From dfec176d92faa563d5a6814be6329e6ff9d8148d Mon Sep 17 00:00:00 2001 From: getdls Date: Sat, 20 Jan 2018 20:21:39 +0100 Subject: [PATCH] [Shantae HGH] - Scaling and AA fix --- .../023831cdf6638473_00000000000003c9_ps.txt | 245 ++++++++++++++++++ .../24d99fe8b4e5f576_0000000000000000_vs.txt | 78 ++++++ .../294904d1771460cf_0000000000000079_ps.txt | 121 +++++++++ .../8fdd009324e987ee_0000000000000079_ps.txt | 124 +++++++++ Source/Shantae Half-Genie Hero/rules.txt | 33 +++ 5 files changed, 601 insertions(+) create mode 100644 Source/Shantae Half-Genie Hero/023831cdf6638473_00000000000003c9_ps.txt create mode 100644 Source/Shantae Half-Genie Hero/24d99fe8b4e5f576_0000000000000000_vs.txt create mode 100644 Source/Shantae Half-Genie Hero/294904d1771460cf_0000000000000079_ps.txt create mode 100644 Source/Shantae Half-Genie Hero/8fdd009324e987ee_0000000000000079_ps.txt create mode 100644 Source/Shantae Half-Genie Hero/rules.txt diff --git a/Source/Shantae Half-Genie Hero/023831cdf6638473_00000000000003c9_ps.txt b/Source/Shantae Half-Genie Hero/023831cdf6638473_00000000000003c9_ps.txt new file mode 100644 index 00000000..175e6c64 --- /dev/null +++ b/Source/Shantae Half-Genie Hero/023831cdf6638473_00000000000003c9_ps.txt @@ -0,0 +1,245 @@ + + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 023831cdf6638473 +//ps aa restore +const float resScale = ; +uniform ivec4 uf_remappedPS[3]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf531c800 res 1920x1080x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf5b14800 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 0 0 border: 0 +layout(location = 0) in vec4 passParameterSem129; +layout(location = 1) in vec4 passParameterSem128; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ 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 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[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; +R0i = floatBitsToInt(passParameterSem129); +R1i = floatBitsToInt(passParameterSem128); +if( activeMaskStackC[1] == true ) { +R2i.w = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.zy),0.0).y); +R2i.z = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.xw),0.0).y); +R2i.y = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.xy),0.0).y); +R0i.x = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.zw),0.0).y); +R3i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R1i.xy),0.0).xyzw); +} +if( activeMaskStackC[1] == true ) { +activeMaskStack[1] = activeMaskStack[0]; +activeMaskStackC[2] = activeMaskStackC[1]; +// 0 +R127i.x = floatBitsToInt(max(intBitsToFloat(R2i.z), intBitsToFloat(R2i.y))); +R127i.y = floatBitsToInt(min(intBitsToFloat(R2i.z), intBitsToFloat(R2i.y))); +PV0i.w = floatBitsToInt(intBitsToFloat(R2i.w) + intBitsToFloat(0x3b2aaaab)); +R0i.y = 0; +PS0i = R0i.y; +// 1 +backupReg0i = R0i.x; +backupReg0i = R0i.x; +PV1i.x = floatBitsToInt(min(intBitsToFloat(PV0i.w), intBitsToFloat(backupReg0i))); +PV1i.y = floatBitsToInt(-(intBitsToFloat(PV0i.w)) + intBitsToFloat(R2i.z)); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), intBitsToFloat(backupReg0i))); +// 2 +PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.y) + -(intBitsToFloat(R2i.y))); +R5i.z = floatBitsToInt(min(intBitsToFloat(R127i.y), intBitsToFloat(PV1i.x))); +PV0i.z = R5i.z; +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(R2i.y)); +R6i.z = floatBitsToInt(max(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.z))); +PS0i = R6i.z; +// 3 +backupReg0i = R0i.x; +backupReg0i = R0i.x; +PV1i.x = floatBitsToInt(max(intBitsToFloat(R3i.y), intBitsToFloat(PS0i))); +PV1i.y = floatBitsToInt(min(intBitsToFloat(R3i.y), intBitsToFloat(PV0i.z))); +R0i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + -(intBitsToFloat(backupReg0i))); +PV1i.w = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(0x3e000000)); +R0i.x = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(backupReg0i)); +PS1i = R0i.x; +// 4 +PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.x)); +PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.w), intBitsToFloat(0x3d4ccccd))); +// 5 +PV1i.x = ((intBitsToFloat(PV0i.z) > intBitsToFloat(PV0i.y))?int(0xFFFFFFFF):int(0x0)); +// 6 +R2i.x = ((PV1i.x == 0)?