mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-23 16:31:50 +01:00
[BotW] Couple edits
-Remove comments -Add formatsExcluded for bloom..saw getdls add this format earlier but it was always commented out, don't know why -Add "32 bit" mode, it actually limits the colors. It does include shader edits + no AA
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@ -1,5 +1,3 @@
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#PLEASE READ THE COMMENTS NEXT TO THE TEXTURE REDEFINES, IT TELLS YOU THE CURRENT ISSUES OF THE GAME
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#I ADDED THOSE LINES SO THAT PEOPLE CAN STOP MENTIONING THE SAME ISSUES OVER AND OVER AGAIN
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[Definition]
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titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
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name = "The Legend of Zelda: Breath of the Wild - 2880p (5K)"
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@ -32,8 +30,6 @@ formatsExcluded = 0x008 # exclude the intro background texture
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overwriteWidth = 4608
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overwriteHeight = 2592
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#Breaks lighting effects when scaled.
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#Disabling this breaks heatwaves and shadow LODs
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[TextureRedefine] #half-res1
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width = 640
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height = 360
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@ -52,13 +48,12 @@ height = 288
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overwriteWidth = 2560
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overwriteHeight = 1152
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#Makes bloom look "pixelated" when scaled.
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#Disabling this breaks ambient occlusion
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[TextureRedefine] #q-res1
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width = 320
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height = 180
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formatsExcluded = 0x816
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overwriteWidth = 1280
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overwriteHeight = 721
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overwriteHeight = 720
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[TextureRedefine] #q-res2
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width = 320
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@ -1,5 +1,3 @@
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#PLEASE READ THE COMMENTS NEXT TO THE TEXTURE REDEFINES, IT TELLS YOU THE CURRENT ISSUES OF THE GAME
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#I ADDED THOSE LINES SO THAT PEOPLE CAN STOP MENTIONING THE SAME ISSUES OVER AND OVER AGAIN
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[Definition]
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titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
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name = "The Legend of Zelda: Breath of the Wild - 4320p (8K)"
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@ -32,8 +30,6 @@ formatsExcluded = 0x008 # exclude the intro background texture
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overwriteWidth = 6912
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overwriteHeight = 3888
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#Breaks lighting effects when scaled.
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#Disabling this breaks heatwaves and shadow LODs
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[TextureRedefine] #half-res1
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width = 640
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height = 360
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@ -52,13 +48,12 @@ height = 288
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overwriteWidth = 3840
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overwriteHeight = 1728
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#Makes bloom look "pixelated" when scaled.
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#Disabling this breaks ambient occlusion
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[TextureRedefine] #q-res1
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width = 320
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height = 180
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formatsExcluded = 0x816
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overwriteWidth = 1920
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overwriteHeight = 1079
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overwriteHeight = 1080
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[TextureRedefine] #q-res2
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width = 320
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@ -1,5 +1,3 @@
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#PLEASE READ THE COMMENTS NEXT TO THE TEXTURE REDEFINES, IT TELLS YOU THE CURRENT ISSUES OF THE GAME
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#I ADDED THOSE LINES SO THAT PEOPLE CAN STOP MENTIONING THE SAME ISSUES OVER AND OVER AGAIN
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[Definition]
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titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
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name = "The Legend of Zelda: Breath of the Wild - 5760p (10K)"
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@ -32,8 +30,6 @@ formatsExcluded = 0x008 # exclude the intro background texture
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overwriteWidth = 9216
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overwriteHeight = 5184
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#Breaks lighting effects when scaled.
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#Disabling this breaks heatwaves and shadow LODs
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[TextureRedefine] #half-res1
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width = 640
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height = 360
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@ -52,11 +48,10 @@ height = 288
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overwriteWidth = 5120
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overwriteHeight = 2304
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#Makes bloom look "pixelated" when scaled.
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#Disabling this breaks ambient occlusion
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[TextureRedefine] #q-res1
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width = 320
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height = 180
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formatsExcluded = 0x816
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overwriteWidth = 2560
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overwriteHeight = 1440
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@ -0,0 +1,673 @@
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#version 400
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#extension GL_ARB_texture_gather : enable //wall lights when running closer.
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const float overwriteWidth = 640.0; //overwidth value.0
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const float overwriteHeight = 480.0;
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// shader 1f2005679839f0ca
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uniform ivec4 uf_remappedPS[13];
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uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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uniform samplerCubeArray textureUnitPS2;// Tex2 addr 0x3de10800 res 3x3x1 dim 3 tm: 2 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x6) Sampler2 ClampX/Y/Z: 6 6 6 border: 1
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uniform sampler2D textureUnitPS3;// Tex3 addr 0x3de11800 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1
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in vec4 passParameter0;
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noperspective in vec4 passParameter1;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 1) out vec4 passPixelColor1;
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void redcCUBE(vec4 src0, vec4 src1, inout vec3 stm, inout int faceId)
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{
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// stm -> x .. s, y .. t, z .. MajorAxis*2.0
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vec3 inputCoord = normalize(vec3(src1.y, src1.x, src0.x));
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float rx = inputCoord.x;
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float ry = inputCoord.y;
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float rz = inputCoord.z;
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if( abs(rx) > abs(ry) && abs(rx) > abs(rz) )
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{
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stm.z = rx*2.0;
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stm.xy = vec2(ry,rz);
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if( rx >= 0.0 )
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{
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faceId = 0;
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}
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else
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{
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faceId = 1;
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}
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}
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else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) )
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{
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stm.z = ry*2.0;
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stm.xy = vec2(rx,rz);
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if( ry >= 0.0 )
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{
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faceId = 2;
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}
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else
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{
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faceId = 3;
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}
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}
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else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) )
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{
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stm.z = rz*2.0;
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stm.xy = vec2(rx,ry);
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if( rz >= 0.0 )
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{
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faceId = 4;
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}
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else
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{
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faceId = 5;
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}
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}
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}
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vec3 redcCUBEReverse(vec2 st, int faceId)
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{
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st.yx = st.xy;
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vec3 v;
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float majorAxis = 1.0;
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if( faceId == 0 )
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{
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v.yz = (st-vec2(1.5))*(majorAxis*2.0);
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v.x = 1.0;
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}
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else if( faceId == 1 )
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{
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v.yz = (st-vec2(1.5))*(majorAxis*2.0);
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v.x = -1.0;
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}
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else if( faceId == 2 )
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{
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v.xz = (st-vec2(1.5))*(majorAxis*2.0);
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v.y = 1.0;
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}
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else if( faceId == 3 )
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{
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v.xz = (st-vec2(1.5))*(majorAxis*2.0);
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v.y = -1.0;
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}
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else if( faceId == 4 )
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{
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v.xy = (st-vec2(1.5))*(majorAxis*2.0);
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v.z = 1.0;
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}
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else
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{
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v.xy = (st-vec2(1.5))*(majorAxis*2.0);
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v.z = -1.0;
