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https://github.com/cemu-project/cemu_graphic_packs.git
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Added CleanCameraRune Pack
Check the documentation out in this graphic pack for the customizability.
This commit is contained in:
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 156a8a37bc669fec
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// Used for: Black transparent tint edge
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uniform ivec4 uf_remappedPS[5];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x22456000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x22572000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 1 1 2 border: 0
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layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x23c69000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 5 5 5 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem1;
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layout(location = 1) in vec4 passParameterSem0;
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layout(location = 2) in vec4 passParameterSem2;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R3i = ivec4(0);
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ivec4 R4i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R127i = ivec4(0);
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0i = floatBitsToInt(passParameterSem1);
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R1i = floatBitsToInt(passParameterSem0);
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R2i = floatBitsToInt(passParameterSem2);
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R0i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).xyzw);
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R4i.xyzw = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R2i.xy)).xyzw);
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// 0
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R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(R4i.w)));
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R3i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + 1.0);
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R3i.z = uf_remappedPS[0].x & 0x00008000;
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R127i.w = 0x3f800000;
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PV0i.w = R127i.w;
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R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R4i.w)));
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PS0i = R1i.w;
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// 1
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backupReg0i = R0i.x;
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backupReg1i = R0i.y;
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backupReg2i = R0i.z;
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),intBitsToFloat(PV0i.w)),vec4(intBitsToFloat(uf_remappedPS[1].x),intBitsToFloat(uf_remappedPS[1].y),intBitsToFloat(uf_remappedPS[1].z),intBitsToFloat(uf_remappedPS[1].w))));
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PV1i.x = tempi.x;
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PV1i.y = tempi.x;
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PV1i.z = tempi.x;
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PV1i.w = tempi.x;
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R1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)));
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PS1i = R1i.z;
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// 2
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backupReg0i = R0i.x;
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backupReg1i = R0i.y;
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backupReg2i = R0i.z;
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z),intBitsToFloat(uf_remappedPS[2].w))));
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PV0i.x = tempi.x;
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PV0i.y = tempi.x;
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PV0i.z = tempi.x;
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PV0i.w = tempi.x;
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R2i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(PV1i.x));
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PS0i = R2i.x;
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// 3
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R2i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(PV0i.x));
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R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).xyzw);
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// 0
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backupReg0i = R0i.w;
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R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(R3i.y)) + intBitsToFloat(R1i.w)));
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PV0i.x = R123i.x;
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R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R3i.y)) + intBitsToFloat(R3i.x)));
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PV0i.y = R123i.y;
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R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(R3i.y)) + intBitsToFloat(R1i.z)));
