From ec2d1be94b96c5e107414a1160a5a04d8a257ed0 Mon Sep 17 00:00:00 2001 From: getdls Date: Sat, 3 Feb 2018 00:41:55 +0100 Subject: [PATCH] [NSMBU] Colour depth n banding fix --- .../8d638f35cebd14dc_00000000000007f9_ps.txt | 109 ++++++++++++++++++ 1 file changed, 109 insertions(+) create mode 100644 Source/NewSuperMarioBrosU/8d638f35cebd14dc_00000000000007f9_ps.txt diff --git a/Source/NewSuperMarioBrosU/8d638f35cebd14dc_00000000000007f9_ps.txt b/Source/NewSuperMarioBrosU/8d638f35cebd14dc_00000000000007f9_ps.txt new file mode 100644 index 00000000..98e7efae --- /dev/null +++ b/Source/NewSuperMarioBrosU/8d638f35cebd14dc_00000000000007f9_ps.txt @@ -0,0 +1,109 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 8d638f35cebd14dc +//banding fix +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x48ab0000 res 8x256x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 0 border: 0 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 2) in vec4 passParameterSem2; +layout(location = 3) in vec4 passParameterSem3; +layout(location = 0) out vec4 passPixelColor0; +layout(location = 1) out vec4 passPixelColor1; +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); +} +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 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 = passParameterSem0; +R1f = passParameterSem1; +R2f = passParameterSem2; +R3f = passParameterSem3; +R3f.xy = R3f.xy - (lineRand(gl_FragCoord.xy)*0.0075); +R3f.xyz = (texture(textureUnitPS0, R3f.xy).xyz); +// 0 +R123f.x = (mul_nonIEEE(R0f.z,R3f.z) + 0.0); +PV0f.x = R123f.x; +R123f.y = (mul_nonIEEE(R0f.y,R3f.y) + 0.0); +PV0f.y = R123f.y; +R123f.z = (mul_nonIEEE(R0f.x,R3f.x) + 0.0); +PV0f.z = R123f.z; +R3f.w = R0f.w + 0.0; +R3f.w = clamp(R3f.w, 0.0, 1.0); +R0f.w = 1.0; +PS0f = R0f.w; +// 1 +PV1f.x = R2f.z * R2f.z; +R127f.y = PV0f.x + 0.0; +R127f.y = clamp(R127f.y, 0.0, 1.0); +R127f.z = PV0f.y + 0.0; +R127f.z = clamp(R127f.z, 0.0, 1.0); +R127f.w = PV0f.z + 0.0; +R127f.w = clamp(R127f.w, 0.0, 1.0); +PV1f.w = R127f.w; +// 2 +tempf.x = dot(vec4(R2f.x,R2f.y,PV1f.x,-0.0),vec4(R2f.x,R2f.y,1.0,0.0)); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +PS0f = R1f.x + -(PV1f.w); +// 3 +R3f.x = (mul_nonIEEE(PS0f,R1f.w) + R127f.w); +PV1f.z = R1f.z + -(R127f.y); +PV1f.w = R1f.y + -(R127f.z); +tempResultf = 1.0 / sqrt(PV0f.x); +R127f.x = tempResultf; +R127f.x /= 2.0; +PS1f = R127f.x; +// 4 +R0f.x = (mul_nonIEEE(R2f.x,PS1f) + 0.5); +R3f.y = (mul_nonIEEE(PV1f.w,R1f.w) + R127f.z); +R3f.z = (mul_nonIEEE(PV1f.z,R1f.w) + R127f.y); +R0f.y = (mul_nonIEEE(R2f.y,PS1f) + 0.5); +PS0f = R0f.y; +// 5 +R0f.z = (mul_nonIEEE(R2f.z,R127f.x) + 0.5); +PV1f.z = R0f.z; +// 6 +R1f.xyz = vec3(R0f.x,R0f.y,PV1f.z); +R1f.w = R0f.w; +// 7 +R0f.xyz = vec3(R3f.x,R3f.y,R3f.z); +R0f.w = R3f.w; +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +}