules.txt
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[Definition]
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titleIds = 0005000010145d00,0005000010145c00,0005000010106100
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name = "Super Mario 3D World - Reduce Bloom Artifacts"
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version = 2
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