YoshisWW - issue fixes

This commit is contained in:
getdls 2018-10-31 19:35:13 +01:00
parent 88f8108a18
commit e2d11ab7a2
3 changed files with 300 additions and 231 deletions

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@ -2,116 +2,127 @@
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
// shader b5082db8c1a44514 // shader b5082db8c1a44514
// Used for vertical blur DoF //BGblur vert
const float resXScale = ($width/$gameWidth); const float dither = $dither ;
const float resYScale = ($height/$gameHeight);
uniform ivec4 uf_uniformRegisterPS[256]; uniform ivec4 uf_uniformRegisterPS[256];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e14800 res 640x360x1 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 = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e14800 res 640x360x1 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 passParameterSem0; layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0; layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
highp float lineRand(vec2 co)
{
highp float a = 12.9898;
highp float b = 78.233;
highp float c = 43758.5453;
highp float dt = dot(co.xy, vec2(a, b));
highp float sn = mod(dt, 3.14);
return fract(sin(sn) * c);
}
int clampFI32(int v) int clampFI32(int v)
{ {
if( v == 0x7FFFFFFF ) if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0); return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF ) else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0); return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); 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; } float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main() void main()
{ {
ivec4 R0i = ivec4(0); ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0); ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0); ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0); ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0); ivec4 R4i = ivec4(0);
ivec4 R123i = ivec4(0); ivec4 R123i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0); ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0; int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0); ivec4 tempi = ivec4(0);
float tempResultf; float tempResultf;
int tempResulti; int tempResulti;
ivec4 ARi = ivec4(0); ivec4 ARi = ivec4(0);
bool predResult = true; bool predResult = true;
bool activeMaskStack[1]; bool activeMaskStack[1];
bool activeMaskStackC[2]; bool activeMaskStackC[2];
activeMaskStackC[0] = false; activeMaskStackC[0] = false;
activeMaskStack[0] = true; activeMaskStack[0] = true;
activeMaskStackC[0] = true; activeMaskStackC[0] = true;
activeMaskStackC[1] = true; activeMaskStackC[1] = true;
vec3 cubeMapSTM; vec3 cubeMapSTM;
int cubeMapFaceId; int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem0); R0i = floatBitsToInt(passParameterSem0);
if( activeMaskStackC[1] == true ) { R0i.xy = floatBitsToInt(passParameterSem0.xy- (lineRand(gl_FragCoord.xy)*0.001*dither)).xy;
R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); if( activeMaskStackC[1] == true ) {
} R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
if( activeMaskStackC[1] == true ) { }
// 0 if( activeMaskStackC[1] == true ) {
R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(uf_uniformRegisterPS[11].x))); // 0
R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(uf_uniformRegisterPS[11].x))); R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(uf_uniformRegisterPS[11].x)));
R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(uf_uniformRegisterPS[11].x))); R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(uf_uniformRegisterPS[11].x)));
R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(uf_uniformRegisterPS[11].x))); R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(uf_uniformRegisterPS[11].x)));
R0i.w = 0x00000001; R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(uf_uniformRegisterPS[11].x)));
PS0i = R0i.w; R0i.w = 0x00000001;
// 1 PS0i = R0i.w;
R0i.z = uf_uniformRegisterPS[22].x + int(1); // 1
} R0i.z = uf_uniformRegisterPS[22].x + int(1);
while( activeMaskStackC[1] == true ) }
{ while( activeMaskStackC[1] == true )
if( activeMaskStackC[1] == true ) { {