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PV0i.w = floatBitsToInt(min(intBitsToFloat(backupReg0i), intBitsToFloat(R2i.w)));
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// 1
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R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(uf_remappedPS[3].x)) + intBitsToFloat(uf_remappedPS[4].x)));
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PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.w), intBitsToFloat(R4i.w)));
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PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), intBitsToFloat(R4i.w)));
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R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[3].y)) + intBitsToFloat(uf_remappedPS[4].y)));
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PS1i = R4i.y;
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// 2
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R123i.x = ((R3i.z == 0)?(PV1i.z):(PV1i.y));
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PV0i.x = R123i.x;
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R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[3].z)) + intBitsToFloat(uf_remappedPS[4].z)));
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// 3
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R4i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[3].w)) + intBitsToFloat(uf_remappedPS[4].w)));
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// export
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passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), 0.0);
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}
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File diff suppressed because it is too large
Load Diff
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 156a8a37bc669fec
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// Used for: Black transparent tint edge
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uniform ivec4 uf_remappedPS[5];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x22456000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x22572000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 1 1 2 border: 0
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layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x23c69000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 5 5 5 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem1;
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layout(location = 1) in vec4 passParameterSem0;
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layout(location = 2) in vec4 passParameterSem2;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R3i = ivec4(0);
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ivec4 R4i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R127i = ivec4(0);
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0i = floatBitsToInt(passParameterSem1);
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R1i = floatBitsToInt(passParameterSem0);
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R2i = floatBitsToInt(passParameterSem2);
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R0i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).xyzw);
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R4i.xyzw = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R2i.xy)).xyzw);
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// 0
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R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(R4i.w)));
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R3i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + 1.0);
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R3i.z = uf_remappedPS[0].x & 0x00008000;
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R127i.w = 0x3f800000;
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PV0i.w = R127i.w;
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R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R4i.w)));
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PS0i = R1i.w;
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// 1
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backupReg0i = R0i.x;
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backupReg1i = R0i.y;
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backupReg2i = R0i.z;
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),intBitsToFloat(PV0i.w)),vec4(intBitsToFloat(uf_remappedPS[1].x),intBitsToFloat(uf_remappedPS[1].y),intBitsToFloat(uf_remappedPS[1].z),intBitsToFloat(uf_remappedPS[1].w))));
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PV1i.x = tempi.x;
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PV1i.y = tempi.x;
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PV1i.z = tempi.x;
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PV1i.w = tempi.x;
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R1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)));
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PS1i = R1i.z;
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// 2
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backupReg0i = R0i.x;
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backupReg1i = R0i.y;