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}
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return v;
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}
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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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R3i = ivec4(0);
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ivec4 R4i = ivec4(0);
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ivec4 R5i = ivec4(0);
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ivec4 R6i = ivec4(0);
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ivec4 R7i = ivec4(0);
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ivec4 R8i = ivec4(0);
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ivec4 R9i = ivec4(0);
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ivec4 R10i = ivec4(0);
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ivec4 R11i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R124i = ivec4(0);
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ivec4 R125i = ivec4(0);
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ivec4 R126i = ivec4(0);
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ivec4 R127i = ivec4(0);
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(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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float cubeMapArrayIndex2 = 0.0;
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R0i = floatBitsToInt(gl_FragCoord.xyzw);
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R1i = floatBitsToInt(passParameter1);
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vec2 scaleFactor = vec2(overwriteWidth,overwriteHeight)/vec2(1280.0,720.0); // factor = newResolution / expectedResolution
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// //R4i.xyzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).wzxy);
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//vec2 scaleFactor = vec2(overwriteWidth,overwriteHeight)/vec2(textureGather(textureUnitPS5.x), textureGather(textureUnitPS5.y));
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R0i.xy = floatBitsToInt(intBitsToFloat(R0i.xy) / scaleFactor);
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// 0
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R6i.x = 0x3f800000;
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PV0i.x = R6i.x;
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PV0i.y = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(uf_remappedPS[0].x)));
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R127i.z = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(uf_remappedPS[0].y)));
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PV0i.z = R127i.z;
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R123i.w = floatBitsToInt((intBitsToFloat(R1i.x) * intBitsToFloat(R1i.x) + 1.0));
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PV0i.w = R123i.w;
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PS0i = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedPS[1].x));
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// 1
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R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) * intBitsToFloat(PS0i));
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PV1i.x = R2i.x;
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PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(PV0i.y)));
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R123i.z = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(R1i.y) + intBitsToFloat(PV0i.w)));
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PV1i.z = R123i.z;
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R11i.w = 0;
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PV1i.w = R11i.w;
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PS1i = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedPS[1].y));
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// 2
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R9i.x = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(R127i.z) + intBitsToFloat(PV1i.y)));
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PV0i.x = R9i.x;
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R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(PS1i));
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PV0i.y = R2i.y;
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tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.z));
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R0i.y = floatBitsToInt(tempResultf);
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PS0i = R0i.y;
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R3i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.xy)).xyzw);
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R2i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).x);
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// 0
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R127i.x = floatBitsToInt((intBitsToFloat(R3i.x) * intBitsToFloat(0x40000000) + -(1.0)));
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PV0i.x = R127i.x;
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R127i.y = floatBitsToInt((intBitsToFloat(R3i.y) * intBitsToFloat(0x40000000) + -(1.0)));
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PV0i.y = R127i.y;
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R127i.z = floatBitsToInt((intBitsToFloat(R3i.z) * intBitsToFloat(0x40000000) + -(1.0)));
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PV0i.z = R127i.z;
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R126i.w = floatBitsToInt((intBitsToFloat(uf_remappedPS[2].y) * intBitsToFloat(R2i.x) + intBitsToFloat(uf_remappedPS[2].x)));
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PV0i.w = R126i.w;
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R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(0x437f0000)));
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PS0i = R127i.w;
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// 1
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tempi.x = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.y) * intBitsToFloat(PV0i.y) + intBitsToFloat(PV0i.z) * intBitsToFloat(PV0i.z) + intBitsToFloat(0x80000000) * 0.0);
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PV1i.x = tempi.x;
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PV1i.y = tempi.x;
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PV1i.z = tempi.x;
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PV1i.w = tempi.x;
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R5i.x = floatBitsToInt((intBitsToFloat(R1i.x) * -(intBitsToFloat(PV0i.w)) + -(intBitsToFloat(uf_remappedPS[3].x))));
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PS1i = R5i.x;
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// 2
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R7i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(R0i.y)));
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PV0i.x = R7i.x;
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R2i.y = floatBitsToInt((intBitsToFloat(R1i.y) * -(intBitsToFloat(R126i.w)) + -(intBitsToFloat(uf_remappedPS[3].y))));
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PV0i.y = R2i.y;
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R0i.z = floatBitsToInt((intBitsToFloat(R1i.z) * -(intBitsToFloat(R126i.w)) + -(intBitsToFloat(uf_remappedPS[3].z))));
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PV0i.z = R0i.z;
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R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(R0i.y)));
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PV0i.w = R4i.w;
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tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
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PS0i = floatBitsToInt(tempResultf);
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// 3
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R8i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS0i)));
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PV1i.x = R8i.x;
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R6i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i)));
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PV1i.y = R6i.y;
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R5i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i)));
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PV1i.z = R5i.z;
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R5i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R0i.y)));
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PV1i.w = R5i.w;
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PS1i = int(intBitsToFloat(R127i.w));
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// 4
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backupReg0i = R0i.z;
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backupReg0i = R0i.z;
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tempi.x = floatBitsToInt(-(intBitsToFloat(R5i.x)) * -(intBitsToFloat(R5i.x)) + -(intBitsToFloat(R2i.y)) * -(intBitsToFloat(R2i.y)) + -(intBitsToFloat(backupReg0i)) * -(intBitsToFloat(backupReg0i)) + intBitsToFloat(0x80000000) * 0.0);
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PV0i.x = tempi.x;
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PV0i.y = tempi.x;
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PV0i.z = tempi.x;
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PV0i.w = tempi.x;
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R125i.x = PS1i & 0x00000002;
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PS0i = R125i.x;
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// 5
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R126i.x = floatBitsToInt(max(intBitsToFloat(PV0i.x), intBitsToFloat(0x3a83126f)));
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PV1i.x = R126i.x;
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R0i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + 1.0);
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PV1i.y = R0i.y;
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R2i.z = floatBitsToInt(-(intBitsToFloat(R126i.w)));
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PV1i.z = R2i.z;
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R0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), -(intBitsToFloat(R126i.w))));
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PV1i.w = R0i.w;
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R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), -(intBitsToFloat(R126i.w))));
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PS1i = R4i.y;
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// 6
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backupReg0i = R0i.z;
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R127i.x = floatBitsToInt(intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(R2i.y) * intBitsToFloat(uf_remappedPS[4].y) + intBitsToFloat(backupReg0i) * intBitsToFloat(uf_remappedPS[4].z) + intBitsToFloat(0x80000000) * 0.0);
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PV0i.x = R127i.x;
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PV0i.y = R127i.x;
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PV0i.z = R127i.x;
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PV0i.w = R127i.x;
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tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
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R125i.w = floatBitsToInt(tempResultf);
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PS0i = R125i.w;
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// 7
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backupReg0i = R0i.y;
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backupReg0i = R0i.y;
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PV1i.x = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R5i.x)), intBitsToFloat(PS0i)));
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PV1i.y = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R2i.y)), intBitsToFloat(PS0i)));
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R4i.z = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R0i.z)), intBitsToFloat(PS0i)));
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PV1i.z = R4i.z;
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PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].w), intBitsToFloat(PS0i)));
|
||||
R126i.z = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(backupReg0i) + intBitsToFloat(0x3d4ccccd)));
|
||||
R126i.z = clampFI32(R126i.z);
|
||||
PS1i = R126i.z;
|
||||
// 8
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(R8i.x) * intBitsToFloat(PV1i.x) + intBitsToFloat(R6i.y) * intBitsToFloat(PV1i.y) + intBitsToFloat(R5i.z) * intBitsToFloat(PV1i.z) + intBitsToFloat(0x80000000) * 0.0);
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R125i.z = floatBitsToInt(min(intBitsToFloat(PV1i.w), 1.0));
|
||||
PS0i = R125i.z;
|
||||
// 9
|
||||
backupReg0i = R0i.z;
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[6].x) + intBitsToFloat(R2i.y) * intBitsToFloat(uf_remappedPS[6].y) + intBitsToFloat(backupReg0i) * intBitsToFloat(uf_remappedPS[6].z) + intBitsToFloat(0x80000000) * 0.0);
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R127i.y = tempi.x;
|
||||
PS1i = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(1.0)));
|
||||
// 10
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(R5i.x) * intBitsToFloat(uf_remappedPS[7].x) + intBitsToFloat(R2i.y) * intBitsToFloat(uf_remappedPS[7].y) + intBitsToFloat(R0i.z) * intBitsToFloat(uf_remappedPS[7].z) + intBitsToFloat(0x80000000) * 0.0);
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R127i.z = tempi.x;
|
||||
R126i.w = floatBitsToInt(min(intBitsToFloat(PS1i), 1.0));
|
||||
PS0i = R126i.w;
|
||||
// 11
|
||||
redcCUBE(vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.x),intBitsToFloat(R127i.x),intBitsToFloat(R127i.y)),vec4(intBitsToFloat(R127i.y),intBitsToFloat(R127i.x),intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.x)),cubeMapSTM,cubeMapFaceId);
