diff --git a/Source/SuperMario3DWorld/1f83c0d47b1c4c34_0000000000000000_vs.txt b/Source/SuperMario3DWorld/1f83c0d47b1c4c34_0000000000000000_vs.txt index ec758e3c..320ac437 100644 --- a/Source/SuperMario3DWorld/1f83c0d47b1c4c34_0000000000000000_vs.txt +++ b/Source/SuperMario3DWorld/1f83c0d47b1c4c34_0000000000000000_vs.txt @@ -10,7 +10,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0); #extension GL_ARB_shading_language_packing : enable // shader 1f83c0d47b1c4c34 // Used for: Background Blur -const float resXScale = ; +const float resXScale = ; const float resYScale = ; uniform ivec4 uf_remappedVS[1]; diff --git a/Source/SuperMario3DWorld/280351fcf8e5949f_0000000000000000_vs.txt b/Source/SuperMario3DWorld/280351fcf8e5949f_0000000000000000_vs.txt new file mode 100644 index 00000000..ab7d4dcc --- /dev/null +++ b/Source/SuperMario3DWorld/280351fcf8e5949f_0000000000000000_vs.txt @@ -0,0 +1,85 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader 280351fcf8e5949f +// Used for: Another vertical blur +const float resXScale = ; +const float resYScale = ; + +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) noperspective out vec4 passParameterSem0; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ 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); +uvec4 attrDecoder; +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xy = attrDataSem1.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +backupReg0f = R1f.x; +backupReg1f = R1f.y; +R1f.x = backupReg0f; +R1f.x *= 2.0; +R1f.y = backupReg1f; +R1f.y *= 2.0; +R1f.z = 0.0; +R1f.w = 1.0; +PS0f = intBitsToFloat(uf_remappedVS[0].x/resXScale) * intBitsToFloat(0x3f99999a); +// 1 +backupReg0f = R2f.x; +backupReg0f = R2f.x; +backupReg0f = R2f.x; +R2f.x = R2f.y; +R2f.y = backupReg0f + -(PS0f); +R2f.z = backupReg0f + PS0f; +R2f.w = backupReg0f; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// 0 +} diff --git a/Source/SuperMario3DWorld/6d9067fd20086bc0_0000000000000000_vs.txt b/Source/SuperMario3DWorld/6d9067fd20086bc0_0000000000000000_vs.txt new file mode 100644 index 00000000..aa7e3f44 --- /dev/null +++ b/Source/SuperMario3DWorld/6d9067fd20086bc0_0000000000000000_vs.txt @@ -0,0 +1,95 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader 6d9067fd20086bc0 +// Used for: Vertical blur +const float resXScale = ; +const float resYScale = ; + +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) noperspective out vec4 passParameterSem0; +layout(location = 1) noperspective out vec4 passParameterSem1; +layout(location = 2) noperspective out vec4 passParameterSem2; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ 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 R4f = vec4(0.0); +uvec4 attrDecoder; +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xy = attrDataSem1.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +backupReg0f = R1f.x; +backupReg1f = R1f.y; +R1f.x = backupReg0f; +R1f.x *= 2.0; +R1f.y = backupReg1f; +R1f.y *= 2.0; +R1f.z = 0.0; +R1f.w = 1.0; +PS0f = intBitsToFloat(uf_remappedVS[0].x/resXScale) + R2f.x; +// 1 +R0f.x = PS0f; +R0f.y = R2f.y; +PV1f.z = -(intBitsToFloat(uf_remappedVS[0].x/resXScale)) + R2f.x; +R3f.w = R2f.y; +R4f.x = R2f.x; +PS1f = R4f.x; +// 2 +R3f.x = PV1f.z; +R4f.y = R2f.y; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.z); +// export +passParameterSem1 = vec4(R3f.x, R3f.w, R3f.z, R3f.z); +// export +passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.z); +// 0 +} diff --git a/Source/SuperMario3DWorld/rules.txt b/Source/SuperMario3DWorld/rules.txt index 07393d30..97744411 100644 --- a/Source/SuperMario3DWorld/rules.txt +++ b/Source/SuperMario3DWorld/rules.txt @@ -87,6 +87,12 @@ height = 180 overwriteWidth = overwriteHeight = +[TextureRedefine] # 1/8 res +width = 160 +height = 90 +overwriteWidth = +overwriteHeight = + [TextureRedefine] # gamepad width = 854 height = 480