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backupReg2i = R0i.z;
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z),intBitsToFloat(uf_remappedPS[2].w))));
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PV0i.x = tempi.x;
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PV0i.y = tempi.x;
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PV0i.z = tempi.x;
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PV0i.w = tempi.x;
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R2i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(PV1i.x));
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PS0i = R2i.x;
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// 3
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R2i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(PV0i.x));
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R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).xyzw);
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// 0
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backupReg0i = R0i.w;
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R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(R3i.y)) + intBitsToFloat(R1i.w)));
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PV0i.x = R123i.x;
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R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R3i.y)) + intBitsToFloat(R3i.x)));
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PV0i.y = R123i.y;
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R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(R3i.y)) + intBitsToFloat(R1i.z)));
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PV0i.w = floatBitsToInt(min(intBitsToFloat(backupReg0i), intBitsToFloat(R2i.w)));
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// 1
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R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(uf_remappedPS[3].x)) + intBitsToFloat(uf_remappedPS[4].x)));
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PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.w), intBitsToFloat(R4i.w)));
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PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), intBitsToFloat(R4i.w)));
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R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[3].y)) + intBitsToFloat(uf_remappedPS[4].y)));
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PS1i = R4i.y;
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// 2
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R123i.x = ((R3i.z == 0)?(PV1i.z):(PV1i.y));
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PV0i.x = R123i.x;
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R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[3].z)) + intBitsToFloat(uf_remappedPS[4].z)));
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// 3
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R4i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[3].w)) + intBitsToFloat(uf_remappedPS[4].w)));
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// export
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passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), 0.0);
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}
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File diff suppressed because it is too large
Load Diff
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader cb83a22cf0961e1a
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// Used for: Zoom Text
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uniform ivec4 uf_remappedPS[4];
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layout(binding = 0) uniform sampler2DArray textureUnitPS0;// Tex0 addr 0x20340000 res 1024x1024x1 dim 5 tm: 4 format 0001 compSel: 5 5 5 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R126i = ivec4(0);
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ivec4 R127i = ivec4(0);
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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||||||
|
int cubeMapFaceId;
|
||||||
|
R0i = floatBitsToInt(passParameterSem0);
|
||||||
|
R1i = floatBitsToInt(passParameterSem1);
|
||||||
|
// 0
|
||||||
|
backupReg0i = R1i.z;
|
||||||
|
R2i.x = ((intBitsToFloat(R0i.w) > 0.0)?int(0xFFFFFFFF):int(0x0));
|
||||||
|
R1i.z = floatBitsToInt(roundEven(intBitsToFloat(backupReg0i)));
|
||||||
|
R1i.w = floatBitsToInt(texture(textureUnitPS0, vec3(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z))).w);
|
||||||
|
// 0
|
||||||
|
PV0i.x = R1i.w;
|
||||||
|
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
|
||||||
|
PV0i.y = ((intBitsToFloat(0x3f0a3d71) > intBitsToFloat(R1i.w))?int(0xFFFFFFFF):int(0x0));
|
||||||
|
PV0i.w = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
|
||||||
|
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
|
||||||
|
// 1
|
||||||
|
R127i.y = ((PV0i.y == 0)?(0x3f800000):(PV0i.x));
|
||||||
|
R127i.z = ((PV0i.y == 0)?(PV0i.w):(0));
|
||||||
|
PV1i.z = R127i.z;
|
||||||
|
// 2
|
||||||
|
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y)));
|
||||||
|
PV0i.z = R123i.z;
|
||||||
|
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
|
||||||
|
PV0i.w = R123i.w;
|
||||||
|
// 3
|
||||||
|
backupReg0i = R0i.x;
|
||||||
|