// 0 if( activeMaskStackC[1] == true ) {
R1i.x = (R0i.z > R0i.w)?int(0xFFFFFFFF):int(0x0); // 0
// 1 R1i.x = (R0i.z > R0i.w)?int(0xFFFFFFFF):int(0x0);
predResult = (R1i.x != 0); // 1
if( predResult == false ) break; predResult = (R1i.x != 0);
} if( predResult == false ) break;
if( activeMaskStackC[1] == true ) { }
// 0 if( activeMaskStackC[1] == true ) {
backupReg0i = R0i.w; // 0
backupReg0i = R0i.w; backupReg0i = R0i.w;
R0i.w = backupReg0i + int(1); backupReg0i = R0i.w;
R3i.z = floatBitsToInt(float(backupReg0i)); R0i.w = backupReg0i + int(1);
PS0i = R3i.z; R3i.z = floatBitsToInt(float(backupReg0i));
// 1 PS0i = R3i.z;
tempResultf = intBitsToFloat(PS0i); // 1
tempResultf = floor(tempResultf); tempResultf = intBitsToFloat(PS0i);
tempResultf = clamp(tempResultf, -256.0, 255.0); tempResultf = floor(tempResultf);
ARi.x = int(tempResultf); tempResultf = clamp(tempResultf, -256.0, 255.0);
PV1i.x = floatBitsToInt(tempResultf); ARi.x = int(tempResultf);
// 2 PV1i.x = floatBitsToInt(tempResultf);
R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.x)) + vec3(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y)/resYScale,-(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x)))); // 2
R1i.w = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y)/resYScale)); R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.x)) + vec3(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y),-(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x))));
} R1i.w = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y)));
if( activeMaskStackC[1] == true ) { }
R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyzw); if( activeMaskStackC[1] == true ) {
R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.zw)).xyzw); R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyzw);
} R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.zw)).xyzw);
if( activeMaskStackC[1] == true ) { }
// 0 if( activeMaskStackC[1] == true ) {
tempResultf = intBitsToFloat(R3i.z); // 0
tempResultf = floor(tempResultf); tempResultf = intBitsToFloat(R3i.z);
tempResultf = clamp(tempResultf, -256.0, 255.0); tempResultf = floor(tempResultf);
ARi.x = int(tempResultf); tempResultf = clamp(tempResultf, -256.0, 255.0);
PV0i.x = floatBitsToInt(tempResultf); ARi.x = int(tempResultf);
// 1 PV0i.x = floatBitsToInt(tempResultf);
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.z))); // 1
PV1i.x = R123i.x; R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.z)));
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.y))); PV1i.x = R123i.x;
PV1i.y = R123i.y; R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.y)));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.w))); PV1i.y = R123i.y;
PV1i.z = R123i.z; R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.w)));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.x))); PV1i.z = R123i.z;
PV1i.w = R123i.w; R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.x)));
// 2 PV1i.w = R123i.w;
R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.w))); // 2
R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.y))); R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.w)));
R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.x))); R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.y)));
R4i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.z))); R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.x)));
} R4i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.z)));
} }
// export }
passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); // export
passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
} }

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#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
// shader f1f99f18ae69719b // shader f1f99f18ae69719b
// Used for horizontal blur DoF //Bg horizontal
const float resXScale = ($width/$gameWidth); const float dither = $dither ;
const float resYScale = ($height/$gameHeight);