|
||||
R1i.x = floatBitsToInt(cubeMapSTM.x);
|
||||
R1i.y = floatBitsToInt(cubeMapSTM.y);
|
||||
R1i.z = floatBitsToInt(cubeMapSTM.z);
|
||||
R1i.w = cubeMapFaceId;
|
||||
PV1i.x = R1i.x;
|
||||
PV1i.y = R1i.y;
|
||||
PV1i.z = R1i.z;
|
||||
PV1i.w = R1i.w;
|
||||
R127i.x = floatBitsToInt(1.0 / intBitsToFloat(R125i.z));
|
||||
PS1i = R127i.x;
|
||||
// 12
|
||||
R3i.x = floatBitsToInt((intBitsToFloat(PS1i) * intBitsToFloat(uf_remappedPS[8].x) + intBitsToFloat(uf_remappedPS[8].y)));
|
||||
PV0i.x = R3i.x;
|
||||
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.z), intBitsToFloat(R126i.z)));
|
||||
PV0i.y = R127i.y;
|
||||
R126i.z = floatBitsToInt((intBitsToFloat(R126i.w) * intBitsToFloat(uf_remappedPS[8].z) + intBitsToFloat(uf_remappedPS[8].w)));
|
||||
PV0i.z = R126i.z;
|
||||
R126i.w = floatBitsToInt((intBitsToFloat(R0i.y) * 0.5 + 0.5));
|
||||
PV0i.w = R126i.w;
|
||||
PS0i = floatBitsToInt(1.0 / abs(intBitsToFloat(PV1i.z)));
|
||||
// 13
|
||||
backupReg0i = R1i.x;
|
||||
backupReg1i = R1i.y;
|
||||
R1i.x = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(PS0i) + intBitsToFloat(0x3fc00000)));
|
||||
PV1i.x = R1i.x;
|
||||
R1i.y = floatBitsToInt((intBitsToFloat(backupReg1i) * intBitsToFloat(PS0i) + intBitsToFloat(0x3fc00000)));
|
||||
PV1i.y = R1i.y;
|
||||
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.z)));
|
||||
R127i.w = ((intBitsToFloat(PV0i.z) > 0.0)?int(0xFFFFFFFF):int(0x0));
|
||||
PV1i.w = R127i.w;
|
||||
R10i.x = floatBitsToInt(intBitsToFloat(PV0i.y) + -(1.0));
|
||||
PS1i = R10i.x;
|
||||
// 14
|
||||
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.z), intBitsToFloat(PV1i.z)));
|
||||
R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(R126i.w)));
|
||||
R5i.y = floatBitsToInt(intBitsToFloat(R5i.y) / 2.0);
|
||||
PV0i.y = R5i.y;
|
||||
R6i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(0x3ea2f983)));
|
||||
PV0i.z = R6i.z;
|
||||
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(0x40400000)));
|
||||
R6i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(R125i.z)));
|
||||
PS0i = R6i.w;
|
||||
// 15
|
||||
R2i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(uf_remappedPS[9].y)));
|
||||
PV1i.x = R2i.x;
|
||||
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(uf_remappedPS[10].y)));
|
||||
PV1i.y = clampFI32(PV1i.y);
|
||||
R123i.z = ((R127i.w == 0)?(0):(PV0i.x));
|
||||
PV1i.z = R123i.z;
|
||||
R2i.w = floatBitsToInt(-(intBitsToFloat(PV0i.y)) + 1.0);
|
||||
PV1i.w = R2i.w;
|
||||
PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w));
|
||||
// 16
|
||||
R4i.x = ((intBitsToFloat(R3i.x) > intBitsToFloat(uf_remappedPS[9].x))?int(0xFFFFFFFF):int(0x0));
|
||||
PV0i.x = R4i.x;
|
||||
R3i.y = ((R125i.x == 0)?(R126i.z):(PV1i.z));
|
||||
PV0i.y = R3i.y;
|
||||
R3i.z = floatBitsToInt((-(intBitsToFloat(PV1i.y)) * intBitsToFloat(PV1i.y) + 1.0));
|
||||
PV0i.z = R3i.z;
|
||||
R3i.w = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PS1i));
|
||||
R3i.w = clampFI32(R3i.w);
|
||||
PV0i.w = R3i.w;
|
||||
R0i.x = floatBitsToInt(1.0 / intBitsToFloat(R125i.w));
|
||||
R0i.x = floatBitsToInt(intBitsToFloat(R0i.x) / 2.0);
|
||||
PS0i = R0i.x;
|
||||
R1i.w = floatBitsToInt(texture(textureUnitPS2, vec4(redcCUBEReverse(intBitsToFloat(R1i.yx),R1i.w),cubeMapArrayIndex2)).x);
|
||||
R3i.y = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R3i.xy)).x);
|
||||
// 0
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(R8i.x) * intBitsToFloat(R7i.x) + intBitsToFloat(R6i.y) * intBitsToFloat(R4i.w) + intBitsToFloat(R5i.z) * intBitsToFloat(R5i.w) + intBitsToFloat(0x80000000) * 0.0);
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
PS0i = ((intBitsToFloat(R1i.w) > intBitsToFloat(0x3f7ae148))?int(0xFFFFFFFF):int(0x0));
|
||||
// 1
|
||||
R126i.x = ((PS0i == 0)?(R1i.w):(0x42c80000));
|
||||
PV1i.x = R126i.x;
|
||||
PV1i.y = PV0i.x;
|
||||
PV1i.y = clampFI32(PV1i.y);
|
||||
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.y), intBitsToFloat(R2i.x)));
|
||||
PV1i.z = R125i.z;
|
||||
PV1i.w = PV0i.x;
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * 2.0);
|
||||
PS1i = floatBitsToInt(1.0 / intBitsToFloat(R3i.w));
|
||||
// 2
|
||||
R125i.x = floatBitsToInt((intBitsToFloat(R8i.x) * intBitsToFloat(PV1i.w) + -(intBitsToFloat(R7i.x))));
|
||||
PV0i.x = R125i.x;
|
||||
R127i.y = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(PV1i.w) + -(intBitsToFloat(R4i.w))));
|
||||
PV0i.y = R127i.y;
|
||||
R126i.z = floatBitsToInt((intBitsToFloat(R5i.z) * intBitsToFloat(PV1i.w) + -(intBitsToFloat(R5i.w))));
|
||||
PV0i.z = R126i.z;
|
||||
R123i.w = floatBitsToInt((intBitsToFloat(PV1i.y) * intBitsToFloat(R2i.w) + intBitsToFloat(R5i.y)));
|
||||
PV0i.w = R123i.w;
|
||||
R126i.y = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(PS1i));
|
||||
PS0i = R126i.y;
|
||||
// 3
|
||||
backupReg0i = R0i.z;
|
||||
tempi.x = floatBitsToInt(-(intBitsToFloat(R5i.x)) * intBitsToFloat(PV0i.x) + -(intBitsToFloat(R2i.y)) * intBitsToFloat(PV0i.y) + -(intBitsToFloat(backupReg0i)) * intBitsToFloat(PV0i.z) + intBitsToFloat(0x80000000) * 0.0);
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R124i.y = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w));
|
||||
PS1i = R124i.y;
|
||||
// 4
|
||||
backupReg0i = R127i.y;
|
||||
backupReg1i = R126i.z;
|
||||
backupReg2i = R126i.x;
|
||||
R126i.x = floatBitsToInt((intBitsToFloat(R125i.x) * intBitsToFloat(PV1i.x) + intBitsToFloat(R5i.x)));
|
||||
PV0i.x = R126i.x;
|
||||
R127i.y = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(PV1i.x) + intBitsToFloat(R2i.y)));
|
||||
PV0i.y = R127i.y;
|
||||
R126i.z = floatBitsToInt((intBitsToFloat(backupReg1i) * intBitsToFloat(PV1i.x) + intBitsToFloat(R0i.z)));
|
||||
PV0i.z = R126i.z;
|
||||
R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedPS[10].z) * intBitsToFloat(backupReg2i) + intBitsToFloat(0x40800000))/2.0);
|
||||
PV0i.w = R123i.w;
|
||||
R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R126i.y)));
|
||||
PS0i = R3i.w;
|
||||
// 5
|
||||
backupReg0i = R0i.x;
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.y) * intBitsToFloat(PV0i.y) + intBitsToFloat(PV0i.z) * intBitsToFloat(PV0i.z) + intBitsToFloat(0x80000000) * 0.0);
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R127i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(backupReg0i)));
|
||||
R127i.z = clampFI32(R127i.z);
|
||||
PS1i = R127i.z;
|
||||
// 6
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(R0i.w) * intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(R4i.y) * intBitsToFloat(uf_remappedPS[4].y) + intBitsToFloat(R2i.z) * intBitsToFloat(uf_remappedPS[4].z) + intBitsToFloat(R6i.x) * intBitsToFloat(uf_remappedPS[4].w));
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R126i.y = tempi.x;
|
||||
PS0i = floatBitsToInt(sqrt(intBitsToFloat(PV1i.x)));
|
||||
// 7
|
||||
R125i.x = floatBitsToInt(intBitsToFloat(R0i.w) * intBitsToFloat(uf_remappedPS[6].x) + intBitsToFloat(R4i.y) * intBitsToFloat(uf_remappedPS[6].y) + intBitsToFloat(R2i.z) * intBitsToFloat(uf_remappedPS[6].z) + intBitsToFloat(R6i.x) * intBitsToFloat(uf_remappedPS[6].w));
|
||||
PV1i.x = R125i.x;
|
||||
PV1i.y = R125i.x;
|
||||
PV1i.z = R125i.x;
|
||||
PV1i.w = R125i.x;
|
||||
PS1i = floatBitsToInt(1.0 / intBitsToFloat(PS0i));
|
||||
// 8
|
||||
R124i.x = ((R4i.x == 0)?(R3i.y):(R125i.z));
|
||||
PV0i.x = R124i.x;
|
||||
R125i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + intBitsToFloat(uf_remappedPS[11].y));
|
||||
R125i.y = clampFI32(R125i.y);
|
||||
PV0i.y = R125i.y;
|
||||
R125i.z = floatBitsToInt(-(intBitsToFloat(R126i.y)) + intBitsToFloat(uf_remappedPS[11].x));
|
||||
R125i.z = clampFI32(R125i.z);
|
||||
PV0i.z = R125i.z;
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[5].w) * intBitsToFloat(PS1i));
|
||||
PV0i.w = clampFI32(PV0i.w);
|
||||
R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(R3i.z)));
|
||||
PS0i = R1i.w;
|
||||
// 9
|
||||
backupReg0i = R126i.x;
|
||||
backupReg1i = R127i.y;
|
||||
backupReg2i = R126i.z;
|
||||
backupReg3i = R125i.x;
|
||||
R126i.x = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(PV0i.w) + -(intBitsToFloat(R5i.x))));
|
||||
PV1i.x = R126i.x;
|
||||
R127i.y = floatBitsToInt((intBitsToFloat(backupReg1i) * intBitsToFloat(PV0i.w) + -(intBitsToFloat(R2i.y))));
|
||||
PV1i.y = R127i.y;
|
||||
R126i.z = floatBitsToInt((intBitsToFloat(backupReg2i) * intBitsToFloat(PV0i.w) + -(intBitsToFloat(R0i.z))));
|
||||
PV1i.z = R126i.z;
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(R126i.y) + -(intBitsToFloat(uf_remappedPS[12].x)));
|
||||
PV1i.w = clampFI32(PV1i.w);
|
||||
R125i.x = floatBitsToInt(intBitsToFloat(backupReg3i) + -(intBitsToFloat(uf_remappedPS[12].y)));
|
||||
R125i.x = clampFI32(R125i.x);
|
||||
PS1i = R125i.x;
|
||||
// 10
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(PV1i.x) + intBitsToFloat(PV1i.y) * intBitsToFloat(PV1i.y) + intBitsToFloat(PV1i.z) * intBitsToFloat(PV1i.z) + intBitsToFloat(0x80000000) * 0.0);
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R127i.x = floatBitsToInt(max(intBitsToFloat(R125i.z), intBitsToFloat(PV1i.w)));
|
||||
PS0i = R127i.x;
|
||||
// 11
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(R0i.w) * intBitsToFloat(uf_remappedPS[7].x) + intBitsToFloat(R4i.y) * intBitsToFloat(uf_remappedPS[7].y) + intBitsToFloat(R2i.z) * intBitsToFloat(uf_remappedPS[7].z) + intBitsToFloat(R6i.x) * intBitsToFloat(uf_remappedPS[7].w));
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R125i.w = tempi.x;
|
||||
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
|
||||
PS1i = floatBitsToInt(tempResultf);
|
||||
// 12
|
||||
backupReg0i = R127i.y;
|
||||
backupReg1i = R126i.z;
|
||||
backupReg2i = R127i.x;
|
||||
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(PS1i)));
|
||||
PV0i.x = R127i.x;
|
||||
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS1i)));
|
||||
PV0i.y = R127i.y;
|
||||
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(PS1i)));
|
||||
PV0i.z = R126i.z;
|
||||
R124i.w = floatBitsToInt(max(intBitsToFloat(R125i.y), intBitsToFloat(R125i.x)));
|
||||
PV0i.w = R124i.w;
|
||||
R127i.w = floatBitsToInt(-(intBitsToFloat(backupReg2i)) + 1.0);
|
||||
PS0i = R127i.w;
|
||||
// 13
|
||||
backupReg0i = R125i.w;
|
||||
backupReg0i = R125i.w;
|
||||
R126i.x = floatBitsToInt(intBitsToFloat(R7i.x) + intBitsToFloat(PV0i.x));
|
||||
PV1i.x = R126i.x;
|
||||
R125i.y = floatBitsToInt(intBitsToFloat(R4i.w) + intBitsToFloat(PV0i.y));
|
||||
PV1i.y = R125i.y;
|
||||
R125i.z = floatBitsToInt(intBitsToFloat(R5i.w) + intBitsToFloat(PV0i.z));
|
||||
PV1i.z = R125i.z;
|
||||
R125i.w = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(uf_remappedPS[11].z));
|
||||
R125i.w = clampFI32(R125i.w);
|
||||
PV1i.w = R125i.w;
|
||||
R126i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(uf_remappedPS[12].z)));
|
||||
R126i.w = clampFI32(R126i.w);
|
||||
PS1i = R126i.w;
|
||||
// 14
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(PV1i.x) + intBitsToFloat(PV1i.y) * intBitsToFloat(PV1i.y) + intBitsToFloat(PV1i.z) * intBitsToFloat(PV1i.z) + intBitsToFloat(0x80000000) * 0.0);
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R0i.w = floatBitsToInt(max(-(intBitsToFloat(R4i.z)), 0.0));
|
||||
PS0i = R0i.w;
|
||||
// 15
|
||||
R6i.x = floatBitsToInt(intBitsToFloat(R8i.x) * intBitsToFloat(R127i.x) + intBitsToFloat(R6i.y) * intBitsToFloat(R127i.y) + intBitsToFloat(R5i.z) * intBitsToFloat(R126i.z) + intBitsToFloat(0x80000000) * 0.0);
|
||||
R6i.x = clampFI32(R6i.x);
|
||||
PV1i.x = R6i.x;
|
||||
PV1i.y = R6i.x;
|
||||
PV1i.z = R6i.x;
|
||||
PV1i.w = R6i.x;
|
||||
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
|
||||
PS1i = floatBitsToInt(tempResultf);
|
||||
// 16
|
||||
backupReg0i = R126i.x;
|
||||
backupReg1i = R125i.y;
|
||||
backupReg2i = R127i.z;
|
||||
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS1i)));
|
||||
PV0i.x = R126i.x;
|
||||
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(PS1i)));
|
||||
PV0i.y = R125i.y;
|
||||
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(PS1i)));
|
||||
PV0i.z = R127i.z;
|
||||
R123i.w = floatBitsToInt((intBitsToFloat(PV1i.x) * intBitsToFloat(R2i.w) + intBitsToFloat(R5i.y)));
|
||||
PV0i.w = R123i.w;
|
||||
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg2i), intBitsToFloat(R127i.w)));
|
||||
PS0i = R125i.z;
|
||||
// 17
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(R7i.x) * intBitsToFloat(PV0i.x) + intBitsToFloat(R4i.w) * intBitsToFloat(PV0i.y) + intBitsToFloat(R5i.w) * intBitsToFloat(PV0i.z) + intBitsToFloat(0x80000000) * 0.0);
|
||||
tempi.x = clampFI32(tempi.x);
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R127i.w = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w));
|
||||
PS1i = R127i.w;
|
||||
// 18
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(R8i.x) * intBitsToFloat(R126i.x) + intBitsToFloat(R6i.y) * intBitsToFloat(R125i.y) + intBitsToFloat(R5i.z) * intBitsToFloat(R127i.z) + intBitsToFloat(0x80000000) * 0.0);
|
||||
tempi.x = clampFI32(tempi.x);
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R125i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
|
||||
PS0i = R125i.y;
|
||||
// 19
|
||||
backupReg0i = R124i.y;
|
||||
backupReg1i = R9i.x;
|
||||
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(PS0i)));
|
||||
PV1i.x = R126i.x;
|
||||
R124i.y = floatBitsToInt(max(intBitsToFloat(R125i.w), intBitsToFloat(R126i.w)));
|
||||
PV1i.y = R124i.y;
|
||||
R5i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R127i.w)));
|
||||
PV1i.z = R5i.z;
|
||||
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
|
||||
R9i.x = floatBitsToInt((-(intBitsToFloat(uf_remappedPS[0].z)) * intBitsToFloat(backupReg1i) + 1.0));
|
||||
R9i.x = clampFI32(R9i.x);
|
||||
PS1i = R9i.x;
|
||||
// 20
|
||||
backupReg0i = R125i.y;
|
||||
PV0i.x = floatBitsToInt(-(intBitsToFloat(R124i.w)) + 1.0);
|
||||
R125i.y = floatBitsToInt(min(intBitsToFloat(R0i.w), 1.0));
|
||||
PV0i.y = R125i.y;
|
||||
R123i.z = floatBitsToInt((intBitsToFloat(R10i.x) * intBitsToFloat(PV1i.w) + 1.0));
|
||||
PV0i.z = R123i.z;
|
||||
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.x)));
|
||||
R127i.y = floatBitsToInt(-(intBitsToFloat(R1i.w)) + 1.0);
|
||||
PS0i = R127i.y;
|
||||
// 21
|
||||
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.z)));
|
||||