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(uf_remappedPS[0].w)));
|
||||||
|
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z)));
|
||||||
|
PV1i.y = R123i.y;
|
||||||
|
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.w)));
|
||||||
|
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(PV0i.z)));
|
||||||
|
// 4
|
||||||
|
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(PV1i.y)));
|
||||||
|
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), intBitsToFloat(PV1i.x)));
|
||||||
|
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[2].y)) + intBitsToFloat(uf_remappedPS[3].y)));
|
||||||
|
PV0i.z = R123i.z;
|
||||||
|
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(uf_remappedPS[3].x)));
|
||||||
|
PV0i.w = R123i.w;
|
||||||
|
// 5
|
||||||
|
backupReg0i = R0i.x;
|
||||||
|
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(uf_remappedPS[2].w)));
|
||||||
|
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[2].z)) + intBitsToFloat(uf_remappedPS[3].z)));
|
||||||
|
PV1i.y = R123i.y;
|
||||||
|
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.w)));
|
||||||
|
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(PV0i.z)));
|
||||||
|
// 6
|
||||||
|
backupReg0i = R0i.z;
|
||||||
|
PV0i.x = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R0i.w)), intBitsToFloat(PV1i.x)));
|
||||||
|
R0i.y = ((R2i.x == 0)?(PV1i.w):(R127i.w));
|
||||||
|
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.y)));
|
||||||
|
R0i.x = ((R2i.x == 0)?(PV1i.z):(R126i.z));
|
||||||
|
PS0i = R0i.x;
|
||||||
|
// 7
|
||||||
|
R0i.z = ((R2i.x == 0)?(PV0i.z):(R127i.x));
|
||||||
|
R0i.w = ((R2i.x == 0)?(PV0i.x):(R126i.y));
|
||||||
|
// export
|
||||||
|
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), 0.0);
|
||||||
|
}
|
@ -0,0 +1,43 @@
|
|||||||
|
#version 420
|
||||||
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 569ebe93f1ae5799
|
||||||
|
// Used for: Vintage, Remove buttons, Edge Textures, Edge Background, Middle GUI
|
||||||
|
uniform ivec4 uf_remappedPS[2];
|
||||||
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x22b12000 res 854x480x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 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;
|
||||||
|
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);
|
||||||
|
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;
|
||||||
|
R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
||||||
|
// 0
|
||||||
|
R1f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x));
|
||||||
|
R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y));
|
||||||
|
// 1
|
||||||
|
R1f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z));
|
||||||
|
R1f.w = (mul_nonIEEE(R0f.w,intBitsToFloat(uf_remappedPS[0].w)) + intBitsToFloat(uf_remappedPS[1].w));
|
||||||
|
// export
|
||||||
|
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, 0.0);
|
||||||
|
}
|
@ -0,0 +1,102 @@
|
|||||||
|
#version 420
|
||||||
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 156a8a37bc669fec
|
||||||
|
// Used for: Black transparent tint edge
|
||||||
|
uniform ivec4 uf_remappedPS[5];
|
||||||
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x22456000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0
|
||||||
|
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x22572000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 1 1 2 border: 0
|
||||||
|
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x23c69000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 5 5 5 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0
|
||||||
|
layout(location = 0) in vec4 passParameterSem1;
|
||||||
|
layout(location = 1) in vec4 passParameterSem0;
|
||||||
|
layout(location = 2) in vec4 passParameterSem2;
|
||||||
|
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 R123i = 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;
|
||||||
|
vec3 cubeMapSTM;
|
||||||
|
int cubeMapFaceId;
|
||||||
|
R0i = floatBitsToInt(passParameterSem1);
|
||||||
|
R1i = floatBitsToInt(passParameterSem0);
|
||||||
|
R2i = floatBitsToInt(passParameterSem2);
|
||||||
|
R0i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).xyzw);
|
||||||
|
R4i.xyzw = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R2i.xy)).xyzw);
|
||||||
|
// 0
|
||||||
|
R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(R4i.w)));
|
||||||
|
R3i.y = floatBitsToInt(-(intBitsToFloat(R4i.w)) + 1.0);
|
||||||
|
R3i.z = uf_remappedPS[0].x & 0x00008000;
|
||||||
|
R127i.w = 0x3f800000;
|
||||||
|
PV0i.w = R127i.w;
|
||||||
|
R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R4i.w)));
|
||||||
|
PS0i = R1i.w;
|
||||||
|
// 1
|
||||||
|
backupReg0i = R0i.x;
|
||||||
|
backupReg1i = R0i.y;
|
||||||
|
backupReg2i = R0i.z;
|
||||||
|
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),intBitsToFloat(PV0i.w)),vec4(intBitsToFloat(uf_remappedPS[1].x),intBitsToFloat(uf_remappedPS[1].y),intBitsToFloat(uf_remappedPS[1].z),intBitsToFloat(uf_remappedPS[1].w))));
|
||||||
|
PV1i.x = tempi.x;
|
||||||
|
PV1i.y = tempi.x;
|
||||||
|
PV1i.z = tempi.x;
|
||||||
|
PV1i.w = tempi.x;
|
||||||
|
R1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)));
|
||||||
|
PS1i = R1i.z;
|
||||||
|
// 2
|
||||||
|
backupReg0i = R0i.x;
|
||||||
|
backupReg1i = R0i.y;
|
||||||
|
backupReg2i = R0i.z;
|
||||||
|