uniform ivec4 uf_uniformRegisterPS[256]; uniform ivec4 uf_uniformRegisterPS[256];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf59d2000 res 640x360x1 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 = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf59d2000 res 640x360x1 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 passParameterSem0; layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0; layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
highp float lineRand(vec2 co)
{
highp float a = 12.9898;
highp float b = 78.233;
highp float c = 43758.5453;
highp float dt = dot(co.xy, vec2(a, b));
highp float sn = mod(dt, 3.14);
return fract(sin(sn) * c);
}
//- (lineRand(R0i.xy )*0.415)
int clampFI32(int v) int clampFI32(int v)
{ {
if( v == 0x7FFFFFFF ) if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0); return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF ) else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0); return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); 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; } float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main() void main()
{ {
ivec4 R0i = ivec4(0); ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0); ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0); ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0); ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0); ivec4 R4i = ivec4(0);
ivec4 R123i = ivec4(0); ivec4 R123i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0); ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0; int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0); ivec4 tempi = ivec4(0);
float tempResultf; float tempResultf;
int tempResulti; int tempResulti;
ivec4 ARi = ivec4(0); ivec4 ARi = ivec4(0);
bool predResult = true; bool predResult = true;
bool activeMaskStack[1]; bool activeMaskStack[1];
bool activeMaskStackC[2]; bool activeMaskStackC[2];
activeMaskStackC[0] = false; activeMaskStackC[0] = false;
activeMaskStack[0] = true; activeMaskStack[0] = true;
activeMaskStackC[0] = true; activeMaskStackC[0] = true;
activeMaskStackC[1] = true; activeMaskStackC[1] = true;
vec3 cubeMapSTM; vec3 cubeMapSTM;
int cubeMapFaceId; int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem0); R0i = floatBitsToInt(passParameterSem0);
if( activeMaskStackC[1] == true ) { R0i.xy = floatBitsToInt(passParameterSem0.xy- (lineRand(gl_FragCoord.xy)*0.001*dither)).xy;
R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); //R0f.xy = R0f.xy - (lineRand(gl_FragCoord.xy)*0.015);
}
if( activeMaskStackC[1] == true ) { if( activeMaskStackC[1] == true ) {
// 0 R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(uf_uniformRegisterPS[11].x))); }
R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(uf_uniformRegisterPS[11].x))); if( activeMaskStackC[1] == true ) {
R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(uf_uniformRegisterPS[11].x))); // 0
R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(uf_uniformRegisterPS[11].x))); R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(uf_uniformRegisterPS[11].x)));
R0i.w = 0x00000001; R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(uf_uniformRegisterPS[11].x)));
PS0i = R0i.w; R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(uf_uniformRegisterPS[11].x)));
// 1 R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(uf_uniformRegisterPS[11].x)));
R0i.z = uf_uniformRegisterPS[22].x + int(1); R0i.w = 0x00000001;
} PS0i = R0i.w;
while( activeMaskStackC[1] == true ) // 1
{ R0i.z = uf_uniformRegisterPS[22].x + int(1);
if( activeMaskStackC[1] == true ) { }
// 0 while( activeMaskStackC[1] == true )
R1i.x = (R0i.z > R0i.w)?int(0xFFFFFFFF):int(0x0); {
// 1 if( activeMaskStackC[1] == true ) {
predResult = (R1i.x != 0); // 0
if( predResult == false ) break; R1i.x = (R0i.z > R0i.w)?int(0xFFFFFFFF):int(0x0);
} // 1
if( activeMaskStackC[1] == true ) { predResult = (R1i.x != 0);
// 0 if( predResult == false ) break;
backupReg0i = R0i.w; }
backupReg0i = R0i.w; if( activeMaskStackC[1] == true ) {
R0i.w = backupReg0i + int(1); // 0
R3i.z = floatBitsToInt(float(backupReg0i)); backupReg0i = R0i.w;
PS0i = R3i.z; backupReg0i = R0i.w;
// 1 R0i.w = backupReg0i + int(1);
tempResultf = intBitsToFloat(PS0i); R3i.z = floatBitsToInt(float(backupReg0i));
tempResultf = floor(tempResultf); PS0i = R3i.z;
tempResultf = clamp(tempResultf, -256.0, 255.0); // 1