R6i.y = floatBitsToInt(-(intBitsToFloat(R124i.y)) + 1.0);
|
||||
PV1i.y = R6i.y;
|
||||
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(PV0i.w)));
|
||||
R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(PV0i.x)));
|
||||
PV1i.w = R4i.w;
|
||||
R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].x), intBitsToFloat(R124i.x)));
|
||||
PS1i = R5i.y;
|
||||
// 22
|
||||
R10i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].y), intBitsToFloat(R124i.x)));
|
||||
PV0i.x = R10i.x;
|
||||
R4i.y = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0x3f75c28f) + intBitsToFloat(0x3d23d70a)));
|
||||
PV0i.y = R4i.y;
|
||||
R4i.z = floatBitsToInt((intBitsToFloat(R125i.y) * intBitsToFloat(R127i.y) + intBitsToFloat(R1i.w)));
|
||||
PV0i.z = R4i.z;
|
||||
R5i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].z), intBitsToFloat(R124i.x)));
|
||||
PV0i.w = R5i.w;
|
||||
R0i.w = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x));
|
||||
PS0i = R0i.w;
|
||||
// 0
|
||||
R123i.x = floatBitsToInt((intBitsToFloat(R4i.w) * intBitsToFloat(R6i.y) + -(1.0)));
|
||||
PV0i.x = R123i.x;
|
||||
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.y), intBitsToFloat(0x3ea2f983)));
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(R6i.z) * intBitsToFloat(R0i.w));
|
||||
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R10i.x), intBitsToFloat(0x3ea2f983)));
|
||||
PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(0x3ea2f983)));
|
||||
// 1
|
||||
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(R4i.y)));
|
||||
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(PV0i.y)));
|
||||
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(PV0i.w)));
|
||||
R124i.w = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(uf_remappedPS[10].w) + 1.0));
|
||||
PV1i.w = R124i.w;
|
||||
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(PS0i)));
|
||||
// 2
|
||||
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(PV1i.y)));
|
||||
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(PV1i.z)));
|
||||
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(PS1i)));
|
||||
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.z), intBitsToFloat(PV1i.x)));
|
||||
// 3
|
||||
R11i.x = floatBitsToInt(min(intBitsToFloat(PV0i.x), intBitsToFloat(0x42000000)));
|
||||
PV1i.x = R11i.x;
|
||||
R11i.y = floatBitsToInt(min(intBitsToFloat(PV0i.y), intBitsToFloat(0x42000000)));
|
||||
PV1i.y = R11i.y;
|
||||
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x3e800000));
|
||||
R11i.z = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(0x42000000)));
|
||||
PS1i = R11i.z;
|
||||
// 4
|
||||
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(PV1i.z)));
|
||||
// 5
|
||||
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.w), intBitsToFloat(PV0i.y)));
|
||||
// 6
|
||||
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(PV1i.x)));
|
||||
// 7
|
||||
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].z), intBitsToFloat(PV0i.w)));
|
||||
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].y), intBitsToFloat(PV0i.w)));
|
||||
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].x), intBitsToFloat(PV0i.w)));
|
||||
// 8
|
||||
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.x), intBitsToFloat(PV1i.x)));
|
||||
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.x), intBitsToFloat(PV1i.y)));
|
||||
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.x), intBitsToFloat(PV1i.z)));
|
||||
// 9
|
||||
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(PV0i.w)));
|
||||
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(PV0i.y)));
|
||||
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(PV0i.z)));
|
||||
// 10
|
||||
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.w), intBitsToFloat(PV1i.w)));
|
||||
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.w), intBitsToFloat(PV1i.x)));
|
||||
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.w), intBitsToFloat(PV1i.z)));
|
||||
// 11
|
||||
R4i.x = floatBitsToInt(min(intBitsToFloat(PV0i.y), intBitsToFloat(0x42000000)));
|
||||
PV1i.x = R4i.x;
|
||||
R4i.y = floatBitsToInt(min(intBitsToFloat(PV0i.x), intBitsToFloat(0x42000000)));
|
||||
PV1i.y = R4i.y;
|
||||
R4i.z = floatBitsToInt(min(intBitsToFloat(PV0i.w), intBitsToFloat(0x42000000)));
|
||||
PV1i.z = R4i.z;
|
||||
// 12
|
||||
R0i.x = R11i.x;
|
||||
PV0i.x = R0i.x;
|
||||
R0i.y = R11i.y;
|
||||
PV0i.y = R0i.y;
|
||||
R0i.z = R11i.z;
|
||||
PV0i.z = R0i.z;
|
||||
R0i.w = R11i.w;
|
||||
PV0i.w = R0i.w;
|
||||
// 13
|
||||
R1i.x = R4i.x;
|
||||
PV1i.x = R1i.x;
|
||||
R1i.y = R4i.y;
|
||||
PV1i.y = R1i.y;
|
||||
R1i.z = R4i.z;
|
||||
PV1i.z = R1i.z;
|
||||
R1i.w = R4i.w;
|
||||
PV1i.w = R1i.w;
|
||||
// export
|
||||
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
|
||||
passPixelColor1 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
|
||||
}
|
@ -0,0 +1,211 @@
|
||||
#version 400
|
||||
#extension GL_ARB_texture_gather : enable //DOF light bath scene
|
||||
const float overwriteWidth = 640.0; //overwidth value.0
|
||||
const float overwriteHeight = 480.0;
|
||||
|
||||
|
||||
// shader 5c8493f4fb8147f3
|
||||
uniform ivec4 uf_remappedPS[4];
|
||||
uniform sampler3D textureUnitPS1;// Tex1 addr 0x3dd9c800 res 32x32x32 dim 2 tm: 7 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x6) sliceView: 0x0 (num 0x20) Sampler1 ClampX/Y/Z: 0 0 0 border: 1
|
||||
in vec4 passParameter0;
|
||||
in vec4 passParameter1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
||||
void main()
|
||||
{
|
||||
ivec4 R0i = ivec4(0);
|
||||
ivec4 R1i = ivec4(0);
|
||||
ivec4 R2i = ivec4(0);
|
||||
ivec4 R3i = ivec4(0);
|
||||
ivec4 R123i = ivec4(0);
|
||||
ivec4 R126i = ivec4(0);
|
||||
ivec4 R127i = ivec4(0);
|
||||
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
|
||||
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
|
||||
int PS0i = 0, PS1i = 0;
|
||||
ivec4 tempi = ivec4(0);
|
||||
float tempResultf;
|
||||
int tempResulti;
|
||||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
bool activeMaskStack[3];
|
||||
bool activeMaskStackC[4];
|
||||
activeMaskStack[0] = false;
|
||||
activeMaskStack[1] = false;
|
||||
activeMaskStackC[0] = false;
|
||||
activeMaskStackC[1] = false;
|
||||
activeMaskStackC[2] = false;
|
||||
activeMaskStack[0] = true;
|
||||
activeMaskStackC[0] = true;
|
||||
activeMaskStackC[1] = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0i = floatBitsToInt(gl_FragCoord.xyzw);
|
||||
R1i = floatBitsToInt(passParameter1);
|
||||
|
||||
vec2 scaleFactor = vec2(overwriteWidth,overwriteHeight)/vec2(1280.0,720.0); // factor = newResolution / expectedResolution
|
||||
// //R4i.xyzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).wzxy);
|
||||
//vec2 scaleFactor = vec2(overwriteWidth,overwriteHeight)/vec2(textureGather(textureUnitPS5.x), textureGather(textureUnitPS5.y));
|
||||
R0i.xy = floatBitsToInt(intBitsToFloat(R0i.xy) / scaleFactor);
|
||||
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
activeMaskStack[1] = activeMaskStack[0];
|
||||
activeMaskStackC[2] = activeMaskStackC[1];
|
||||
// 0
|
||||
backupReg0i = R1i.y;
|
||||
backupReg1i = R1i.z;
|
||||
backupReg2i = R1i.x;
|
||||
R1i.x = floatBitsToInt(1.0);
|
||||
PV0i.x = R1i.x;
|
||||
R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(uf_remappedPS[0].x)));
|
||||
PV0i.y = R1i.y;
|
||||
R1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(uf_remappedPS[0].x)));
|
||||
PV0i.z = R1i.z;
|
||||
PV0i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[1].w)) + intBitsToFloat(0x3f59999a));
|
||||
R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg2i), intBitsToFloat(uf_remappedPS[0].x)));
|
||||
PS0i = R3i.x;
|
||||
// 1
|
||||
R0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(0x3f969696)));
|
||||
R0i.z = clampFI32(R0i.z);
|
||||
PV1i.z = R0i.z;
|
||||
// 2
|
||||
predResult = (1.0 > intBitsToFloat(uf_remappedPS[1].w));
|
||||
activeMaskStack[1] = predResult;
|
||||
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
|
||||
}
|
||||
else {
|
||||
activeMaskStack[1] = false;
|
||||
activeMaskStackC[2] = false;
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
// 0
|
||||
R2i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.x), intBitsToFloat(uf_remappedPS[2].z)));
|
||||
PV0i.x = R2i.x;
|
||||
R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(uf_remappedPS[2].z)));
|
||||
PV0i.y = R2i.y;
|
||||
R2i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(uf_remappedPS[2].z)));
|
||||
PV0i.z = R2i.z;
|
||||
R3i.y = R1i.z;
|
||||
R3i.y = floatBitsToInt(intBitsToFloat(R3i.y) / 2.0);
|
||||
PS0i = R3i.y;
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
R0i.w = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z))).x);
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
// 0
|
||||
R2i.x = R3i.x;
|
||||
R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) / 2.0);
|
||||
PV0i.x = R2i.x;
|
||||
R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(uf_remappedPS[2].y)));
|
||||
PV0i.y = R2i.y;
|
||||
R2i.z = floatBitsToInt((intBitsToFloat(uf_remappedPS[2].w) * intBitsToFloat(R0i.w) + intBitsToFloat(R3i.y)));
|
||||
PV0i.z = R2i.z;
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
R1i.z = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z))).x);
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
// 0
|
||||
if( (intBitsToFloat(R0i.z) > intBitsToFloat(R1i.z))) discard;
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
activeMaskStack[2] = activeMaskStack[1];
|
||||
activeMaskStackC[3] = activeMaskStackC[2];
|
||||
// 0
|
||||
predResult = (intBitsToFloat(R0i.z) > intBitsToFloat(R1i.z));
|
||||
activeMaskStack[2] = predResult;
|
||||
activeMaskStackC[3] = predResult == true && activeMaskStackC[2] == true;
|
||||
}
|
||||
else {
|
||||
activeMaskStack[2] = false;
|
||||
activeMaskStackC[3] = false;
|
||||
}
|
||||
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
activeMaskStack[1] = activeMaskStack[0];
|
||||
activeMaskStackC[2] = activeMaskStackC[1];
|
||||
// 0
|
||||
predResult = (intBitsToFloat(uf_remappedPS[1].w) >= 1.0);
|
||||
activeMaskStack[1] = predResult;
|
||||
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
|
||||
}
|
||||
else {
|
||||
activeMaskStack[1] = false;
|
||||
activeMaskStackC[2] = false;
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
// 0
|
||||
backupReg0i = R0i.x;
|
||||
backupReg1i = R0i.y;
|
||||
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(0x3e800000)));
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[1].z) + intBitsToFloat(uf_remappedPS[3].w));
|
||||
PV0i.y = clampFI32(PV0i.y);
|
||||
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(0x3e800000)));
|
||||
// 1
|
||||
PV1i.y = floatBitsToInt(fract(intBitsToFloat(PV0i.w)));
|
||||
PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * 4.0);
|
||||
PV1i.z = floatBitsToInt(fract(intBitsToFloat(PV0i.x)));
|
||||
PV1i.z = floatBitsToInt(intBitsToFloat(PV1i.z) * 4.0);
|
||||
R123i.w = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(0x40e00000) + 1.0));
|
||||
PV1i.w = R123i.w;
|
||||
// 2
|
||||
PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(PV1i.y));
|
||||
R127i.z = int(intBitsToFloat(PV1i.w));
|
||||
PS0i = R127i.z;
|
||||
// 3
|
||||
R127i.x = int(intBitsToFloat(PV0i.y));
|
||||
PS1i = R127i.x;
|
||||
// 4
|
||||
R127i.w = floatBitsToInt(float(R127i.z));
|
||||
PS0i = R127i.w;
|
||||
// 5
|
||||
R127i.z = floatBitsToInt(abs(intBitsToFloat(PS0i)));
|
||||
PV1i.z = R127i.z;
|
||||
R126i.z = floatBitsToInt(float(R127i.x));
|
||||
PS1i = R126i.z;
|
||||
// 6
|
||||
R127i.y = floatBitsToInt(abs(intBitsToFloat(PS1i)));
|
||||
PV0i.y = R127i.y;
|
||||
PS0i = floatBitsToInt(1.0 / abs(intBitsToFloat(R127i.w)));
|
||||
// 7
|
||||
PV1i.x = floatBitsToInt(mul_nonIEEE(abs(intBitsToFloat(R126i.z)), intBitsToFloat(PS0i)));
|
||||
// 8
|
||||
PV0i.w = floatBitsToInt(trunc(intBitsToFloat(PV1i.x)));
|
||||
// 9
|
||||
R127i.x = floatBitsToInt((-(intBitsToFloat(PV0i.w)) * intBitsToFloat(R127i.z) + intBitsToFloat(R127i.y)));
|
||||
PV1i.x = R127i.x;
|
||||
// 10
|
||||
PV0i.z = floatBitsToInt((intBitsToFloat(PV1i.x) >= abs(intBitsToFloat(R127i.w)))?1.0:0.0);
|
||||
PV0i.w = floatBitsToInt(-(abs(intBitsToFloat(R127i.w))) + intBitsToFloat(PV1i.x));
|
||||
// 11
|
||||
R127i.y = ((intBitsToFloat(PV0i.z) == 0.0)?(R127i.x):(PV0i.w));
|
||||
PV1i.y = R127i.y;
|
||||
// 12
|
||||
PV0i.x = floatBitsToInt(abs(intBitsToFloat(R127i.w)) + intBitsToFloat(PV1i.y));
|
||||
// 13
|
||||
R123i.w = ((-(intBitsToFloat(R127i.y)) > 0.0)?(PV0i.x):(R127i.y));
|
||||
PV1i.w = R123i.w;
|
||||
// 14
|
||||
R123i.z = ((-(intBitsToFloat(R126i.z)) > 0.0)?(floatBitsToInt(-(intBitsToFloat(PV1i.w)))):(PV1i.w));
|
||||
PV0i.z = R123i.z;
|
||||
// 15
|
||||
R123i.y = ((intBitsToFloat(R127i.w) == 0.0)?(R126i.z):(PV0i.z));
|
||||
PV1i.y = R123i.y;
|
||||
// 16
|
||||
PS0i = int(intBitsToFloat(PV1i.y));
|
||||
// 17
|
||||
if( (PS0i == 0)) discard;
|
||||
}
|
||||
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
|
||||
// export
|
||||
passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.x), intBitsToFloat(R1i.x), intBitsToFloat(R1i.x));
|
||||
}
|
@ -0,0 +1,561 @@
|
||||
#version 400
|
||||
#extension GL_ARB_texture_gather : enable // overhad bath scene. dependency on depth shader
|
||||
const float overwriteWidth = 640.0; //overwidth value.0
|
||||
const float overwriteHeight = 480.0;
|
||||
|
||||
// shader b44e557a637e76dc
|
||||
uniform ivec4 uf_remappedPS[10];
|
||||
uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||
uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
||||
uniform sampler2D textureUnitPS2;// Tex2 addr 0x3de11800 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
|
||||
in vec4 passParameter0;
|
||||
noperspective in vec4 passParameter1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
layout(location = 1) out vec4 passPixelColor1;
|
||||
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
||||
void main()
|
||||
{
|
||||
ivec4 R0i = ivec4(0);
|
||||
ivec4 R1i = ivec4(0);
|
||||
ivec4 R2i = ivec4(0);
|
||||
ivec4 R3i = ivec4(0);
|
||||
ivec4 R4i = ivec4(0);
|
||||
ivec4 R5i = ivec4(0);
|
||||
ivec4 R6i = ivec4(0);
|
||||
ivec4 R7i = ivec4(0);
|
||||
ivec4 R8i = ivec4(0);
|
||||
ivec4 R9i = ivec4(0);
|
||||
ivec4 R10i = ivec4(0);
|
||||
ivec4 R11i = ivec4(0);
|
||||
