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_separate_shader_objects : enable
// shader b5082db8c1a44514
// Used for vertical blur DoF
const float resXScale = ($width/$gameWidth);
const float resYScale = ($height/$gameHeight);
//BGblur vert
const float dither = $dither ;
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(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
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)
{
if( v == 0x7FFFFFFF )
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
else if( v == 0xFFFFFFFF )
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()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R123i = 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[1];
bool activeMaskStackC[2];
activeMaskStackC[0] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem0);
if( activeMaskStackC[1] == true ) {
R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
}
if( activeMaskStackC[1] == true ) {
// 0
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)));
R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(uf_uniformRegisterPS[11].x)));
R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(uf_uniformRegisterPS[11].x)));
R0i.w = 0x00000001;
PS0i = R0i.w;
// 1
R0i.z = uf_uniformRegisterPS[22].x + int(1);
}
while( activeMaskStackC[1] == true )
{
if( activeMaskStackC[1] == true ) {
// 0
R1i.x = (R0i.z > R0i.w)?int(0xFFFFFFFF):int(0x0);
// 1
predResult = (R1i.x != 0);
if( predResult == false ) break;
}
if( activeMaskStackC[1] == true ) {
// 0
backupReg0i = R0i.w;
backupReg0i = R0i.w;
R0i.w = backupReg0i + int(1);
R3i.z = floatBitsToInt(float(backupReg0i));
PS0i = R3i.z;
// 1
tempResultf = intBitsToFloat(PS0i);
tempResultf = floor(tempResultf);
tempResultf = clamp(tempResultf, -256.0, 255.0);
ARi.x = int(tempResultf);
PV1i.x = floatBitsToInt(tempResultf);
// 2
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))));
R1i.w = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y)/resYScale));
}
if( activeMaskStackC[1] == true ) {
R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyzw);
R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.zw)).xyzw);
}
if( activeMaskStackC[1] == true ) {
// 0
tempResultf = intBitsToFloat(R3i.z);
tempResultf = floor(tempResultf);
tempResultf = clamp(tempResultf, -256.0, 255.0);
ARi.x = int(tempResultf);
PV0i.x = floatBitsToInt(tempResultf);
// 1
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.z)));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.y)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.w)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.x)));
PV1i.w = R123i.w;
// 2
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)));
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));
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R123i = 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[1];
bool activeMaskStackC[2];
activeMaskStackC[0] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem0);
R0i.xy = floatBitsToInt(passParameterSem0.xy- (lineRand(gl_FragCoord.xy)*0.001*dither)).xy;
if( activeMaskStackC[1] == true ) {
R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
}
if( activeMaskStackC[1] == true ) {
// 0
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)));
R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(uf_uniformRegisterPS[11].x)));
R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(uf_uniformRegisterPS[11].x)));
R0i.w = 0x00000001;
PS0i = R0i.w;
// 1
R0i.z = uf_uniformRegisterPS[22].x + int(1);
}
while( activeMaskStackC[1] == true )
{
if( activeMaskStackC[1] == true ) {
// 0
R1i.x = (R0i.z > R0i.w)?int(0xFFFFFFFF):int(0x0);
// 1
predResult = (R1i.x != 0);
if( predResult == false ) break;
}
if( activeMaskStackC[1] == true ) {
// 0
backupReg0i = R0i.w;
backupReg0i = R0i.w;
R0i.w = backupReg0i + int(1);
R3i.z = floatBitsToInt(float(backupReg0i));
PS0i = R3i.z;
// 1
tempResultf = intBitsToFloat(PS0i);
tempResultf = floor(tempResultf);
tempResultf = clamp(tempResultf, -256.0, 255.0);
ARi.x = int(tempResultf);
PV1i.x = floatBitsToInt(tempResultf);
// 2
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);
R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.zw)).xyzw);
}
if( activeMaskStackC[1] == true ) {
// 0
tempResultf = intBitsToFloat(R3i.z);
tempResultf = floor(tempResultf);
tempResultf = clamp(tempResultf, -256.0, 255.0);
ARi.x = int(tempResultf);
PV0i.x = floatBitsToInt(tempResultf);
// 1
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.z)));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.y)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.w)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.x)));
PV1i.w = R123i.w;
// 2
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)));
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));
}