ARi.x = int(tempResultf); tempResultf = intBitsToFloat(PS0i);
PV1i.x = floatBitsToInt(tempResultf); tempResultf = floor(tempResultf);
// 2 tempResultf = clamp(tempResultf, -256.0, 255.0);
R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.x)) + vec3(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x)/resXScale,intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y),-(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x)/resXScale))); ARi.x = int(tempResultf);
R1i.w = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y))); PV1i.x = floatBitsToInt(tempResultf);
} // 2
if( activeMaskStackC[1] == true ) { R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.x)) + vec3(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y),-(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x))));
R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyzw); R1i.w = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y)));
R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.zw)).xyzw); }
} if( activeMaskStackC[1] == true ) {
if( activeMaskStackC[1] == true ) { R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyzw);
// 0 R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.zw)).xyzw);
tempResultf = intBitsToFloat(R3i.z); }
tempResultf = floor(tempResultf); if( activeMaskStackC[1] == true ) {
tempResultf = clamp(tempResultf, -256.0, 255.0); // 0
ARi.x = int(tempResultf); tempResultf = intBitsToFloat(R3i.z);
PV0i.x = floatBitsToInt(tempResultf); tempResultf = floor(tempResultf);
// 1 tempResultf = clamp(tempResultf, -256.0, 255.0);
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.z))); ARi.x = int(tempResultf);
PV1i.x = R123i.x; PV0i.x = floatBitsToInt(tempResultf);
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.y))); // 1
PV1i.y = R123i.y; R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.z)));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.w))); PV1i.x = R123i.x;
PV1i.z = R123i.z; R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.y)));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.x))); PV1i.y = R123i.y;
PV1i.w = R123i.w; R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.w)));
// 2 PV1i.z = R123i.z;
R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.w))); R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.x)));
R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.y))); PV1i.w = R123i.w;
R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.x))); // 2
R4i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.z))); R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.w)));
} R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.y)));
} R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.x)));
// export R4i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.z)));
passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); }
}
// export
passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
} }

View File

@ -1,32 +1,17 @@
[Definition] [Definition]
titleIds = 0005000010131F00,0005000010184E00,0005000010184D00 titleIds = 0005000010131F00,0005000010184E00,0005000010184D00
name = Resolution name = Resolution
path = "Yoshi's Woolly World/Graphics/Resolution" path = "Yoshis Woolly World/Graphics/Resolution"
description = Changes the resolution of the game. description = Changes the resolution of the game.
version = 3 version = 3
[Preset] [Preset]
name = 1280x720 (Default) name = 1280x720 Default
$width = 1280 $width = 1280
$height = 720 $height = 720
$gameWidth = 1280 $gameWidth = 1280
$gameHeight = 720 $gameHeight = 720
$dither = 0.1
// Performance
[Preset]
name = 256x144
$width = 256
$height = 144
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 427x240
$width = 427
$height = 240
$gameWidth = 1280
$gameHeight = 720
[Preset] [Preset]
name = 640x360 name = 640x360
@ -34,6 +19,7 @@ $width = 640
$height = 360 $height = 360
$gameWidth = 1280 $gameWidth = 1280
$gameHeight = 720 $gameHeight = 720
$dither = 0.1
[Preset] [Preset]
name = 854x480 name = 854x480
@ -41,6 +27,7 @@ $width = 854
$height = 480 $height = 480
$gameWidth = 1280 $gameWidth = 1280
$gameHeight = 720 $gameHeight = 720
$dither = 0.1