ivec4 R12i = ivec4(0);
|
||||
ivec4 R13i = ivec4(0);
|
||||
ivec4 R122i = ivec4(0);
|
||||
ivec4 R123i = ivec4(0);
|
||||
ivec4 R124i = ivec4(0);
|
||||
ivec4 R125i = ivec4(0);
|
||||
ivec4 R126i = ivec4(0);
|
||||
ivec4 R127i = ivec4(0);
|
||||
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
|
||||
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
|
||||
int PS0i = 0, PS1i = 0;
|
||||
ivec4 tempi = ivec4(0);
|
||||
float tempResultf;
|
||||
int tempResulti;
|
||||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0i = floatBitsToInt(gl_FragCoord.xyzw);
|
||||
R1i = floatBitsToInt(passParameter1);
|
||||
|
||||
vec2 scaleFactor = vec2(overwriteWidth,overwriteHeight)/vec2(1280.0,720.0); // factor = newResolution / expectedResolution
|
||||
// //R4i.xyzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).wzxy);
|
||||
//vec2 scaleFactor = vec2(overwriteWidth,overwriteHeight)/vec2(textureGather(textureUnitPS5.x), textureGather(textureUnitPS5.y));
|
||||
R0i.xy = floatBitsToInt(intBitsToFloat(R0i.xy) / scaleFactor);
|
||||
|
||||
|
||||
// 0
|
||||
R123i.x = floatBitsToInt((intBitsToFloat(R1i.x) * intBitsToFloat(R1i.x) + 1.0));
|
||||
PV0i.x = R123i.x;
|
||||
R6i.y = floatBitsToInt(-(intBitsToFloat(R1i.y)) + intBitsToFloat(uf_remappedPS[0].y));
|
||||
PV0i.y = R6i.y;
|
||||
R0i.z = 0;
|
||||
PV0i.z = R0i.z;
|
||||
R2i.w = floatBitsToInt(-(intBitsToFloat(R1i.x)) + intBitsToFloat(uf_remappedPS[0].x));
|
||||
PV0i.w = R2i.w;
|
||||
PS0i = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedPS[1].x));
|
||||
// 1
|
||||
R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) * intBitsToFloat(PS0i));
|
||||
PV1i.x = R2i.x;
|
||||
R0i.w = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(R1i.y) + intBitsToFloat(PV0i.x)));
|
||||
PV1i.w = R0i.w;
|
||||
PS1i = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedPS[1].y));
|
||||
// 2
|
||||
R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(PS1i));
|
||||
PV0i.y = R2i.y;
|
||||
R13i.w = 0;
|
||||
PV0i.w = R13i.w;
|
||||
R1i.w = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedPS[2].w));
|
||||
PS0i = R1i.w;
|
||||
R3i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.xy)).xyzw);
|
||||
R2i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).x);
|
||||
// 0
|
||||
R127i.x = floatBitsToInt((intBitsToFloat(R3i.x) * intBitsToFloat(0x40000000) + -(1.0)));
|
||||
PV0i.x = R127i.x;
|
||||
R127i.y = floatBitsToInt((intBitsToFloat(R3i.y) * intBitsToFloat(0x40000000) + -(1.0)));
|
||||
PV0i.y = R127i.y;
|
||||
R127i.z = floatBitsToInt((intBitsToFloat(R3i.z) * intBitsToFloat(0x40000000) + -(1.0)));
|
||||
PV0i.z = R127i.z;
|
||||
R127i.w = floatBitsToInt((intBitsToFloat(uf_remappedPS[3].y) * intBitsToFloat(R2i.x) + intBitsToFloat(uf_remappedPS[3].x)));
|
||||
PV0i.w = R127i.w;
|
||||
tempResultf = 1.0 / sqrt(intBitsToFloat(R0i.w));
|
||||
R126i.w = floatBitsToInt(tempResultf);
|
||||
PS0i = R126i.w;
|
||||
// 1
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.y) * intBitsToFloat(PV0i.y) + intBitsToFloat(PV0i.z) * intBitsToFloat(PV0i.z) + intBitsToFloat(0x80000000) * 0.0);
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R126i.y = floatBitsToInt(-(intBitsToFloat(PV0i.w)));
|
||||
PS1i = R126i.y;
|
||||
// 2
|
||||
backupReg0i = R127i.w;
|
||||
R125i.x = floatBitsToInt(-(intBitsToFloat(PS1i)) + intBitsToFloat(uf_remappedPS[4].z));
|
||||
PV0i.x = R125i.x;
|
||||
R9i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(R126i.w)));
|
||||
PV0i.y = R9i.y;
|
||||
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), -(intBitsToFloat(R127i.w))));
|
||||
PV0i.z = R126i.z;
|
||||
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), -(intBitsToFloat(backupReg0i))));
|
||||
PV0i.w = R127i.w;
|
||||
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
|
||||
PS0i = floatBitsToInt(tempResultf);
|
||||
// 3
|
||||
R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS0i)));
|
||||
PV1i.x = R4i.x;
|
||||
R11i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i)));
|
||||
PV1i.y = R11i.y;
|
||||
R6i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i)));
|
||||
PV1i.z = R6i.z;
|
||||
R124i.w = floatBitsToInt(-(intBitsToFloat(PV0i.z)) + intBitsToFloat(uf_remappedPS[4].x));
|
||||
PV1i.w = R124i.w;
|
||||
R125i.y = floatBitsToInt(-(intBitsToFloat(PV0i.w)) + intBitsToFloat(uf_remappedPS[4].y));
|
||||
PS1i = R125i.y;
|
||||
// 4
|
||||
tempi.x = floatBitsToInt(-(intBitsToFloat(PV1i.w)) * intBitsToFloat(uf_remappedPS[2].x) + -(intBitsToFloat(PS1i)) * intBitsToFloat(uf_remappedPS[2].y) + -(intBitsToFloat(R125i.x)) * intBitsToFloat(uf_remappedPS[2].z) + intBitsToFloat(0x80000000) * 0.0);
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R10i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(R126i.w)));
|
||||
PS0i = R10i.y;
|
||||
// 5
|
||||
R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R126i.w)));
|
||||
PV1i.x = R0i.x;
|
||||
R3i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + 1.0);
|
||||
PV1i.y = R3i.y;
|
||||
R127i.z = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(R1i.w));
|
||||
R127i.z = clampFI32(R127i.z);
|
||||
PV1i.z = R127i.z;
|
||||
R0i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[5].x));
|
||||
PV1i.w = R0i.w;
|
||||
R5i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[5].y));
|
||||
PS1i = R5i.y;
|
||||
// 6
|
||||
R123i.x = floatBitsToInt((intBitsToFloat(uf_remappedPS[2].x) * intBitsToFloat(PV1i.z) + intBitsToFloat(uf_remappedPS[4].x)));
|
||||
PV0i.x = R123i.x;
|
||||
R123i.y = floatBitsToInt((intBitsToFloat(uf_remappedPS[2].y) * intBitsToFloat(PV1i.z) + intBitsToFloat(uf_remappedPS[4].y)));
|
||||
PV0i.y = R123i.y;
|
||||
R125i.z = floatBitsToInt((intBitsToFloat(PV1i.y) * 0.5 + 0.5));
|
||||
PV0i.z = R125i.z;
|
||||
R123i.w = floatBitsToInt((intBitsToFloat(PV1i.y) * intBitsToFloat(PV1i.y) + intBitsToFloat(0x3d4ccccd)));
|
||||
R123i.w = clampFI32(R123i.w);
|
||||
PV0i.w = R123i.w;
|
||||
PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.z), intBitsToFloat(PV1i.x)));
|
||||
// 7
|
||||
R126i.x = floatBitsToInt(intBitsToFloat(R126i.z) + -(intBitsToFloat(PV0i.x)));
|
||||
PV1i.x = R126i.x;
|
||||
R127i.y = floatBitsToInt(intBitsToFloat(R127i.w) + -(intBitsToFloat(PV0i.y)));
|
||||
PV1i.y = R127i.y;
|
||||
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(PV0i.w)));
|
||||
R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedPS[2].z) * intBitsToFloat(R127i.z) + intBitsToFloat(uf_remappedPS[4].z)));
|
||||
PV1i.w = R123i.w;
|
||||
R122i.x = floatBitsToInt((intBitsToFloat(R11i.y) * intBitsToFloat(R10i.y) + intBitsToFloat(PS0i)));
|
||||
PS1i = R122i.x;
|
||||
// 8
|
||||
backupReg0i = R125i.z;
|
||||
backupReg0i = R125i.z;
|
||||
R127i.x = floatBitsToInt((intBitsToFloat(R4i.x) * intBitsToFloat(R9i.y) + intBitsToFloat(PS1i)));
|
||||
PV0i.x = R127i.x;
|
||||
R12i.y = floatBitsToInt(intBitsToFloat(PV1i.z) + -(1.0));
|
||||
PV0i.y = R12i.y;
|
||||
R125i.z = floatBitsToInt(intBitsToFloat(R126i.y) + -(intBitsToFloat(PV1i.w)));
|
||||
PV0i.z = R125i.z;
|
||||
R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(backupReg0i)));
|
||||
R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) / 2.0);
|
||||
PV0i.w = R4i.w;
|
||||
R8i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(0x3ea2f983)));
|
||||
PS0i = R8i.z;
|
||||
// 9
|
||||
tempi.x = floatBitsToInt(-(intBitsToFloat(R126i.x)) * -(intBitsToFloat(R126i.x)) + -(intBitsToFloat(R127i.y)) * -(intBitsToFloat(R127i.y)) + -(intBitsToFloat(PV0i.z)) * -(intBitsToFloat(PV0i.z)) + intBitsToFloat(0x80000000) * 0.0);
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R3i.z = tempi.x;
|
||||
PS1i = PV0i.x;
|
||||
PS1i = floatBitsToInt(intBitsToFloat(PS1i) * 2.0);
|
||||
// 10
|
||||
R1i.x = floatBitsToInt((intBitsToFloat(R4i.x) * intBitsToFloat(PS1i) + -(intBitsToFloat(R9i.y))));
|
||||
PV0i.x = R1i.x;
|
||||
R1i.y = floatBitsToInt((intBitsToFloat(R11i.y) * intBitsToFloat(PS1i) + -(intBitsToFloat(R10i.y))));
|
||||
PV0i.y = R1i.y;
|
||||
R1i.z = floatBitsToInt((intBitsToFloat(R6i.z) * intBitsToFloat(PS1i) + -(intBitsToFloat(R0i.x))));
|
||||
PV0i.z = R1i.z;
|
||||
R127i.w = R127i.x;
|
||||
R127i.w = clampFI32(R127i.w);
|
||||
PV0i.w = R127i.w;
|
||||
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
|
||||
PS0i = floatBitsToInt(tempResultf);
|
||||
// 11
|
||||
PV1i.x = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R126i.x)), intBitsToFloat(PS0i)));
|
||||
PV1i.y = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R127i.y)), intBitsToFloat(PS0i)));
|
||||
R5i.z = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R125i.z)), intBitsToFloat(PS0i)));
|
||||
PV1i.z = R5i.z;
|
||||
R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[6].w), intBitsToFloat(PS0i)));
|
||||
PV1i.w = R125i.w;
|
||||
R2i.x = floatBitsToInt(-(intBitsToFloat(R4i.w)) + 1.0);
|
||||
PS1i = R2i.x;
|
||||
// 12
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(R4i.x) * intBitsToFloat(PV1i.x) + intBitsToFloat(R11i.y) * intBitsToFloat(PV1i.y) + intBitsToFloat(R6i.z) * intBitsToFloat(PV1i.z) + intBitsToFloat(0x80000000) * 0.0);
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R126i.w = tempi.x;
|
||||
R126i.y = floatBitsToInt(1.0 / intBitsToFloat(PV1i.w));
|
||||
PS0i = R126i.y;
|
||||
// 13
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].x) * intBitsToFloat(R1i.x) + intBitsToFloat(uf_remappedPS[2].y) * intBitsToFloat(R1i.y) + intBitsToFloat(uf_remappedPS[2].z) * intBitsToFloat(R1i.z) + intBitsToFloat(0x80000000) * 0.0);
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R127i.y = tempi.x;
|
||||
R122i.x = floatBitsToInt((intBitsToFloat(R127i.w) * intBitsToFloat(R2i.x) + intBitsToFloat(R4i.w)));
|
||||
PS1i = R122i.x;
|
||||
// 14
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(R124i.w) * intBitsToFloat(uf_remappedPS[2].x) + intBitsToFloat(R125i.y) * intBitsToFloat(uf_remappedPS[2].y) + intBitsToFloat(R125i.x) * intBitsToFloat(uf_remappedPS[2].z) + intBitsToFloat(0x80000000) * 0.0);
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R127i.w = tempi.x;
|
||||
R7i.z = floatBitsToInt(1.0 / intBitsToFloat(PS1i));
|
||||
PS0i = R7i.z;
|
||||
// 15
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(R124i.w) * intBitsToFloat(R1i.x) + intBitsToFloat(R125i.y) * intBitsToFloat(R1i.y) + intBitsToFloat(R125i.x) * intBitsToFloat(R1i.z) + intBitsToFloat(0x80000000) * 0.0);
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R125i.z = tempi.x;
|
||||
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(R127i.y)));
|
||||
PS1i = R126i.x;
|
||||
// 16
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(R124i.w) * intBitsToFloat(R124i.w) + intBitsToFloat(R125i.y) * intBitsToFloat(R125i.y) + intBitsToFloat(R125i.x) * intBitsToFloat(R125i.x) + intBitsToFloat(0x80000000) * 0.0);
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(PV1i.x)));
|
||||
// 17
|
||||
backupReg0i = R126i.x;
|
||||
R126i.x = floatBitsToInt(max(intBitsToFloat(R126i.w), -(1.0)));
|
||||
PV1i.x = R126i.x;
|
||||
R123i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedPS[2].w)) * intBitsToFloat(R125i.z) + intBitsToFloat(backupReg0i)));
|
||||
PV1i.y = R123i.y;
|
||||
R125i.z = floatBitsToInt((-(intBitsToFloat(PV0i.x)) * intBitsToFloat(R127i.y) + intBitsToFloat(PS0i)));
|
||||
PV1i.z = R125i.z;
|
||||
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(0x40400000)));
|
||||
PV1i.w = R126i.w;
|
||||
R5i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(R125i.w)));
|
||||
PS1i = R5i.w;
|
||||
// 18
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(R0i.w) * intBitsToFloat(R0i.w) + intBitsToFloat(R5i.y) * intBitsToFloat(R5i.y) + intBitsToFloat(R0i.z) * intBitsToFloat(R5i.y) + intBitsToFloat(0x80000000) * 0.0);
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R127i.z = tempi.x;
|
||||
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.y));
|
||||
// 19
|
||||
backupReg0i = R126i.x;
|
||||
R126i.x = floatBitsToInt(min(intBitsToFloat(backupReg0i), 1.0));
|
||||
PV1i.x = R126i.x;
|
||||
R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(uf_remappedPS[7].y)));
|
||||
PV1i.y = R0i.y;
|
||||
R4i.z = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(uf_remappedPS[8].x) + intBitsToFloat(uf_remappedPS[8].y)));
|
||||
PV1i.z = R4i.z;
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(R125i.z) * intBitsToFloat(PS0i));
|
||||
PV1i.w = clampFI32(PV1i.w);
|
||||
PS1i = floatBitsToInt(1.0 / intBitsToFloat(R126i.w));
|
||||
// 20
|
||||
R3i.x = floatBitsToInt((intBitsToFloat(uf_remappedPS[2].x) * intBitsToFloat(PV1i.w) + intBitsToFloat(R124i.w)));
|
||||
PV0i.x = R3i.x;
|
||||
R8i.y = floatBitsToInt((intBitsToFloat(uf_remappedPS[2].y) * intBitsToFloat(PV1i.w) + intBitsToFloat(R125i.y)));
|
||||
PV0i.y = R8i.y;
|
||||
R2i.z = floatBitsToInt((intBitsToFloat(uf_remappedPS[2].z) * intBitsToFloat(PV1i.w) + intBitsToFloat(R125i.x)));
|
||||
PV0i.z = R2i.z;
|
||||
R3i.w = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(PS1i));
|
||||
R3i.w = clampFI32(R3i.w);
|
||||
PV0i.w = R3i.w;
|
||||
R2i.y = floatBitsToInt(1.0 / intBitsToFloat(R127i.z));
|
||||
PS0i = R2i.y;
|
||||
// 21
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(R1i.x) * intBitsToFloat(PV0i.x) + intBitsToFloat(R1i.y) * intBitsToFloat(PV0i.y) + intBitsToFloat(R1i.z) * intBitsToFloat(PV0i.z) + intBitsToFloat(0x80000000) * 0.0);
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R1i.w = tempi.x;
|
||||
R4i.y = floatBitsToInt((intBitsToFloat(R126i.x) * intBitsToFloat(uf_remappedPS[8].z) + intBitsToFloat(uf_remappedPS[8].w)));
|
||||
PS1i = R4i.y;
|
||||
R7i.y = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R4i.zy)).x);
|
||||
// 0
|
||||
R126i.x = floatBitsToInt((intBitsToFloat(R1i.x) * intBitsToFloat(R1i.w) + -(intBitsToFloat(R3i.x))));
|
||||
PV0i.x = R126i.x;
|
||||
R125i.y = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(R1i.w) + -(intBitsToFloat(R8i.y))));
|
||||
PV0i.y = R125i.y;
|
||||
R127i.z = floatBitsToInt((intBitsToFloat(R1i.z) * intBitsToFloat(R1i.w) + -(intBitsToFloat(R2i.z))));
|
||||
PV0i.z = R127i.z;
|
||||
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(uf_remappedPS[9].y)));
|
||||
R124i.w = clampFI32(R124i.w);
|
||||
PV0i.w = R124i.w;
|
||||
PS0i = floatBitsToInt(1.0 / intBitsToFloat(R3i.w));
|
||||
// 1
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.y) * intBitsToFloat(PV0i.y) + intBitsToFloat(PV0i.z) * intBitsToFloat(PV0i.z) + intBitsToFloat(0x80000000) * 0.0);
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R126i.w = floatBitsToInt(intBitsToFloat(R3i.y) * intBitsToFloat(PS0i));
|
||||
PS1i = R126i.w;
|
||||
// 2
|
||||
backupReg0i = R0i.z;
|
||||
tempi.x = floatBitsToInt(-(intBitsToFloat(R2i.w)) * intBitsToFloat(R0i.w) + -(intBitsToFloat(R6i.y)) * intBitsToFloat(R5i.y) + -(intBitsToFloat(R6i.y)) * intBitsToFloat(backupReg0i) + intBitsToFloat(0x80000000) * 0.0);
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
PS0i = floatBitsToInt(sqrt(intBitsToFloat(PV1i.x)));
|
||||
// 3
|
||||
backupReg0i = R0i.y;
|
||||
R125i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(R2i.y));
|
||||
R125i.x = clampFI32(R125i.x);
|
||||
PV1i.x = R125i.x;
|
||||
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.y), intBitsToFloat(backupReg0i)));
|
||||
R123i.z = floatBitsToInt((-(intBitsToFloat(R124i.w)) * intBitsToFloat(R124i.w) + 1.0));
|
||||
PV1i.z = R123i.z;
|
||||
PV1i.w = ((intBitsToFloat(R4i.z) > intBitsToFloat(uf_remappedPS[7].x))?int(0xFFFFFFFF):int(0x0));
|
||||
PS1i = floatBitsToInt(1.0 / intBitsToFloat(PS0i));
|
||||
// 4
|
||||
R123i.x = floatBitsToInt((intBitsToFloat(R0i.w) * intBitsToFloat(PV1i.x) + intBitsToFloat(R2i.w)));
|
||||
PV0i.x = R123i.x;
|
||||
R126i.y = ((PV1i.w == 0)?(R7i.y):(PV1i.y));
|
||||
PV0i.y = R126i.y;
|
||||
R125i.z = floatBitsToInt((intBitsToFloat(R5i.y) * intBitsToFloat(PV1i.x) + intBitsToFloat(R6i.y)));
|
||||
PV0i.z = R125i.z;
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[6].w) * intBitsToFloat(PS1i));
|
||||
PV0i.w = clampFI32(PV0i.w);
|
||||
R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(PV1i.z)));
|
||||
PS0i = R5i.y;
|
||||
// 5
|
||||
backupReg0i = R126i.x;
|
||||
backupReg1i = R125i.y;
|
||||
backupReg2i = R127i.z;
|
||||
R126i.x = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x)));
|
||||
PV1i.x = R126i.x;
|
||||
R125i.y = floatBitsToInt((intBitsToFloat(backupReg1i) * intBitsToFloat(PV0i.w) + intBitsToFloat(R8i.y)));
|
||||
PV1i.y = R125i.y;
|
||||
R127i.z = floatBitsToInt((intBitsToFloat(backupReg2i) * intBitsToFloat(PV0i.w) + intBitsToFloat(R2i.z)));
|
||||
PV1i.z = R127i.z;
|
||||
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
|
||||
PV1i.w = R124i.w;
|
||||
PS1i = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[5].z));
|
||||
// 6
|
||||
backupReg0i = R125i.x;
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(PV1i.x) + intBitsToFloat(PV1i.y) * intBitsToFloat(PV1i.y) + intBitsToFloat(PV1i.z) * intBitsToFloat(PV1i.z) + intBitsToFloat(0x80000000) * 0.0);
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R125i.x = floatBitsToInt((intBitsToFloat(PS1i) * intBitsToFloat(backupReg0i) + intBitsToFloat(uf_remappedPS[0].z)));
|
||||
PS0i = R125i.x;
|
||||
// 7
|
||||
R127i.x = floatBitsToInt(max(-(intBitsToFloat(R5i.z)), 0.0));
|
||||
PV1i.x = R127i.x;
|
||||
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[6].y), intBitsToFloat(R126i.y)));
|
||||
PV1i.y = R127i.y;
|
||||
R123i.z = floatBitsToInt((intBitsToFloat(R125i.z) * intBitsToFloat(R125i.z) + intBitsToFloat(R124i.w)));
|
||||
PV1i.z = R123i.z;
|
||||
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[6].x), intBitsToFloat(R126i.y)));
|
||||
PV1i.w = R124i.w;
|
||||
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
|
||||
PS1i = floatBitsToInt(tempResultf);
|
||||
// 8
|
||||
backupReg0i = R126i.x;
|
||||
backupReg1i = R127i.z;
|
||||
backupReg2i = R126i.y;
|
||||
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS1i)));
|
||||
PV0i.x = R126i.x;
|
||||
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), intBitsToFloat(PS1i)));
|
||||
PV0i.y = R126i.y;
|
||||
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(PS1i)));
|
||||
PV0i.z = R127i.z;
|
||||
R125i.w = floatBitsToInt((-(intBitsToFloat(R125i.x)) * intBitsToFloat(PV1i.z) + 1.0));
|
||||
R125i.w = clampFI32(R125i.w);
|
||||
PV0i.w = R125i.w;
|
||||
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[6].z), intBitsToFloat(backupReg2i)));
|
||||
PS0i = R124i.y;
|
||||
// 9
|
||||
backupReg0i = R127i.x;
|
||||
R127i.x = floatBitsToInt(intBitsToFloat(R9i.y) + intBitsToFloat(PV0i.x));
|
||||
PV1i.x = R127i.x;
|
||||
R125i.y = floatBitsToInt(intBitsToFloat(R10i.y) + intBitsToFloat(PV0i.y));
|
||||
PV1i.y = R125i.y;
|
||||
R125i.z = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.z));
|
||||
PV1i.z = R125i.z;
|
||||
PV1i.w = floatBitsToInt(min(intBitsToFloat(backupReg0i), 1.0));
|
||||
PS1i = floatBitsToInt(-(intBitsToFloat(R5i.y)) + 1.0);
|
||||
// 10
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(PV1i.x) + intBitsToFloat(PV1i.y) * intBitsToFloat(PV1i.y) + intBitsToFloat(PV1i.z) * intBitsToFloat(PV1i.z) + intBitsToFloat(0x80000000) * 0.0);
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R8i.y = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(PS1i) + intBitsToFloat(R5i.y)));
|
||||
PS0i = R8i.y;
|
||||
// 11
|
||||
backupReg0i = R126i.y;
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(R4i.x) * intBitsToFloat(R126i.x) + intBitsToFloat(R11i.y) * intBitsToFloat(backupReg0i) + intBitsToFloat(R6i.z) * intBitsToFloat(R127i.z) + intBitsToFloat(0x80000000) * 0.0);
|
||||
tempi.x = clampFI32(tempi.x);
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R126i.y = tempi.x;
|
||||
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
|
||||
PS1i = floatBitsToInt(tempResultf);
|
||||
// 12
|
||||
backupReg0i = R127i.x;
|
||||
backupReg1i = R125i.y;
|
||||
backupReg2i = R125i.z;
|
||||
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS1i)));
|
||||
PV0i.x = R127i.x;
|
||||
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(PS1i)));
|
||||
PV0i.y = R125i.y;
|
||||
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg2i), intBitsToFloat(PS1i)));
|
||||
PV0i.z = R125i.z;
|
||||
R123i.w = floatBitsToInt((intBitsToFloat(PV1i.x) * intBitsToFloat(R2i.x) + intBitsToFloat(R4i.w)));
|
||||
PV0i.w = R123i.w;
|
||||
R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.w), intBitsToFloat(0x3ea2f983)));
|
||||
PS0i = R125i.x;
|
||||
// 13
|
||||
backupReg0i = R0i.x;
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(R9i.y) * intBitsToFloat(PV0i.x) + intBitsToFloat(R10i.y) * intBitsToFloat(PV0i.y) + intBitsToFloat(backupReg0i) * intBitsToFloat(PV0i.z) + intBitsToFloat(0x80000000) * 0.0);
|
||||
tempi.x = clampFI32(tempi.x);
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R126i.x = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w));
|
||||
PS1i = R126i.x;
|
||||
// 14
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(R4i.x) * intBitsToFloat(R127i.x) + intBitsToFloat(R11i.y) * intBitsToFloat(R125i.y) + intBitsToFloat(R6i.z) * intBitsToFloat(R125i.z) + intBitsToFloat(0x80000000) * 0.0);
|
||||
tempi.x = clampFI32(tempi.x);
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R125i.z = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
|
||||
PS0i = R125i.z;
|
||||
// 15
|
||||
backupReg0i = R127i.y;
|
||||
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
|
||||
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(PS0i)));
|
||||
PV1i.y = R127i.y;
|
||||
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(0x3ea2f983)));
|
||||
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.z), intBitsToFloat(R126i.x)));
|
||||
PV1i.w = R124i.w;
|
||||
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.y), intBitsToFloat(0x3ea2f983)));
|
||||
// 16
|
||||
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(PV1i.y)));
|
||||
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.y), intBitsToFloat(PS1i)));
|
||||
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.y), intBitsToFloat(R125i.x)));
|
||||
R123i.w = floatBitsToInt((intBitsToFloat(R12i.y) * intBitsToFloat(PV1i.x) + 1.0));
|
||||
PV0i.w = R123i.w;
|
||||
PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.y), intBitsToFloat(PV1i.z)));
|
||||
// 17
|
||||
R13i.x = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(0x42000000)));
|
||||
PV1i.x = R13i.x;
|
||||
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(PV0i.w)));
|
||||
R13i.z = floatBitsToInt(min(intBitsToFloat(PV0i.y), intBitsToFloat(0x42000000)));
|
||||
PV1i.z = R13i.z;
|
||||
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PV0i.x)));
|
||||
R13i.y = floatBitsToInt(min(intBitsToFloat(PS0i), intBitsToFloat(0x42000000)));
|
||||
PS1i = R13i.y;
|
||||
// 18
|
||||
R125i.z = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(0x3f75c28f) + intBitsToFloat(0x3d23d70a)));
|
||||
PV0i.z = R125i.z;
|
||||
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.y));
|
||||
// 19
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(R8i.z) * intBitsToFloat(PS0i));
|
||||
// 20
|
||||
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(R125i.z)));
|
||||
// 21
|
||||
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.w), intBitsToFloat(PV0i.y)));
|
||||
// 22
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(0x3e800000));
|
||||
// 23
|
||||
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.w)));
|
||||
// 24
|
||||
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV1i.z)));
|
||||
// 25
|
||||
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.w), intBitsToFloat(PV0i.y)));
|
||||
// 26
|
||||
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[6].z), intBitsToFloat(PV1i.x)));
|
||||
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[6].y), intBitsToFloat(PV1i.x)));
|
||||
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[6].x), intBitsToFloat(PV1i.x)));
|
||||
// 27
|
||||
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PV0i.w)));
|
||||
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PV0i.y)));
|
||||
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PV0i.z)));
|
||||
// 28
|
||||
backupReg0i = R8i.y;
|
||||
backupReg0i = R8i.y;
|
||||
R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R8i.y), intBitsToFloat(PV1i.w)));
|
||||
PV0i.x = R4i.x;
|
||||
R8i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.x)));
|
||||
PV0i.y = R8i.y;
|
||||
R5i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.z)));
|
||||
PV0i.w = R5i.w;
|
||||
// 0
|
||||
backupReg0i = R4i.x;
|
||||
R4i.x = floatBitsToInt(min(intBitsToFloat(R8i.y), intBitsToFloat(0x42000000)));
|
||||
PV0i.x = R4i.x;
|
||||
R4i.y = floatBitsToInt(min(intBitsToFloat(backupReg0i), intBitsToFloat(0x42000000)));
|
||||
PV0i.y = R4i.y;
|
||||
R4i.z = floatBitsToInt(min(intBitsToFloat(R5i.w), intBitsToFloat(0x42000000)));
|
||||
PV0i.z = R4i.z;
|
||||
// 1
|
||||
R0i.x = R13i.x;
|
||||
PV1i.x = R0i.x;
|
||||
R0i.y = R13i.y;
|
||||
PV1i.y = R0i.y;
|
||||
R0i.z = R13i.z;
|
||||
PV1i.z = R0i.z;
|
||||
R0i.w = R13i.w;
|
||||
PV1i.w = R0i.w;
|
||||
// 2
|
||||
R1i.x = R4i.x;
|
||||
PV0i.x = R1i.x;
|
||||
R1i.y = R4i.y;
|
||||
PV0i.y = R1i.y;
|
||||
R1i.z = R4i.z;
|
||||
PV0i.z = R1i.z;
|
||||
R1i.w = R4i.w;
|
||||
PV0i.w = R1i.w;
|
||||
// export
|
||||
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
|
||||
passPixelColor1 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
|
||||
}
|
@ -0,0 +1,49 @@
|
||||
#version 400
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader b650afd18c646005 // BOTW AA removal
|
||||
uniform ivec4 uf_remappedPS[4];
|
||||
uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4713800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||
uniform sampler2D textureUnitPS1;// Tex1 addr 0x3877e000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
||||
in vec4 passParameter0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
vec4 R3f = vec4(0.0);
|
||||
vec4 R123f = vec4(0.0);
|
||||
vec4 R126f = vec4(0.0);
|
||||
vec4 R127f = 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;
|
||||
bool activeMaskStack[2];
|
||||
bool activeMaskStackC[3];
|
||||
activeMaskStack[0] = false;
|
||||
activeMaskStackC[0] = false;
|
||||
activeMaskStackC[1] = false;
|
||||
activeMaskStack[0] = true;
|
||||
activeMaskStackC[0] = true;
|
||||
activeMaskStackC[1] = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0f = passParameter0;
|
||||
|
||||
R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
||||
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
||||
}
|
@ -0,0 +1,456 @@
|
||||
#version 400
|
||||
#extension GL_ARB_texture_gather : enable // chest opening light. Dependency 640x360x1 upres must be in proportion to 1280 upres.
|
||||
const float overwriteWidth = 640.0; //overwidth value.0
|
||||
const float overwriteHeight = 480.0;
|
||||
|
||||
// shader ce13b60ad9985473
|
||||
uniform ivec4 uf_remappedPS[8];
|
||||
uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||
uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
||||
uniform sampler2D textureUnitPS2;// Tex2 addr 0x3de11800 res 64x64x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
|
||||
in vec4 passParameter0;
|
||||
noperspective in vec4 passParameter1;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
layout(location = 1) out vec4 passPixelColor1;
|
||||
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
||||
void main()
|
||||
{
|
||||
ivec4 R0i = ivec4(0);
|
||||
ivec4 R1i = ivec4(0);
|
||||
ivec4 R2i = ivec4(0);
|
||||
ivec4 R3i = ivec4(0);
|
||||
ivec4 R4i = ivec4(0);
|
||||
ivec4 R5i = ivec4(0);
|
||||
ivec4 R6i = ivec4(0);
|
||||
ivec4 R7i = ivec4(0);
|
||||
ivec4 R8i = ivec4(0);
|
||||
ivec4 R123i = ivec4(0);
|
||||
ivec4 R124i = ivec4(0);
|
||||
ivec4 R125i = ivec4(0);
|
||||
ivec4 R126i = ivec4(0);
|
||||
ivec4 R127i = ivec4(0);
|
||||
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
|
||||
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
|
||||
int PS0i = 0, PS1i = 0;
|
||||
ivec4 tempi = ivec4(0);
|
||||
float tempResultf;
|
||||
int tempResulti;
|
||||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0i = floatBitsToInt(gl_FragCoord.xyzw);
|
||||
R1i = floatBitsToInt(passParameter1);
|
||||
|
||||
vec2 scaleFactor = vec2(overwriteWidth,overwriteHeight)/vec2(1280.0,720.0); // factor = newResolution / expectedResolution
|
||||
// //R4i.xyzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).wzxy);
|
||||
//vec2 scaleFactor = vec2(overwriteWidth,overwriteHeight)/vec2(textureGather(textureUnitPS5.x), textureGather(textureUnitPS5.y));
|
||||
R0i.xy = floatBitsToInt(intBitsToFloat(R0i.xy) / scaleFactor);
|
||||
|
||||
|
||||
// 0
|