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg2i),intBitsToFloat(R127i.w)),vec4(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z),intBitsToFloat(uf_remappedPS[2].w))));
|
||||||
|
PV0i.x = tempi.x;
|
||||||
|
PV0i.y = tempi.x;
|
||||||
|
PV0i.z = tempi.x;
|
||||||
|
PV0i.w = tempi.x;
|
||||||
|
R2i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(PV1i.x));
|
||||||
|
PS0i = R2i.x;
|
||||||
|
// 3
|
||||||
|
R2i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(PV0i.x));
|
||||||
|
R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).xyzw);
|
||||||
|
// 0
|
||||||
|
backupReg0i = R0i.w;
|
||||||
|
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(R3i.y)) + intBitsToFloat(R1i.w)));
|
||||||
|
PV0i.x = R123i.x;
|
||||||
|
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R3i.y)) + intBitsToFloat(R3i.x)));
|
||||||
|
PV0i.y = R123i.y;
|
||||||
|
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(R3i.y)) + intBitsToFloat(R1i.z)));
|
||||||
|
PV0i.w = floatBitsToInt(min(intBitsToFloat(backupReg0i), intBitsToFloat(R2i.w)));
|
||||||
|
// 1
|
||||||
|
R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(uf_remappedPS[3].x)) + intBitsToFloat(uf_remappedPS[4].x)));
|
||||||
|
PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.w), intBitsToFloat(R4i.w)));
|
||||||
|
PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), intBitsToFloat(R4i.w)));
|
||||||
|
R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[3].y)) + intBitsToFloat(uf_remappedPS[4].y)));
|
||||||
|
PS1i = R4i.y;
|
||||||
|
// 2
|
||||||
|
R123i.x = ((R3i.z == 0)?(PV1i.z):(PV1i.y));
|
||||||
|
PV0i.x = R123i.x;
|
||||||
|
R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[3].z)) + intBitsToFloat(uf_remappedPS[4].z)));
|
||||||
|
// 3
|
||||||
|
R4i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[3].w)) + intBitsToFloat(uf_remappedPS[4].w)));
|
||||||
|
// export
|
||||||
|
passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), 0.0);
|
||||||
|
}
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -0,0 +1,43 @@
|
|||||||
|
#version 420
|
||||||
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 569ebe93f1ae5799
|
||||||
|
// Used for: Vintage, Remove buttons, Edge Textures, Edge Background, Middle GUI
|
||||||
|
uniform ivec4 uf_remappedPS[2];
|
||||||
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x22b12000 res 854x480x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 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;
|
||||||
|
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);
|
||||||
|
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;
|
||||||
|
R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
||||||
|
// 0
|
||||||
|
R1f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x));
|
||||||
|
R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y));
|
||||||
|
// 1
|
||||||
|
R1f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z));
|
||||||
|
R1f.w = (mul_nonIEEE(R0f.w,intBitsToFloat(uf_remappedPS[0].w)) + intBitsToFloat(uf_remappedPS[1].w));
|
||||||
|
// export
|
||||||
|
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, 0.0);
|
||||||
|
}
|
@ -0,0 +1,82 @@
|
|||||||
|
#version 420
|
||||||
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader 7751959c9083eebb
|
||||||
|
// Used for: Font Edge
|
||||||
|
uniform ivec4 uf_remappedPS[4];
|
||||||
|
layout(binding = 0) uniform sampler2DArray textureUnitPS0;// Tex0 addr 0x201f6000 res 512x1024x1 dim 5 tm: 4 format 0034 compSel: 5 5 5 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
|
||||||
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
|
layout(location = 1) in vec4 passParameterSem1;
|
||||||
|
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 R123i = 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;
|
||||||
|
vec3 cubeMapSTM;
|
||||||
|
int cubeMapFaceId;
|
||||||
|
R0i = floatBitsToInt(passParameterSem0);
|
||||||
|
R1i = floatBitsToInt(passParameterSem1);
|
||||||
|
// 0
|
||||||
|
backupReg0i = R1i.z;
|
||||||
|
R2i.x = ((intBitsToFloat(R0i.w) > 0.0)?int(0xFFFFFFFF):int(0x0));
|
||||||
|
R1i.z = floatBitsToInt(roundEven(intBitsToFloat(backupReg0i)));
|
||||||
|
R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, vec3(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z))).xyzw);
|
||||||
|
// 0
|
||||||
|
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y)));
|
||||||
|
PV0i.z = R123i.z;
|
||||||
|
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
|
||||||
|
PV0i.w = R123i.w;
|
||||||
|
// 1
|
||||||
|
backupReg0i = R0i.x;
|
||||||
|
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(uf_remappedPS[0].w)));
|
||||||
|
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z)));
|
||||||
|
PV1i.y = R123i.y;
|
||||||
|
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.w)));
|
||||||
|
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(PV0i.z)));
|
||||||
|
// 2
|
||||||
|
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(PV1i.y)));
|
||||||
|
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), intBitsToFloat(PV1i.x)));
|
||||||
|
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(uf_remappedPS[2].y)) + intBitsToFloat(uf_remappedPS[3].y)));
|
||||||
|
PV0i.z = R123i.z;
|
||||||
|
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(uf_remappedPS[3].x)));
|
||||||
|
PV0i.w = R123i.w;
|
||||||
|
// 3
|
||||||
|
backupReg0i = R0i.x;
|
||||||
|
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(uf_remappedPS[2].w)));