[Preset] [Preset]
name = 960x540 name = 960x540
@ -48,8 +35,7 @@ $width = 960
$height = 540 $height = 540
$gameWidth = 1280 $gameWidth = 1280
$gameHeight = 720 $gameHeight = 720
$dither = 0.1
// Quality
[Preset] [Preset]
name = 1600x900 name = 1600x900
@ -57,6 +43,7 @@ $width = 1600
$height = 900 $height = 900
$gameWidth = 1280 $gameWidth = 1280
$gameHeight = 720 $gameHeight = 720
$dither = 0.1
[Preset] [Preset]
name = 1920x1080 name = 1920x1080
@ -64,6 +51,7 @@ $width = 1920
$height = 1080 $height = 1080
$gameWidth = 1280 $gameWidth = 1280
$gameHeight = 720 $gameHeight = 720
$dither = 0.1
[Preset] [Preset]
name = 2560x1440 name = 2560x1440
@ -71,6 +59,7 @@ $width = 2560
$height = 1440 $height = 1440
$gameWidth = 1280 $gameWidth = 1280
$gameHeight = 720 $gameHeight = 720
$dither = 0.5
[Preset] [Preset]
name = 2732x1536 name = 2732x1536
@ -78,6 +67,7 @@ $width = 2732
$height = 1536 $height = 1536
$gameWidth = 1280 $gameWidth = 1280
$gameHeight = 720 $gameHeight = 720
$dither = 0.5
[Preset] [Preset]
name = 3200x1800 name = 3200x1800
@ -85,6 +75,7 @@ $width = 3200
$height = 1800 $height = 1800
$gameWidth = 1280 $gameWidth = 1280
$gameHeight = 720 $gameHeight = 720
$dither = 0.75
[Preset] [Preset]
name = 3840x2160 name = 3840x2160
@ -92,6 +83,7 @@ $width = 3840
$height = 2160 $height = 2160
$gameWidth = 1280 $gameWidth = 1280
$gameHeight = 720 $gameHeight = 720
$dither = 0.85
[Preset] [Preset]
name = 5120x2880 name = 5120x2880
@ -99,8 +91,7 @@ $width = 5120
$height = 2880 $height = 2880
$gameWidth = 1280 $gameWidth = 1280
$gameHeight = 720 $gameHeight = 720
$dither = 1.0
// Enthusiast
[Preset] [Preset]
name = 7680x4320 name = 7680x4320
@ -108,6 +99,7 @@ $width = 7680
$height = 4320 $height = 4320
$gameWidth = 1280 $gameWidth = 1280
$gameHeight = 720 $gameHeight = 720
$dither = 1.25
[Preset] [Preset]
name = 10240x5760 name = 10240x5760
@ -115,22 +107,72 @@ $width = 10240
$height = 5760 $height = 5760
$gameWidth = 1280 $gameWidth = 1280
$gameHeight = 720 $gameHeight = 720
$dither = 1.25
[TextureRedefine] # Game Resolution [TextureRedefine]
width = 1280 width = 1280
height = 720 height = 720
#formats = 0x033,0x007,0x01a
formatsExcluded = 0x033 formatsExcluded = 0x033
overwriteWidth = ($width / $gameWidth) * 1280 tileModesExcluded = 0x001
overwriteHeight = ($height / $gameHeight) * 720 overwriteWidth = ($width/$gameWidth) * 1280
overwriteHeight = ($height/$gameHeight) * 720
[TextureRedefine] # Depth of Field Pass [TextureRedefine] #
width = 1024
height = 1024
#formatsExcluded = 0x431,0x005,0x433,0x431,0x235,0x035,0x034,0x033,0x031,0x005,0x01a
formats = 0x005
overwriteWidth = ($width/$gameWidth) * 1024
overwriteHeight = ($height/$gameHeight) * 1024
[TextureRedefine]
width = 854
height = 480
#formats = 0x034
overwriteWidth = ($width/$gameWidth) * 854
overwriteHeight = ($height/$gameHeight) * 480
[TextureRedefine]
width = 640 width = 640
height = 368 height = 368
overwriteWidth = ($width / $gameWidth) * 640 #formats = 0x816,0x820,0x816,0x80e,0x019,0x001,0x01a
overwriteHeight = ($height / $gameHeight) * 368 tileModesExcluded = 0x001
overwriteWidth = ($width/$gameWidth) * 640
overwriteHeight = ($height/$gameHeight) * 368
[TextureRedefine] # Depth of Field Pass [TextureRedefine]
width = 640 width = 640
height = 360 height = 360
overwriteWidth = ($width / $gameWidth) * 640 #formats = 0x816,0x820,0x816,0x80e,0x019,0x001,0x01a
overwriteHeight = ($height / $gameHeight) * 360 tileModesExcluded = 0x001
overwriteWidth = ($width/$gameWidth) * 640
overwriteHeight = ($height/$gameHeight) * 360
[TextureRedefine]
width = 320
height = 180
#formats = 0x816,0x019,0x01a,0x001
overwriteWidth = ($width/$gameWidth) * 320
overwriteHeight = ($height/$gameHeight) * 180
[TextureRedefine]
width = 160
height = 90
#formats = 0x806,0x007,0x01a
overwriteWidth = ($width/$gameWidth) * 160
overwriteHeight = ($height/$gameHeight) * 90
[TextureRedefine]
width = 80
height = 45
#formats = 0x806,0x01a
overwriteWidth = ($width/$gameWidth) * 80
overwriteHeight = ($height/$gameHeight) * 45
[TextureRedefine]
width = 40
height = 22
#formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 40
overwriteHeight = ($height/$gameHeight) * 22