||||
PV0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(uf_remappedPS[0].x)));
|
||||
R127i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(uf_remappedPS[0].y)));
|
||||
PV0i.y = R127i.y;
|
||||
R123i.w = floatBitsToInt((intBitsToFloat(R1i.x) * intBitsToFloat(R1i.x) + 1.0));
|
||||
PV0i.w = R123i.w;
|
||||
PS0i = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedPS[1].x));
|
||||
// 1
|
||||
R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) * intBitsToFloat(PS0i));
|
||||
PV1i.x = R2i.x;
|
||||
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
|
||||
R123i.z = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(R1i.y) + intBitsToFloat(PV0i.w)));
|
||||
PV1i.z = R123i.z;
|
||||
R5i.w = floatBitsToInt((0.0 * intBitsToFloat(uf_remappedPS[2].w) + 1.0));
|
||||
PV1i.w = R5i.w;
|
||||
PS1i = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedPS[1].y));
|
||||
// 2
|
||||
R0i.x = floatBitsToInt((intBitsToFloat(R127i.y) * intBitsToFloat(R127i.y) + intBitsToFloat(PV1i.y)));
|
||||
PV0i.x = R0i.x;
|
||||
R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(PS1i));
|
||||
PV0i.y = R2i.y;
|
||||
R8i.w = 0;
|
||||
PV0i.w = R8i.w;
|
||||
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.z));
|
||||
R0i.y = floatBitsToInt(tempResultf);
|
||||
PS0i = R0i.y;
|
||||
R3i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.xy)).xyzw);
|
||||
R2i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).x);
|
||||
// 0
|
||||
R127i.x = floatBitsToInt((intBitsToFloat(R3i.x) * intBitsToFloat(0x40000000) + -(1.0)));
|
||||
PV0i.x = R127i.x;
|
||||
R127i.y = floatBitsToInt((intBitsToFloat(R3i.y) * intBitsToFloat(0x40000000) + -(1.0)));
|
||||
PV0i.y = R127i.y;
|
||||
R127i.z = floatBitsToInt((intBitsToFloat(R3i.z) * intBitsToFloat(0x40000000) + -(1.0)));
|
||||
PV0i.z = R127i.z;
|
||||
R127i.w = floatBitsToInt((intBitsToFloat(uf_remappedPS[3].y) * intBitsToFloat(R2i.x) + intBitsToFloat(uf_remappedPS[3].x)));
|
||||
PV0i.w = R127i.w;
|
||||
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(0x437f0000)));
|
||||
PS0i = R126i.w;
|
||||
// 1
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.y) * intBitsToFloat(PV0i.y) + intBitsToFloat(PV0i.z) * intBitsToFloat(PV0i.z) + intBitsToFloat(0x80000000) * 0.0);
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R124i.x = floatBitsToInt((intBitsToFloat(R1i.x) * -(intBitsToFloat(PV0i.w)) + -(intBitsToFloat(uf_remappedPS[4].x))));
|
||||
PS1i = R124i.x;
|
||||
// 2
|
||||
R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(R0i.y)));
|
||||
PV0i.x = R4i.x;
|
||||
R2i.y = floatBitsToInt((intBitsToFloat(R1i.y) * -(intBitsToFloat(R127i.w)) + -(intBitsToFloat(uf_remappedPS[4].y))));
|
||||
PV0i.y = R2i.y;
|
||||
R125i.z = floatBitsToInt((intBitsToFloat(R1i.z) * -(intBitsToFloat(R127i.w)) + -(intBitsToFloat(uf_remappedPS[4].z))));
|
||||
PV0i.z = R125i.z;
|
||||
R0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(R0i.y)));
|
||||
PV0i.w = R0i.w;
|
||||
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
|
||||
PS0i = floatBitsToInt(tempResultf);
|
||||
// 3
|
||||
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS0i)));
|
||||
PV1i.x = R5i.x;
|
||||
R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i)));
|
||||
PV1i.y = R1i.y;
|
||||
R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i)));
|
||||
PV1i.z = R4i.z;
|
||||
R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R0i.y)));
|
||||
PV1i.w = R1i.w;
|
||||
PS1i = int(intBitsToFloat(R126i.w));
|
||||
// 4
|
||||
tempi.x = floatBitsToInt(-(intBitsToFloat(R124i.x)) * -(intBitsToFloat(R124i.x)) + -(intBitsToFloat(R2i.y)) * -(intBitsToFloat(R2i.y)) + -(intBitsToFloat(R125i.z)) * -(intBitsToFloat(R125i.z)) + intBitsToFloat(0x80000000) * 0.0);
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R1i.x = PS1i & 0x00000002;
|
||||
PS0i = R1i.x;
|
||||
// 5
|
||||
R125i.x = floatBitsToInt(max(intBitsToFloat(PV0i.x), intBitsToFloat(0x3a83126f)));
|
||||
PV1i.x = R125i.x;
|
||||
R0i.y = floatBitsToInt(-(intBitsToFloat(R3i.w)) + 1.0);
|
||||
PV1i.y = R0i.y;
|
||||
R7i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedPS[0].z)) * intBitsToFloat(R0i.x) + 1.0));
|
||||
R7i.z = clampFI32(R7i.z);
|
||||
PV1i.z = R7i.z;
|
||||
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(R1i.w)));
|
||||
// 6
|
||||
R126i.x = floatBitsToInt(intBitsToFloat(R5i.x) * intBitsToFloat(R4i.x) + intBitsToFloat(R1i.y) * intBitsToFloat(R0i.w) + intBitsToFloat(PS1i) * 1.0 + intBitsToFloat(0x80000000) * 0.0);
|
||||
PV0i.x = R126i.x;
|
||||
PV0i.y = R126i.x;
|
||||
PV0i.z = R126i.x;
|
||||
PV0i.w = R126i.x;
|
||||
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
|
||||
PS0i = floatBitsToInt(tempResultf);
|
||||
// 7
|
||||
PV1i.x = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R124i.x)), intBitsToFloat(PS0i)));
|
||||
PV1i.y = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R2i.y)), intBitsToFloat(PS0i)));
|
||||
R5i.z = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R125i.z)), intBitsToFloat(PS0i)));
|
||||
PV1i.z = R5i.z;
|
||||
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].w), intBitsToFloat(PS0i)));
|
||||
R126i.w = PV0i.x;
|
||||
R126i.w = floatBitsToInt(intBitsToFloat(R126i.w) * 2.0);
|
||||
PS1i = R126i.w;
|
||||
// 8
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(R5i.x) * intBitsToFloat(PV1i.x) + intBitsToFloat(R1i.y) * intBitsToFloat(PV1i.y) + intBitsToFloat(R4i.z) * intBitsToFloat(PV1i.z) + intBitsToFloat(0x80000000) * 0.0);
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R126i.z = tempi.x;
|
||||
R124i.y = floatBitsToInt(min(intBitsToFloat(PV1i.w), 1.0));
|
||||
PS0i = R124i.y;
|
||||
// 9
|
||||
R127i.x = floatBitsToInt((intBitsToFloat(R5i.x) * intBitsToFloat(R126i.w) + -(intBitsToFloat(R4i.x))));
|
||||
PV1i.x = R127i.x;
|
||||
R127i.y = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(R126i.w) + -(intBitsToFloat(R0i.w))));
|
||||
PV1i.y = R127i.y;
|
||||
R127i.z = floatBitsToInt((intBitsToFloat(R4i.z) * intBitsToFloat(R126i.w) + -(intBitsToFloat(R1i.w))));
|
||||
PV1i.z = R127i.z;
|
||||
R123i.w = floatBitsToInt((intBitsToFloat(R0i.y) * intBitsToFloat(R0i.y) + intBitsToFloat(0x3d4ccccd)));
|
||||
R123i.w = clampFI32(R123i.w);
|
||||
PV1i.w = R123i.w;
|
||||
R126i.y = floatBitsToInt((intBitsToFloat(R0i.y) * 0.5 + 0.5));
|
||||
PS1i = R126i.y;
|
||||
// 10
|
||||
tempi.x = floatBitsToInt(-(intBitsToFloat(R124i.x)) * intBitsToFloat(PV1i.x) + -(intBitsToFloat(R2i.y)) * intBitsToFloat(PV1i.y) + -(intBitsToFloat(R125i.z)) * intBitsToFloat(PV1i.z) + intBitsToFloat(0x80000000) * 0.0);
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(PV1i.w)));
|
||||
PS0i = R125i.y;
|
||||
// 11
|
||||
backupReg0i = R127i.x;
|
||||
backupReg1i = R127i.z;
|
||||
R127i.x = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(PV0i.x) + intBitsToFloat(R124i.x)));
|
||||
PV1i.x = R127i.x;
|
||||
R3i.y = floatBitsToInt((intBitsToFloat(R127i.y) * intBitsToFloat(PV0i.x) + intBitsToFloat(R2i.y)));
|
||||
PV1i.y = R3i.y;
|
||||
R127i.z = floatBitsToInt((intBitsToFloat(backupReg1i) * intBitsToFloat(PV0i.x) + intBitsToFloat(R125i.z)));
|
||||
PV1i.z = R127i.z;
|
||||
R2i.w = floatBitsToInt(intBitsToFloat(PS0i) + -(1.0));
|
||||
PV1i.w = R2i.w;
|
||||
R127i.y = floatBitsToInt(max(intBitsToFloat(R126i.z), -(1.0)));
|
||||
PS1i = R127i.y;
|
||||
// 12
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(PV1i.x) + intBitsToFloat(PV1i.y) * intBitsToFloat(PV1i.y) + intBitsToFloat(PV1i.z) * intBitsToFloat(PV1i.z) + intBitsToFloat(0x80000000) * 0.0);
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R2i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R126i.y)));
|
||||
R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) / 2.0);
|
||||
PS0i = R2i.x;
|
||||
// 13
|
||||
R3i.x = floatBitsToInt(-(intBitsToFloat(PS0i)) + 1.0);
|
||||
PV1i.x = R3i.x;
|
||||
PV1i.y = R126i.x;
|
||||
PV1i.y = clampFI32(PV1i.y);
|
||||
R6i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), intBitsToFloat(0x3ea2f983)));
|
||||
PV1i.z = R6i.z;
|
||||
PV1i.w = floatBitsToInt(min(intBitsToFloat(R127i.y), 1.0));
|
||||
PS1i = floatBitsToInt(sqrt(intBitsToFloat(PV0i.x)));
|
||||
// 14
|
||||
backupReg0i = R125i.x;
|
||||
R125i.x = floatBitsToInt((intBitsToFloat(PV1i.y) * intBitsToFloat(PV1i.x) + intBitsToFloat(R2i.x)));
|
||||
PV0i.x = R125i.x;
|
||||
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(uf_remappedPS[2].y)));
|
||||
R127i.y = clampFI32(R127i.y);
|
||||
PV0i.y = R127i.y;
|
||||
R126i.z = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(uf_remappedPS[6].z) + intBitsToFloat(uf_remappedPS[6].w)));
|
||||
PV0i.z = R126i.z;
|
||||
R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.y), intBitsToFloat(R124i.y)));
|
||||
PV0i.w = R4i.w;
|
||||
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PS1i));
|
||||
// 15
|
||||
backupReg0i = R124i.y;
|
||||
R0i.x = ((intBitsToFloat(PV0i.z) > 0.0)?int(0xFFFFFFFF):int(0x0));
|
||||
PV1i.x = R0i.x;
|
||||
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.z)));
|
||||
PV1i.y = R124i.y;
|
||||
R2i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[7].y)));
|
||||
PV1i.z = R2i.z;
|
||||
PV1i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[5].w) * intBitsToFloat(PS0i));
|
||||
PV1i.w = clampFI32(PV1i.w);
|
||||
R126i.x = floatBitsToInt(1.0 / intBitsToFloat(backupReg0i));
|
||||
PS1i = R126i.x;
|
||||
// 16
|
||||
backupReg0i = R127i.x;
|
||||
backupReg1i = R127i.z;
|
||||
R127i.x = floatBitsToInt((intBitsToFloat(backupReg0i) * intBitsToFloat(PV1i.w) + -(intBitsToFloat(R124i.x))));
|
||||
PV0i.x = R127i.x;
|
||||
R125i.y = floatBitsToInt((intBitsToFloat(R3i.y) * intBitsToFloat(PV1i.w) + -(intBitsToFloat(R2i.y))));
|
||||
PV0i.y = R125i.y;
|
||||
R127i.z = floatBitsToInt((intBitsToFloat(backupReg1i) * intBitsToFloat(PV1i.w) + -(intBitsToFloat(R125i.z))));
|
||||
PV0i.z = R127i.z;
|
||||
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS1i), intBitsToFloat(0x40400000)));
|
||||
R3i.y = floatBitsToInt(1.0 / intBitsToFloat(R125i.x));
|
||||
PS0i = R3i.y;
|
||||
// 17
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(PV0i.x) + intBitsToFloat(PV0i.y) * intBitsToFloat(PV0i.y) + intBitsToFloat(PV0i.z) * intBitsToFloat(PV0i.z) + intBitsToFloat(0x80000000) * 0.0);
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w));
|
||||
// 18
|
||||
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.z), intBitsToFloat(R124i.y)));
|
||||
R6i.y = floatBitsToInt((-(intBitsToFloat(R127i.y)) * intBitsToFloat(R127i.y) + 1.0));
|
||||
PV0i.y = R6i.y;
|
||||
R3i.z = floatBitsToInt((intBitsToFloat(R126i.x) * intBitsToFloat(uf_remappedPS[6].x) + intBitsToFloat(uf_remappedPS[6].y)));
|
||||
PV0i.z = R3i.z;
|
||||
PV0i.w = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PS1i));
|
||||
PV0i.w = clampFI32(PV0i.w);
|
||||
tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x));
|
||||
PS0i = floatBitsToInt(tempResultf);
|
||||
// 19
|
||||
backupReg0i = R0i.x;
|
||||
R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS0i)));
|
||||
PV1i.x = R0i.x;
|
||||
R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), intBitsToFloat(PS0i)));
|
||||
PV1i.y = R2i.y;
|
||||
R1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i)));
|
||||
PV1i.z = R1i.z;
|
||||
R123i.w = ((backupReg0i == 0)?(0):(PV0i.x));
|
||||
PV1i.w = R123i.w;
|
||||
PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w));
|
||||
// 20
|
||||
backupReg0i = R1i.x;
|
||||
backupReg1i = R0i.y;
|
||||
R1i.x = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(PV1i.x));
|
||||
PV0i.x = R1i.x;
|
||||
R0i.y = floatBitsToInt(intBitsToFloat(R0i.w) + intBitsToFloat(PV1i.y));
|
||||
PV0i.y = R0i.y;
|
||||
R0i.z = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV1i.z));
|
||||
PV0i.z = R0i.z;
|
||||
R3i.w = ((backupReg0i == 0)?(R126i.z):(PV1i.w));
|
||||
PV0i.w = R3i.w;
|
||||
R4i.y = floatBitsToInt(intBitsToFloat(backupReg1i) * intBitsToFloat(PS1i));
|
||||
PS0i = R4i.y;
|
||||
R5i.y = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R3i.zw)).x);
|
||||
// 0
|
||||
backupReg0i = R0i.y;
|
||||
backupReg0i = R0i.y;
|
||||
backupReg1i = R0i.z;
|
||||
backupReg1i = R0i.z;
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(R1i.x) * intBitsToFloat(R1i.x) + intBitsToFloat(backupReg0i) * intBitsToFloat(backupReg0i) + intBitsToFloat(backupReg1i) * intBitsToFloat(backupReg1i) + intBitsToFloat(0x80000000) * 0.0);
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R127i.y = ((intBitsToFloat(R3i.z) > intBitsToFloat(uf_remappedPS[7].x))?int(0xFFFFFFFF):int(0x0));
|
||||
PS0i = R127i.y;
|
||||
// 1
|
||||
R125i.x = floatBitsToInt(intBitsToFloat(R5i.x) * intBitsToFloat(R0i.x) + intBitsToFloat(R1i.y) * intBitsToFloat(R2i.y) + intBitsToFloat(R4i.z) * intBitsToFloat(R1i.z) + intBitsToFloat(0x80000000) * 0.0);
|
||||
R125i.x = clampFI32(R125i.x);
|
||||
PV1i.x = R125i.x;
|
||||
PV1i.y = R125i.x;
|
||||
PV1i.z = R125i.x;
|
||||
PV1i.w = R125i.x;
|
||||
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
|
||||
PS1i = floatBitsToInt(tempResultf);
|
||||
// 2
|
||||
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PS1i)));
|
||||
PV0i.x = R127i.x;
|
||||
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(PS1i)));
|
||||
PV0i.y = R125i.y;
|
||||
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(PS1i)));
|
||||
PV0i.z = R126i.z;
|
||||
R123i.w = floatBitsToInt((intBitsToFloat(PV1i.x) * intBitsToFloat(R3i.x) + intBitsToFloat(R2i.x)));
|
||||
PV0i.w = R123i.w;
|
||||
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.y), intBitsToFloat(R2i.z)));
|
||||
PS0i = R127i.w;
|
||||
// 3
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(R4i.x) * intBitsToFloat(PV0i.x) + intBitsToFloat(R0i.w) * intBitsToFloat(PV0i.y) + intBitsToFloat(R1i.w) * intBitsToFloat(PV0i.z) + intBitsToFloat(0x80000000) * 0.0);
|
||||
tempi.x = clampFI32(tempi.x);
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R126i.w = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w));
|
||||
PS1i = R126i.w;
|
||||
// 4
|
||||
tempi.x = floatBitsToInt(intBitsToFloat(R5i.x) * intBitsToFloat(R127i.x) + intBitsToFloat(R1i.y) * intBitsToFloat(R125i.y) + intBitsToFloat(R4i.z) * intBitsToFloat(R126i.z) + intBitsToFloat(0x80000000) * 0.0);
|
||||
tempi.x = clampFI32(tempi.x);
|
||||
PV0i.x = tempi.x;
|
||||
PV0i.y = tempi.x;
|
||||
PV0i.z = tempi.x;
|
||||
PV0i.w = tempi.x;
|