|
||||||
|
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(uf_remappedPS[2].z)) + intBitsToFloat(uf_remappedPS[3].z)));
|
||||||
|
PV1i.y = R123i.y;
|
||||||
|
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.w)));
|
||||||
|
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(PV0i.z)));
|
||||||
|
// 4
|
||||||
|
backupReg0i = R0i.z;
|
||||||
|
PV0i.x = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R0i.w)), intBitsToFloat(PV1i.x)));
|
||||||
|
R0i.y = ((R2i.x == 0)?(PV1i.w):(R127i.w));
|
||||||
|
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.y)));
|
||||||
|
R0i.x = ((R2i.x == 0)?(PV1i.z):(R127i.z));
|
||||||
|
PS0i = R0i.x;
|
||||||
|
// 5
|
||||||
|
R0i.z = ((R2i.x == 0)?(PV0i.z):(R127i.x));
|
||||||
|
R0i.w = ((R2i.x == 0)?(PV0i.x):(R127i.y));
|
||||||
|
// export
|
||||||
|
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), 0.0);
|
||||||
|
}
|
@ -0,0 +1,84 @@
|
|||||||
|
#version 420
|
||||||
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader a15e2a77cef4c5e3
|
||||||
|
// Used for: Text Edge
|
||||||
|
uniform ivec4 uf_remappedPS[4];
|
||||||
|
layout(binding = 0) uniform sampler2DArray textureUnitPS0;// Tex0 addr 0x20340000 res 1024x1024x1 dim 5 tm: 4 format 0001 compSel: 5 5 5 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
|
||||||
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
|
layout(location = 1) in vec4 passParameterSem1;
|
||||||
|
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 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;
|
||||||
|
vec3 cubeMapSTM;
|
||||||
|
int cubeMapFaceId;
|
||||||
|
R0i = floatBitsToInt(passParameterSem0);
|
||||||
|
R1i = floatBitsToInt(passParameterSem1);
|
||||||
|
// 0
|
||||||
|
backupReg0i = R1i.z;
|
||||||
|
R2i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[0].y) + intBitsToFloat(uf_remappedPS[1].y));
|
||||||
|
R2i.y = ((intBitsToFloat(R0i.w) > 0.0)?int(0xFFFFFFFF):int(0x0));
|
||||||
|
R1i.z = floatBitsToInt(roundEven(intBitsToFloat(backupReg0i)));
|
||||||
|
R2i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[0].x) + intBitsToFloat(uf_remappedPS[1].x));
|
||||||
|
R1i.w = floatBitsToInt(texture(textureUnitPS0, vec3(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z))).w);
|
||||||
|
// 0
|
||||||
|
backupReg0i = R0i.y;
|
||||||
|
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.x), intBitsToFloat(R2i.w)));
|
||||||
|
PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[1].z));
|
||||||
|
PV0i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
|
||||||
|
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
|
||||||
|
PV0i.w = ((intBitsToFloat(0x3f0a3d71) > intBitsToFloat(R1i.w))?int(0xFFFFFFFF):int(0x0));
|
||||||
|
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R2i.x)));
|
||||||
|
PS0i = R126i.w;
|
||||||
|
// 1
|
||||||
|
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(PV0i.y)));
|
||||||
|
R123i.y = ((PV0i.w == 0)?(PV0i.z):(0));
|
||||||
|
PV1i.y = R123i.y;
|
||||||
|
PV1i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].y) + intBitsToFloat(uf_remappedPS[3].y));
|
||||||
|
PV1i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].x) + intBitsToFloat(uf_remappedPS[3].x));
|
||||||
|
// 2
|
||||||
|
backupReg0i = R0i.x;
|
||||||
|
backupReg1i = R0i.y;
|
||||||
|
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(uf_remappedPS[3].w)));
|
||||||
|
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(uf_remappedPS[1].w)));
|
||||||
|
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.w)));
|
||||||
|
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(PV1i.z)));
|
||||||
|
// 3
|
||||||
|
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), intBitsToFloat(PV0i.y)));
|
||||||
|
PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].z) + intBitsToFloat(uf_remappedPS[3].z));
|
||||||
|
PV1i.z = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R0i.w)), intBitsToFloat(PV0i.x)));
|
||||||
|
R1i.x = ((R2i.y == 0)?(PV0i.z):(R127i.x));
|
||||||
|
PS1i = R1i.x;
|
||||||
|
// 4
|
||||||
|
backupReg0i = R0i.z;
|
||||||
|
R1i.y = ((R2i.y == 0)?(R127i.w):(R126i.w));
|
||||||
|
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.y)));
|
||||||
|
R1i.w = ((R2i.y == 0)?(PV1i.z):(PV1i.x));
|
||||||
|
// 5
|
||||||
|
R1i.z = ((R2i.y == 0)?(PV0i.z):(R126i.x));
|
||||||
|
// export
|
||||||
|
passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), 0.0);
|
||||||
|
}
|
@ -0,0 +1,93 @@
|
|||||||
|
#version 420
|
||||||
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader cb83a22cf0961e1a
|
||||||
|
// Used for: Zoom Text
|
||||||
|
uniform ivec4 uf_remappedPS[4];
|
||||||
|
layout(binding = 0) uniform sampler2DArray textureUnitPS0;// Tex0 addr 0x20340000 res 1024x1024x1 dim 5 tm: 4 format 0001 compSel: 5 5 5 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
|
||||||
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
|
layout(location = 1) in vec4 passParameterSem1;
|
||||||
|
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 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;
|
||||||
|
vec3 cubeMapSTM;
|
||||||
|
int cubeMapFaceId;
|
||||||
|
R0i = floatBitsToInt(passParameterSem0);
|
||||||
|
R1i = floatBitsToInt(passParameterSem1);
|
||||||
|
// 0
|
||||||
|
backupReg0i = R1i.z;
|
||||||
|
R2i.x = ((intBitsToFloat(R0i.w) > 0.0)?int(0xFFFFFFFF):int(0x0));