(0):(R3i.x)); +R2i.y = ((PV1i.x == 0)?(0):(R3i.y)); +R2i.z = ((PV1i.x == 0)?(0):(R3i.z)); +R2i.w = ((PV1i.x == 0)?(0):(R3i.w)); +R0i.w = ((PV1i.x == 0)?(0):(0x3f800000)); +PS0i = R0i.w; +// 7 +predResult = (R0i.w == 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; +backupReg0i = R0i.x; +backupReg1i = R0i.y; +backupReg1i = R0i.y; +backupReg2i = R0i.z; +backupReg2i = R0i.z; +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),-0.0),vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),0.0))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +// 1 +tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x)); +PS1i = floatBitsToInt(tempResultf); +// 2 +R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(PS1i))); +PV0i.z = R127i.z; +R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.x), intBitsToFloat(PS1i))); +PV0i.w = R127i.w; +// 3 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].z) / resScale)); +PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[0].w) / resScale)); +// 4 +R0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV1i.z))); +R0i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV1i.w))); +R2i.z = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(PV1i.z)); +PV0i.w = floatBitsToInt(min(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.x))); +R2i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(PV1i.w)); +PS0i = R2i.y; +// 5 +PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x41000000)/ resScale); +// 6 +PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.z)); +// 7 +PV1i.x = floatBitsToInt(intBitsToFloat(R127i.w) * intBitsToFloat(PS0i)); +PV1i.w = floatBitsToInt(intBitsToFloat(R127i.z) * intBitsToFloat(PS0i)); +// 8 +PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), intBitsToFloat(0xc0000000) / resScale)); +PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(0xc0000000) / resScale)); +// 9 +PV1i.x = floatBitsToInt(min(intBitsToFloat(PV0i.z), 2.0)); +PV1i.w = floatBitsToInt(min(intBitsToFloat(PV0i.y), 2.0)); +// 10 +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[1].x) / resScale)); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(uf_remappedPS[1].y) / resScale)); +// 11 +R3i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV0i.z))); +R3i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV0i.w))); +R0i.z = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(PV0i.z)); +R0i.w = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(PV0i.w)); +} +if( activeMaskStackC[2] == true ) { +R4i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.xy),0.0).xyzw); +R2i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R2i.zy),0.0).xyzw); +R3i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R3i.xy),0.0).xyzw); +R0i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.zw),0.0).xyzw); +} +if( activeMaskStackC[2] == true ) { +// 0 +R126i.x = floatBitsToInt(intBitsToFloat(R4i.z) + intBitsToFloat(R2i.z)); +R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0); +R126i.y = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R2i.y)); +R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) / 2.0); +R126i.z = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R2i.x)); +R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) / 2.0); +R126i.w = floatBitsToInt(intBitsToFloat(R4i.w) + intBitsToFloat(R2i.w)); +R126i.w = floatBitsToInt(intBitsToFloat(R126i.w) / 2.0); +// 1 +backupReg0i = R0i.y; +backupReg1i = R0i.x; +backupReg2i = R0i.w; +PV1i.x = floatBitsToInt(intBitsToFloat(R3i.z) + intBitsToFloat(R0i.z)); +PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) / 2.0); +PV1i.y = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(backupReg0i)); +PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) / 2.0); +PV1i.z = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(backupReg1i)); +PV1i.z = floatBitsToInt(intBitsToFloat(PV1i.z) / 2.0); +PV1i.w = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(backupReg2i)); +PV1i.w = floatBitsToInt(intBitsToFloat(PV1i.w) / 2.0); +// 2 +R127i.x = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(PV1i.x)); +R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0); +R127i.y = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PV1i.y)); +R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) / 2.0); +PV0i.y = R127i.y; +R127i.z = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(PV1i.z)); +R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0); +R127i.w = floatBitsToInt(intBitsToFloat(R126i.w) + intBitsToFloat(PV1i.w)); +R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0); +// 3 +PV1i.y = ((intBitsToFloat(PV0i.y) > intBitsToFloat(R6i.z))?int(0xFFFFFFFF):int(0x0)); +PV1i.z = ((intBitsToFloat(R5i.z) > intBitsToFloat(PV0i.y))?int(0xFFFFFFFF):int(0x0)); +// 4 +R123i.x = ((PV1i.z == 0)?(PV1i.y):(int(-1))); +PV0i.x = R123i.x; +// 5 +R2i.x = ((PV0i.x == 0)?(R127i.z):(R126i.z)); +R2i.y = ((PV0i.x == 0)?(R127i.y):(R126i.y)); +R2i.z = ((PV0i.x == 0)?(R127i.x):(R126i.x)); +R2i.w = ((PV0i.x == 0)?(R127i.w):(R126i.w)); +} +activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; +if( activeMaskStackC[1] == true ) { +R1i.xyzw = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R1i.zw)).xyzw); +} +if( activeMaskStackC[1] == true ) { +// 0 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(R1i.w))); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R1i.w))); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(R1i.w))); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(R1i.w))); +// 1 +R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(R2i.x))); +R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(R2i.y))); +R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(R2i.z))); +R1i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(R2i.w))); +} +// export +passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); +} diff --git a/Source/Shantae Half-Genie Hero/24d99fe8b4e5f576_0000000000000000_vs.txt b/Source/Shantae Half-Genie Hero/24d99fe8b4e5f576_0000000000000000_vs.txt new file mode 100644 index 00000000..21439855 --- /dev/null +++ b/Source/Shantae Half-Genie Hero/24d99fe8b4e5f576_0000000000000000_vs.txt @@ -0,0 +1,78 @@ + + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader 24d99fe8b4e5f576 +//AA restore +const float resScale = ; +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem129; +layout(location = 1) out vec4 passParameterSem128; +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 +PV0f.x = R2f.y + intBitsToFloat(uf_remappedVS[0].y)/ resScale; +PV0f.y = R2f.x + intBitsToFloat(uf_remappedVS[0].x)/ resScale; +R1f.w = 1.0; +R0f.x = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x)/ resScale); +PS0f = R0f.x; +// 1 +R0f.y = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)/ resScale); +R0f.z = PV0f.y; +R0f.w = PV0f.x; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem129 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +passParameterSem128 = vec4(R2f.x, R2f.y, R2f.x, R2f.y); +} diff --git a/Source/Shantae Half-Genie Hero/294904d1771460cf_0000000000000079_ps.txt b/Source/Shantae Half-Genie Hero/294904d1771460cf_0000000000000079_ps.txt new file mode 100644 index 00000000..ede915b7 --- /dev/null +++ b/Source/Shantae Half-Genie Hero/294904d1771460cf_0000000000000079_ps.txt @@ -0,0 +1,121 @@ + + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 294904d1771460cf +//vertical blur +const float resScale = ; +uniform ivec4 uf_remappedPS[1]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5b14800 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem128; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ 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); +vec4 R123f = 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; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem128; +R4f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +// 0 +R127f.x = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x404ec4ec)/ resScale; +PV0f.x = R127f.x; +PV0f.y = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x3fb13b14)/ resScale; +R127f.z = 0.0; +PV0f.z = R127f.z; +// 1 +R1f.x = PV0f.z + R0f.x; +PV1f.y = PV0f.x; +PV1f.z = -(PV0f.y); +PV1f.w = PV0f.y; +R2f.x = PV0f.z + R0f.x; +PS1f = R2f.x; +// 2 +R3f.x = R127f.z + R0f.x; +R1f.y = PV1f.w + R0f.y; +R2f.z = PV1f.z + R0f.y; +R3f.w = PV1f.y + R0f.y; +PS0f = -(R127f.x); +// 3 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +R0f.x = R127f.z + backupReg0f; +R0f.y = PS0f + backupReg1f; +R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +R2f.xyzw = (texture(textureUnitPS0, R2f.xz).xyzw); +R3f.xyzw = (texture(textureUnitPS0, R3f.xw).xyzw); +R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +// 0 +PV0f.x = R1f.z * intBitsToFloat(0x3ea1e718); +PV0f.y = R1f.y * intBitsToFloat(0x3ea1e718); +PV0f.z = R1f.x * intBitsToFloat(0x3ea1e718); +PV0f.w = R1f.w * intBitsToFloat(0x3ea1e718); +// 1 +R123f.x = (R4f.z * intBitsToFloat(0x3e6879c6) + PV0f.x); +PV1f.x = R123f.x; +R123f.y = (R4f.y * intBitsToFloat(0x3e6879c6) + PV0f.y); +PV1f.y = R123f.y; +R123f.z = (R4f.x * intBitsToFloat(0x3e6879c6) + PV0f.z); +PV1f.z = R123f.z; +R123f.w = (R4f.w * intBitsToFloat(0x3e6879c6) + PV0f.w); +PV1f.w = R123f.w; +// 2 +R123f.x = (R2f.w * intBitsToFloat(0x3ea1e718) + PV1f.w); +PV0f.x = R123f.x; +R123f.y = (R2f.z * intBitsToFloat(0x3ea1e718) + PV1f.x); +PV0f.y = R123f.y; +R123f.z = (R2f.y * intBitsToFloat(0x3ea1e718) + PV1f.y); +PV0f.z = R123f.z; +R123f.w = (R2f.x * intBitsToFloat(0x3ea1e718) + PV1f.z); +PV0f.w = R123f.w; +// 3 +R123f.x = (R3f.z * intBitsToFloat(0x3d8fe9dc) + PV0f.y); +PV1f.x = R123f.x; +R123f.y = (R3f.y * intBitsToFloat(0x3d8fe9dc) + PV0f.z); +PV1f.y = R123f.y; +R123f.z = (R3f.x * intBitsToFloat(0x3d8fe9dc) + PV0f.w); +PV1f.z = R123f.z; +R123f.w = (R3f.w * intBitsToFloat(0x3d8fe9dc) + PV0f.x); +PV1f.w = R123f.w; +// 4 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +backupReg2f = R0f.z; +backupReg3f = R0f.w; +R0f.x = (backupReg0f * intBitsToFloat(0x3d8fe9dc) + PV1f.z); +R0f.y = (backupReg1f * intBitsToFloat(0x3d8fe9dc) + PV1f.y); +R0f.z = (backupReg2f * intBitsToFloat(0x3d8fe9dc) + PV1f.x); +R0f.w = (backupReg3f * intBitsToFloat(0x3d8fe9dc) + PV1f.w); +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +} diff --git a/Source/Shantae Half-Genie Hero/8fdd009324e987ee_0000000000000079_ps.txt b/Source/Shantae Half-Genie Hero/8fdd009324e987ee_0000000000000079_ps.txt new file mode 100644 index 00000000..0e4d80fc --- /dev/null +++ b/Source/Shantae Half-Genie