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@ -2,116 +2,132 @@
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader f1f99f18ae69719b
// Used for horizontal blur DoF
const float resXScale = ($width/$gameWidth);
const float resYScale = ($height/$gameHeight);
//Bg horizontal
const float dither = $dither ;
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(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
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)
{
if( v == 0x7FFFFFFF )
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
else if( v == 0xFFFFFFFF )
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()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R123i = 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[1];
bool activeMaskStackC[2];
activeMaskStackC[0] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem0);
if( activeMaskStackC[1] == true ) {
R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
}
if( activeMaskStackC[1] == true ) {
// 0
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)));
R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(uf_uniformRegisterPS[11].x)));
R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(uf_uniformRegisterPS[11].x)));
R0i.w = 0x00000001;
PS0i = R0i.w;
// 1
R0i.z = uf_uniformRegisterPS[22].x + int(1);
}
while( activeMaskStackC[1] == true )
{
if( activeMaskStackC[1] == true ) {
// 0
R1i.x = (R0i.z > R0i.w)?int(0xFFFFFFFF):int(0x0);
// 1
predResult = (R1i.x != 0);
if( predResult == false ) break;
}
if( activeMaskStackC[1] == true ) {
// 0
backupReg0i = R0i.w;
backupReg0i = R0i.w;
R0i.w = backupReg0i + int(1);
R3i.z = floatBitsToInt(float(backupReg0i));
PS0i = R3i.z;
// 1
tempResultf = intBitsToFloat(PS0i);
tempResultf = floor(tempResultf);
tempResultf = clamp(tempResultf, -256.0, 255.0);
ARi.x = int(tempResultf);
PV1i.x = floatBitsToInt(tempResultf);
// 2
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)));
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);
R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.zw)).xyzw);
}
if( activeMaskStackC[1] == true ) {
// 0
tempResultf = intBitsToFloat(R3i.z);
tempResultf = floor(tempResultf);
tempResultf = clamp(tempResultf, -256.0, 255.0);
ARi.x = int(tempResultf);
PV0i.x = floatBitsToInt(tempResultf);
// 1
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.z)));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.y)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.w)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.x)));
PV1i.w = R123i.w;
// 2
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)));
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));
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R123i = 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[1];
bool activeMaskStackC[2];
activeMaskStackC[0] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem0);
R0i.xy = floatBitsToInt(passParameterSem0.xy- (lineRand(gl_FragCoord.xy)*0.001*dither)).xy;
//R0f.xy = R0f.xy - (lineRand(gl_FragCoord.xy)*0.015);
if( activeMaskStackC[1] == true ) {
R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
}
if( activeMaskStackC[1] == true ) {
// 0
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)));
R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(uf_uniformRegisterPS[11].x)));
R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(uf_uniformRegisterPS[11].x)));
R0i.w = 0x00000001;
PS0i = R0i.w;
// 1
R0i.z = uf_uniformRegisterPS[22].x + int(1);
}
while( activeMaskStackC[1] == true )
{
if( activeMaskStackC[1] == true ) {
// 0
R1i.x = (R0i.z > R0i.w)?int(0xFFFFFFFF):int(0x0);
// 1
predResult = (R1i.x != 0);
if( predResult == false ) break;
}
if( activeMaskStackC[1] == true ) {
// 0
backupReg0i = R0i.w;
backupReg0i = R0i.w;
R0i.w = backupReg0i + int(1);
R3i.z = floatBitsToInt(float(backupReg0i));
PS0i = R3i.z;
// 1
tempResultf = intBitsToFloat(PS0i);
tempResultf = floor(tempResultf);
tempResultf = clamp(tempResultf, -256.0, 255.0);
ARi.x = int(tempResultf);
PV1i.x = floatBitsToInt(tempResultf);
// 2
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);
R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.zw)).xyzw);
}
if( activeMaskStackC[1] == true ) {
// 0
tempResultf = intBitsToFloat(R3i.z);
tempResultf = floor(tempResultf);
tempResultf = clamp(tempResultf, -256.0, 255.0);
ARi.x = int(tempResultf);
PV0i.x = floatBitsToInt(tempResultf);
// 1
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.z)));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.y)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.w)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.x)));
PV1i.w = R123i.w;
// 2
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)));
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));
}

View File

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