|
||||||
|
R1i.z = floatBitsToInt(roundEven(intBitsToFloat(backupReg0i)));
|
||||||
|
R1i.w = floatBitsToInt(texture(textureUnitPS0, vec3(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z))).w);
|
||||||
|
// 0
|
||||||
|
PV0i.x = R1i.w;
|
||||||
|
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
|
||||||
|
PV0i.y = ((intBitsToFloat(0x3f0a3d71) > intBitsToFloat(R1i.w))?int(0xFFFFFFFF):int(0x0));
|
||||||
|
PV0i.w = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
|
||||||
|
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
|
||||||
|
// 1
|
||||||
|
R127i.y = ((PV0i.y == 0)?(0x3f800000):(PV0i.x));
|
||||||
|
R127i.z = ((PV0i.y == 0)?(PV0i.w):(0));
|
||||||
|
PV1i.z = R127i.z;
|
||||||
|
// 2
|
||||||
|
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y)));
|
||||||
|
PV0i.z = R123i.z;
|
||||||
|
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
|
||||||
|
PV0i.w = R123i.w;
|
||||||
|
// 3
|
||||||
|
backupReg0i = R0i.x;
|
||||||
|
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(uf_remappedPS[0].w)));
|
||||||
|
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z)));
|
||||||
|
PV1i.y = R123i.y;
|
||||||
|
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.w)));
|
||||||
|
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(PV0i.z)));
|
||||||
|
// 4
|
||||||
|
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(PV1i.y)));
|
||||||
|
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), intBitsToFloat(PV1i.x)));
|
||||||
|
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[2].y)) + intBitsToFloat(uf_remappedPS[3].y)));
|
||||||
|
PV0i.z = R123i.z;
|
||||||
|
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(uf_remappedPS[3].x)));
|
||||||
|
PV0i.w = R123i.w;
|
||||||
|
// 5
|
||||||
|
backupReg0i = R0i.x;
|
||||||
|
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(uf_remappedPS[2].w)));
|
||||||
|
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[2].z)) + intBitsToFloat(uf_remappedPS[3].z)));
|
||||||
|
PV1i.y = R123i.y;
|
||||||
|
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.w)));
|
||||||
|
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(PV0i.z)));
|
||||||
|
// 6
|
||||||
|
backupReg0i = R0i.z;
|
||||||
|
PV0i.x = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R0i.w)), intBitsToFloat(PV1i.x)));
|
||||||
|
R0i.y = ((R2i.x == 0)?(PV1i.w):(R127i.w));
|
||||||
|
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.y)));
|
||||||
|
R0i.x = ((R2i.x == 0)?(PV1i.z):(R126i.z));
|
||||||
|
PS0i = R0i.x;
|
||||||
|
// 7
|
||||||
|
R0i.z = ((R2i.x == 0)?(PV0i.z):(R127i.x));
|
||||||
|
R0i.w = ((R2i.x == 0)?(PV0i.x):(R126i.y));
|
||||||
|
// export
|
||||||
|
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), 0.0);
|
||||||
|
}
|
@ -0,0 +1,56 @@
|
|||||||
|
#version 420
|
||||||
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader ededcf8bdc3384ef
|
||||||
|
// Used for: Glow, Frame
|
||||||
|
uniform ivec4 uf_remappedPS[2];
|
||||||
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x240ff800 res 1280x720x1 dim 1 tm: 4 format 0008 compSel: 2 1 0 5 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 = 1) in vec4 passParameterSem1;
|
||||||
|
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 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;
|
||||||
|
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
|
||||||
|
// 0
|
||||||
|
R127f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y));
|
||||||
|
R123f.w = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x));
|
||||||
|
PV0f.w = R123f.w;
|
||||||
|
// 1
|
||||||
|
R123f.x = (mul_nonIEEE(R1f.w,intBitsToFloat(uf_remappedPS[0].w)) + intBitsToFloat(uf_remappedPS[1].w));
|
||||||
|
PV1f.x = R123f.x;
|
||||||
|
R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z));
|
||||||
|
PV1f.y = R123f.y;
|
||||||
|
R1f.x = mul_nonIEEE(R0f.x, PV0f.w);
|
||||||
|
PS1f = R1f.x;
|
||||||
|
// 2
|
||||||
|
R1f.y = mul_nonIEEE(R0f.y, R127f.z);
|
||||||
|
R1f.z = mul_nonIEEE(R0f.z, PV1f.y);
|
||||||
|
R1f.w = mul_nonIEEE(R0f.w, PV1f.x);
|
||||||
|
// export
|
||||||
|
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, 0.0);
|
||||||
|
}
|
Binary file not shown.
After Width: | Height: | Size: 1.2 MiB |
Binary file not shown.
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@ -0,0 +1,93 @@
|
|||||||
|
#version 420
|
||||||
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
// shader cb83a22cf0961e1a
|
||||||
|
// Used for: Zoom Text
|
||||||
|
uniform ivec4 uf_remappedPS[4];
|
||||||
|
layout(binding = 0) uniform sampler2DArray textureUnitPS0;// Tex0 addr 0x20340000 res 1024x1024x1 dim 5 tm: 4 format 0001 compSel: 5 5 5 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
|
||||||
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
|
layout(location = 1) in vec4 passParameterSem1;
|
||||||
|
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 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;
|
||||||
|
vec3 cubeMapSTM;
|
||||||
|
int cubeMapFaceId;
|
||||||
|
R0i = floatBitsToInt(passParameterSem0);
|
||||||
|
R1i = floatBitsToInt(passParameterSem1);
|
||||||
|
// 0
|
||||||
|
backupReg0i = R1i.z;
|
||||||
|
R2i.x = ((intBitsToFloat(R0i.w) > 0.0)?int(0xFFFFFFFF):int(0x0));
|
||||||
|
R1i.z = floatBitsToInt(roundEven(intBitsToFloat(backupReg0i)));
|
||||||
|
R1i.w = floatBitsToInt(texture(textureUnitPS0, vec3(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z))).w);