Hero/8fdd009324e987ee_0000000000000079_ps.txt @@ -0,0 +1,124 @@ + + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 8fdd009324e987ee +//horizontal blur +const float resScale = ; + +uniform ivec4 uf_remappedPS[1]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5b94000 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem128; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ 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); +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; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem128; +R4f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +// 0 +R126f.x = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x404ec4ec)/ resScale; +PV0f.x = R126f.x; +PV0f.y = 0.0; +PV0f.z = 0.0; +PV0f.w = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x3fb13b14)/ resScale; +R127f.x = 0.0; +PS0f = R127f.x; +// 1 +R1f.x = R0f.x + PV0f.w; +R1f.y = R0f.y + PV0f.y; +R2f.z = R0f.y + PV0f.z; +PV1f.w = -(PV0f.w); +R3f.x = R0f.x + PV0f.x; +PS1f = R3f.x; +// 2 +R2f.x = R0f.x + PV1f.w; +R3f.y = R0f.y + R127f.x; +PV0f.z = 0.0; +PV0f.w = -(R126f.x); +// 3 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +R0f.x = backupReg0f + PV0f.w; +R0f.y = backupReg1f + PV0f.z; +R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +R2f.xyzw = (texture(textureUnitPS0, R2f.xz).xyzw); +R3f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw); +R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +// 0 +PV0f.x = R1f.x * intBitsToFloat(0x3ea1e718); +PV0f.y = R1f.w * intBitsToFloat(0x3ea1e718); +PV0f.z = R1f.z * intBitsToFloat(0x3ea1e718); +PV0f.w = R1f.y * intBitsToFloat(0x3ea1e718); +// 1 +R123f.x = (R4f.x * intBitsToFloat(0x3e6879c6) + PV0f.x); +PV1f.x = R123f.x; +R123f.y = (R4f.w * intBitsToFloat(0x3e6879c6) + PV0f.y); +PV1f.y = R123f.y; +R123f.z = (R4f.z * intBitsToFloat(0x3e6879c6) + PV0f.z); +PV1f.z = R123f.z; +R123f.w = (R4f.y * intBitsToFloat(0x3e6879c6) + PV0f.w); +PV1f.w = R123f.w; +// 2 +R123f.x = (R2f.x * intBitsToFloat(0x3ea1e718) + PV1f.x); +PV0f.x = R123f.x; +R123f.y = (R2f.w * intBitsToFloat(0x3ea1e718) + PV1f.y); +PV0f.y = R123f.y; +R123f.z = (R2f.z * intBitsToFloat(0x3ea1e718) + PV1f.z); +PV0f.z = R123f.z; +R123f.w = (R2f.y * intBitsToFloat(0x3ea1e718) + PV1f.w); +PV0f.w = R123f.w; +// 3 +R123f.x = (R3f.w * intBitsToFloat(0x3d8fe9dc) + PV0f.y); +PV1f.x = R123f.x; +R123f.y = (R3f.z * intBitsToFloat(0x3d8fe9dc) + PV0f.z); +PV1f.y = R123f.y; +R123f.z = (R3f.y * intBitsToFloat(0x3d8fe9dc) + PV0f.w); +PV1f.z = R123f.z; +R123f.w = (R3f.x * intBitsToFloat(0x3d8fe9dc) + PV0f.x); +PV1f.w = R123f.w; +// 4 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +backupReg2f = R0f.z; +backupReg3f = R0f.w; +R0f.x = (backupReg0f * intBitsToFloat(0x3d8fe9dc) + PV1f.w); +R0f.y = (backupReg1f * intBitsToFloat(0x3d8fe9dc) + PV1f.z); +R0f.z = (backupReg2f * intBitsToFloat(0x3d8fe9dc) + PV1f.y); +R0f.w = (backupReg3f * intBitsToFloat(0x3d8fe9dc) + PV1f.x); +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +} diff --git a/Source/Shantae Half-Genie Hero/rules.txt b/Source/Shantae Half-Genie Hero/rules.txt new file mode 100644 index 00000000..35070bfa --- /dev/null +++ b/Source/Shantae Half-Genie Hero/rules.txt @@ -0,0 +1,33 @@ + +[Definition] +titleIds = 00050000101db200,0005000010203200,0005000c101db200,0005000c10203200 # All regions +name = "Shantae: Half-Genie Hero" +version = 2 + +[TextureRedefine] +width = 1920 +height = 1080 +#formatsExcluded = +overwriteWidth = +overwriteWidth = + +[TextureRedefine] +width = 854 +height = 480 +#formatsExcluded = +overwriteWidth = +overwriteWidth = + +[TextureRedefine] +width = 480 +height = 270 +#formatsExcluded = +overwriteWidth = +overwriteWidth =