||||
R125i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0);
|
||||
PS0i = R125i.y;
|
||||
// 5
|
||||
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(PS0i)));
|
||||
PV1i.x = R127i.x;
|
||||
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R4i.y)));
|
||||
PV1i.y = R126i.y;
|
||||
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.y), intBitsToFloat(R126i.w)));
|
||||
PV1i.z = R126i.z;
|
||||
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
|
||||
PS1i = floatBitsToInt(max(-(intBitsToFloat(R5i.z)), 0.0));
|
||||
// 6
|
||||
R126i.x = ((R127i.y == 0)?(R5i.y):(R127i.w));
|
||||
PV0i.x = R126i.x;
|
||||
R127i.y = floatBitsToInt(min(intBitsToFloat(PS1i), 1.0));
|
||||
PV0i.y = R127i.y;
|
||||
R123i.z = floatBitsToInt((intBitsToFloat(R2i.w) * intBitsToFloat(PV1i.w) + 1.0));
|
||||
PV0i.z = R123i.z;
|
||||
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), intBitsToFloat(PV1i.x)));
|
||||
// 7
|
||||
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.z)));
|
||||
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.y), intBitsToFloat(R6i.y)));
|
||||
PV1i.y = R124i.y;
|
||||
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV0i.w)));
|
||||
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].x), intBitsToFloat(PV0i.x)));
|
||||
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].y), intBitsToFloat(PV0i.x)));
|
||||
PS1i = R127i.x;
|
||||
// 8
|
||||
PV0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.y)) + 1.0);
|
||||
R125i.y = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0x3f75c28f) + intBitsToFloat(0x3d23d70a)));
|
||||
PV0i.y = R125i.y;
|
||||
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(0x3ea2f983)));
|
||||
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].z), intBitsToFloat(R126i.x)));
|
||||
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x));
|
||||
// 9
|
||||
backupReg0i = R127i.x;
|
||||
R127i.x = floatBitsToInt((intBitsToFloat(R127i.y) * intBitsToFloat(PV0i.x) + intBitsToFloat(R124i.y)));
|
||||
PV1i.x = R127i.x;
|
||||
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(0x3ea2f983)));
|
||||
PV1i.z = floatBitsToInt(intBitsToFloat(R6i.z) * intBitsToFloat(PS0i));
|
||||
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(0x3ea2f983)));
|
||||
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.y), intBitsToFloat(PV0i.z)));
|
||||
// 10
|
||||
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(R125i.y)));
|
||||
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.y), intBitsToFloat(PV1i.w)));
|
||||
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.y), intBitsToFloat(PV1i.y)));
|
||||
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PS1i)));
|
||||
// 11
|
||||
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.z)));
|
||||
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.y)));
|
||||
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.z), intBitsToFloat(PV0i.x)));
|
||||
R8i.x = floatBitsToInt(min(intBitsToFloat(PV0i.w), intBitsToFloat(0x42000000)));
|
||||
PS1i = R8i.x;
|
||||
// 12
|
||||
R8i.y = floatBitsToInt(min(intBitsToFloat(PV1i.x), intBitsToFloat(0x42000000)));
|
||||
PV0i.y = R8i.y;
|
||||
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(0x3e800000));
|
||||
R8i.z = floatBitsToInt(min(intBitsToFloat(PV1i.z), intBitsToFloat(0x42000000)));
|
||||
PS0i = R8i.z;
|
||||
// 13
|
||||
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.z)));
|
||||
// 14
|
||||
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.w), intBitsToFloat(PV1i.y)));
|
||||
// 15
|
||||
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.x)));
|
||||
// 16
|
||||
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].z), intBitsToFloat(PV1i.w)));
|
||||
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].y), intBitsToFloat(PV1i.w)));
|
||||
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].x), intBitsToFloat(PV1i.w)));
|
||||
// 17
|
||||
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.z), intBitsToFloat(PV0i.x)));
|
||||
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.z), intBitsToFloat(PV0i.y)));
|
||||
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.z), intBitsToFloat(PV0i.z)));
|
||||
// 18
|
||||
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.w)));
|
||||
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.y)));
|
||||
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.z)));
|
||||
// 19
|
||||
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.w)));
|
||||
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.x)));
|
||||
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.w), intBitsToFloat(PV0i.z)));
|
||||
// 20
|
||||
R7i.x = floatBitsToInt(min(intBitsToFloat(PV1i.y), intBitsToFloat(0x42000000)));
|
||||
PV0i.x = R7i.x;
|
||||
R7i.y = floatBitsToInt(min(intBitsToFloat(PV1i.x), intBitsToFloat(0x42000000)));
|
||||
PV0i.y = R7i.y;
|
||||
R7i.z = floatBitsToInt(min(intBitsToFloat(PV1i.w), intBitsToFloat(0x42000000)));
|
||||
PV0i.z = R7i.z;
|
||||
// 21
|
||||
R0i.x = R8i.x;
|
||||
PV1i.x = R0i.x;
|
||||
R0i.y = R8i.y;
|
||||
PV1i.y = R0i.y;
|
||||
R0i.z = R8i.z;
|
||||
PV1i.z = R0i.z;
|
||||
R0i.w = R8i.w;
|
||||
PV1i.w = R0i.w;
|
||||
// 22
|
||||
R1i.x = R7i.x;
|
||||
PV0i.x = R1i.x;
|
||||
R1i.y = R7i.y;
|
||||
PV0i.y = R1i.y;
|
||||
R1i.z = R7i.z;
|
||||
PV0i.z = R1i.z;
|
||||
R1i.w = R7i.w;
|
||||
PV0i.w = R1i.w;
|
||||
// export
|
||||
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
|
||||
passPixelColor1 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
|
||||
}
|
131
Fun/BreathOfTheWild_32Bit/rules.txt
Normal file
131
Fun/BreathOfTheWild_32Bit/rules.txt
Normal file
@ -0,0 +1,131 @@
|
||||
[Definition]
|
||||
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
|
||||
name = "The Legend of Zelda: Breath of the Wild - 32-Bit Mode"
|
||||
|
||||
[TextureRedefine] #TV
|
||||
width = 1280
|
||||
height = 720
|
||||
formats = 0x019
|
||||
overwriteFormat = 0x00b
|
||||
overwriteWidth = 640
|
||||
overwriteHeight = 480
|
||||
|
||||
[TextureRedefine] #TV2
|
||||
width = 1280
|
||||
height = 721
|
||||
overwriteWidth = 640
|
||||
overwriteHeight = 481
|
||||
|
||||
[TextureRedefine] #TV3
|
||||
width = 1280
|
||||
height = 608
|
||||
overwriteWidth = 640
|
||||
overwriteHeight = 405
|
||||
|
||||
[TextureRedefine] #TV4
|
||||
width = 1152
|
||||
height = 648
|
||||
overwriteWidth = 576
|
||||
overwriteHeight = 432
|
||||
|
||||
[TextureRedefine] #half-res1
|
||||
width = 640
|
||||
height = 360
|
||||
overwriteWidth = 320
|
||||
overwriteHeight = 240
|
||||
|
||||
[TextureRedefine] #half-res2
|
||||
width = 640
|
||||
height = 290
|
||||
overwriteWidth = 320
|
||||
overwriteHeight = 241
|
||||
|
||||
[TextureRedefine] #half-res3
|
||||
width = 640
|
||||
height = 288
|
||||
overwriteWidth = 320
|
||||
overwriteHeight = 203
|
||||
|
||||
[TextureRedefine] #half-res4
|
||||
width = 576
|
||||
height = 324
|
||||
overwriteWidth = 288
|
||||
overwriteHeight = 108
|
||||
|
||||
[TextureRedefine] #q-res1
|
||||
width = 320
|
||||
height = 180
|
||||
overwriteWidth = 160
|
||||
overwriteHeight = 120
|
||||
|
||||
[TextureRedefine] #q-res2
|
||||
width = 320
|
||||
height = 145
|
||||
overwriteWidth = 160
|
||||
overwriteHeight = 121
|
||||
|
||||
[TextureRedefine] #q-res3
|
||||
width = 320
|
||||
height = 144
|
||||
overwriteWidth = 160
|
||||
overwriteHeight = 102
|
||||
|
||||
[TextureRedefine] #q-res4
|
||||
width = 288
|
||||
height = 162
|
||||
overwriteWidth = 144
|
||||
overwriteHeight = 54
|
||||
|
||||
[TextureRedefine] #o-res1
|
||||
width = 160
|
||||
height = 90
|
||||
overwriteWidth = 80
|
||||
overwriteHeight = 60
|
||||
|
||||
[TextureRedefine] # O
|
||||
width = 80
|
||||
height = 45
|
||||
overwriteWidth = 40
|
||||
overwriteHeight = 30
|
||||
|
||||
[TextureRedefine] # M
|
||||
width = 80
|
||||
height = 44
|
||||
overwriteWidth = 40
|
||||
overwriteHeight = 29
|
||||
|
||||
[TextureRedefine] # F
|
||||
width = 40
|
||||
height = 23
|
||||
overwriteWidth = 20
|
||||
overwriteHeight = 15
|
||||
|
||||
[TextureRedefine] # G
|
||||
width = 40
|
||||
height = 22
|
||||
overwriteWidth = 20
|
||||
overwriteHeight = 15
|
||||
|
||||
[TextureRedefine] #fog
|
||||
width = 720
|
||||
height = 360
|
||||
overwriteWidth = 360
|
||||
overwriteHeight = 181
|
||||
|
||||
[TextureRedefine] #Gamepad
|
||||
width = 854
|
||||
height = 480
|
||||
overwriteWidth = 427
|
||||
overwriteHeight = 240
|
||||
|
||||
[TextureRedefine]
|
||||
width = 360
|
||||
height = 360
|
||||
overwriteWidth = 180
|
||||
overwriteHeight = 180
|
||||
|
||||
[TextureRedefine]
|
||||
width = 720
|
||||
height = 720
|
||||
overwriteWidth = 360
|
||||
overwriteHeight = 360
|
@ -1,5 +1,3 @@
|
||||
#PLEASE READ THE COMMENTS NEXT TO THE TEXTURE REDEFINES, IT TELLS YOU THE CURRENT ISSUES OF THE GAME
|
||||
#I ADDED THOSE LINES SO THAT PEOPLE CAN STOP MENTIONING THE SAME ISSUES OVER AND OVER AGAIN
|
||||
[Definition]
|
||||
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
|
||||
name = "The Legend of Zelda: Breath of the Wild - 360p"
|
||||
@ -32,8 +30,6 @@ formatsExcluded = 0x008 # exclude the intro background texture
|
||||
overwriteWidth = 576
|
||||
overwriteHeight = 324
|
||||
|
||||
#Breaks lighting effects when scaled.
|
||||
#Disabling this breaks heatwaves and shadow LODs
|
||||
[TextureRedefine] #half-res1
|
||||
width = 640
|
||||
height = 360
|
||||
@ -52,13 +48,12 @@ height = 288
|
||||
overwriteWidth = 320
|
||||
overwriteHeight = 144
|
||||
|
||||
#Makes bloom look "pixelated" when scaled.
|
||||
#Disabling this breaks ambient occlusion
|
||||
[TextureRedefine] #q-res1
|
||||
width = 320
|
||||
height = 180
|
||||
overwriteWidth = 161
|
||||
overwriteHeight = 91
|
||||
formatsExcluded = 0x816
|
||||
overwriteWidth = 160
|
||||
overwriteHeight = 90
|
||||
|
||||
[TextureRedefine] #q-res2
|
||||
width = 320
|
||||
|
@ -1,5 +1,3 @@
|
||||
#PLEASE READ THE COMMENTS NEXT TO THE TEXTURE REDEFINES, IT TELLS YOU THE CURRENT ISSUES OF THE GAME
|
||||
#I ADDED THOSE LINES SO THAT PEOPLE CAN STOP MENTIONING THE SAME ISSUES OVER AND OVER AGAIN
|
||||
[Definition]
|
||||
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
|
||||
name = "The Legend of Zelda: Breath of the Wild - 540p"
|
||||
@ -32,8 +30,6 @@ formatsExcluded = 0x008 # exclude the intro background texture
|
||||
overwriteWidth = 864
|
||||
overwriteHeight = 486
|
||||
|
||||
#Breaks lighting effects when scaled.
|
||||
#Disabling this breaks heatwaves and shadow LODs
|
||||
[TextureRedefine] #half-res1
|
||||
width = 640
|
||||
height = 360
|
||||
@ -52,11 +48,10 @@ height = 288
|
||||
overwriteWidth = 480
|
||||
overwriteHeight = 216
|
||||
|
||||
#Makes bloom look "pixelated" when scaled.
|
||||
#Disabling this breaks ambient occlusion
|
||||
[TextureRedefine] #q-res1
|
||||
width = 320
|
||||
height = 180
|
||||
formatsExcluded = 0x816
|
||||
overwriteWidth = 240
|
||||
overwriteHeight = 135
|
||||
|
||||
|
@ -1,5 +1,3 @@
|
||||
#PLEASE READ THE COMMENTS NEXT TO THE TEXTURE REDEFINES, IT TELLS YOU THE CURRENT ISSUES OF THE GAME
|
||||
#I ADDED THOSE LINES SO THAT PEOPLE CAN STOP MENTIONING THE SAME ISSUES OVER AND OVER AGAIN
|
||||
[Definition]
|
||||
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
|
||||
name = "The Legend of Zelda: Breath of the Wild - 1080p"
|
||||
@ -32,8 +30,6 @@ formatsExcluded = 0x008 # exclude the intro background texture
|
||||
overwriteWidth = 1728
|
||||
overwriteHeight = 972
|
||||
|
||||
#Breaks lighting effects when scaled.
|
||||
#Disabling this breaks heatwaves and shadow LODs
|
||||
[TextureRedefine] #half-res1
|
||||
width = 640
|
||||
height = 360
|
||||
@ -52,11 +48,10 @@ height = 288
|
||||
overwriteWidth = 960
|
||||
overwriteHeight = 432
|
||||
|
||||
#Makes bloom look "pixelated" when scaled.
|
||||
#Disabling this breaks ambient occlusion
|
||||
[TextureRedefine] #q-res1
|
||||
width = 320
|
||||
height = 180
|
||||
formatsExcluded = 0x816
|
||||
overwriteWidth = 480
|
||||
overwriteHeight = 270
|
||||
|
||||
|
@ -1,5 +1,3 @@
|
||||
#PLEASE READ THE COMMENTS NEXT TO THE TEXTURE REDEFINES, IT TELLS YOU THE CURRENT ISSUES OF THE GAME
|
||||
#I ADDED THOSE LINES SO THAT PEOPLE CAN STOP MENTIONING THE SAME ISSUES OVER AND OVER AGAIN
|
||||
[Definition]
|
||||
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
|
||||
name = "The Legend of Zelda: Breath of the Wild - 1440p (2K)"
|
||||
@ -32,8 +30,6 @@ formatsExcluded = 0x008 # exclude the intro background texture
|
||||
overwriteWidth = 2304
|
||||
overwriteHeight = 1296
|
||||
|
||||
#Breaks lighting effects when scaled.
|
||||
#Disabling this breaks heatwaves and shadow LODs
|
||||
[TextureRedefine] #half-res1
|
||||
width = 640
|
||||
height = 360
|
||||
@ -52,12 +48,11 @@ height = 288
|
||||
overwriteWidth = 1280
|
||||
overwriteHeight = 576
|
||||
|
||||
#Makes bloom look "pixelated" when scaled.
|
||||
#Disabling this breaks ambient occlusion
|
||||
[TextureRedefine] #q-res1, main bloom, AO
|
||||
width = 320
|
||||
height = 180
|
||||
overwriteWidth = 641
|
||||
formatsExcluded = 0x816
|
||||
overwriteWidth = 640
|
||||
overwriteHeight = 360
|
||||
|
||||
[TextureRedefine] #q-res2
|
||||
|
@ -1,5 +1,3 @@
|
||||
#PLEASE READ THE COMMENTS NEXT TO THE TEXTURE REDEFINES, IT TELLS YOU THE CURRENT ISSUES OF THE GAME
|
||||
#I ADDED THOSE LINES SO THAT PEOPLE CAN STOP MENTIONING THE SAME ISSUES OVER AND OVER AGAIN
|
||||
[Definition]
|
||||
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
|
||||
name = "The Legend of Zelda: Breath of the Wild - 2160p (4K)"
|
||||
@ -32,8 +30,6 @@ formatsExcluded = 0x008 # exclude the intro background texture
|
||||
overwriteWidth = 3456
|
||||
overwriteHeight = 1944
|
||||
|
||||
#Breaks lighting effects when scaled.
|
||||
#Disabling this breaks heatwaves and shadow LODs
|
||||
[TextureRedefine] #half-res1, soft pass toon shader,
|
||||
width = 640
|
||||
height = 360
|
||||
@ -52,11 +48,10 @@ height = 288
|
||||
overwriteWidth = 1920
|
||||
overwriteHeight = 864
|
||||
|
||||
#Makes bloom look "pixelated" when scaled.
|
||||
#Disabling this breaks ambient occlusion
|
||||
[TextureRedefine] #q-res1 Main bloom pass, AO
|
||||
width = 320
|
||||
height = 180
|
||||
formatsExcluded = 0x816
|
||||
overwriteWidth = 960
|
||||
overwriteHeight = 540
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user