|
||||||
|
// 0
|
||||||
|
PV0i.x = R1i.w;
|
||||||
|
PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
|
||||||
|
PV0i.y = ((intBitsToFloat(0x3f0a3d71) > intBitsToFloat(R1i.w))?int(0xFFFFFFFF):int(0x0));
|
||||||
|
PV0i.w = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
|
||||||
|
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
|
||||||
|
// 1
|
||||||
|
R127i.y = ((PV0i.y == 0)?(0x3f800000):(PV0i.x));
|
||||||
|
R127i.z = ((PV0i.y == 0)?(PV0i.w):(0));
|
||||||
|
PV1i.z = R127i.z;
|
||||||
|
// 2
|
||||||
|
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y)));
|
||||||
|
PV0i.z = R123i.z;
|
||||||
|
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
|
||||||
|
PV0i.w = R123i.w;
|
||||||
|
// 3
|
||||||
|
backupReg0i = R0i.x;
|
||||||
|
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(uf_remappedPS[0].w)));
|
||||||
|
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z)));
|
||||||
|
PV1i.y = R123i.y;
|
||||||
|
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.w)));
|
||||||
|
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(PV0i.z)));
|
||||||
|
// 4
|
||||||
|
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(PV1i.y)));
|
||||||
|
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), intBitsToFloat(PV1i.x)));
|
||||||
|
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[2].y)) + intBitsToFloat(uf_remappedPS[3].y)));
|
||||||
|
PV0i.z = R123i.z;
|
||||||
|
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(uf_remappedPS[3].x)));
|
||||||
|
PV0i.w = R123i.w;
|
||||||
|
// 5
|
||||||
|
backupReg0i = R0i.x;
|
||||||
|
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(uf_remappedPS[2].w)));
|
||||||
|
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[2].z)) + intBitsToFloat(uf_remappedPS[3].z)));
|
||||||
|
PV1i.y = R123i.y;
|
||||||
|
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.w)));
|
||||||
|
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(PV0i.z)));
|
||||||
|
// 6
|
||||||
|
backupReg0i = R0i.z;
|
||||||
|
PV0i.x = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R0i.w)), intBitsToFloat(PV1i.x)));
|
||||||
|
R0i.y = ((R2i.x == 0)?(PV1i.w):(R127i.w));
|
||||||
|
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.y)));
|
||||||
|
R0i.x = ((R2i.x == 0)?(PV1i.z):(R126i.z));
|
||||||
|
PS0i = R0i.x;
|
||||||
|
// 7
|
||||||
|
R0i.z = ((R2i.x == 0)?(PV0i.z):(R127i.x));
|
||||||
|
R0i.w = ((R2i.x == 0)?(PV0i.x):(R126i.y));
|
||||||
|
// export
|
||||||
|
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), 0.0);
|
||||||
|
}
|
42
Enhancement/BreathOfTheWild_CleanCameraRune/rules.txt
Normal file
42
Enhancement/BreathOfTheWild_CleanCameraRune/rules.txt
Normal file
@ -0,0 +1,42 @@
|
|||||||
|
[Definition]
|
||||||
|
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 # ALZP01
|
||||||
|
name = "The Legend of Zelda: Breath of the Wild - Clean Camera Rune (configurable)"
|
||||||
|
version = 2
|
||||||
|
|
||||||
|
# This pack is configurable, which could make the pack more playable with some compromises.
|
||||||
|
# You can disable shaders if you want to to remove graphical bugs that this will bring. Everything shader has a comment with the results of my limited research.
|
||||||
|
# Here's a list with all the different parts, which you can disable (just rename the extension to .bak).
|
||||||
|
# Installing/changing preset's should be as easy as just moving the files next towards the rules.txt file.
|
||||||
|
|
||||||
|
# The default presets (that are used when you've downloaded this) is Minimal mode, which doesn't have any drawback.
|
||||||
|
# Photo mode however is much more obtrusive and has a significant impact on the menu's. You'll need to browse the menu's blindly.
|
||||||
|
# As always, I don't discourage changing some of these out by yourself as it's all limited testing.
|
||||||
|
# Included are screenshots of both of these presets to help you decide.
|
||||||
|
|
||||||
|
# Tested:
|
||||||
|
# 5431383136d7b11b_0000000000000000_vs.txt // Main Lines // No drawbacks
|
||||||
|
# cb83a22cf0961e1a_000000000000007d_ps.txt // "Zoom" Text // No drawbacks
|
||||||
|
# 156a8a37bc669fec_0000000000001e49_ps.txt // Black tint edge // No drawbacks
|
||||||
|
# 2d0ed5b8778b1709_0000000000000000_vs.txt // Edge Bloom 1 // No drawbacks
|
||||||
|
# 7751959c9083eebb_000000000000007d_ps.txt // Sheikah letters left&right, menu button prompts // Removes most text from menu
|
||||||
|
# a15e2a77cef4c5e3_000000000000007d_ps.txt // Text Frame // Removes text from menu
|
||||||
|
# ededcf8bdc3384ef_0000000000000079_ps.txt // Glow, Frame GUI // Clear UI, Removes fade on main menu, removes inventory icons, removes hearts
|
||||||
|
|
||||||
|
# Don't use this!
|
||||||
|
# 569ebe93f1ae5799_0000000000000079_ps.txt // Vintage, Remove buttons, Edge Textures, Edge Background // MASSIVE ACNE OR BLACK SCREEN
|
||||||
|
|
||||||
|
# =================================
|
||||||
|
# Presets:
|
||||||
|
# - Minimal
|
||||||
|
# 5431383136d7b11b_0000000000000000_vs.txt
|
||||||
|
# cb83a22cf0961e1a_000000000000007d_ps.txt
|
||||||
|
# 156a8a37bc669fec_0000000000001e49_ps.txt
|
||||||
|
|
||||||
|
# - Photo
|
||||||
|
# 569ebe93f1ae5799_0000000000000079_ps.txt
|
||||||
|
# 7751959c9083eebb_000000000000007d_ps.txt
|
||||||
|
# ededcf8bdc3384ef_0000000000000079_ps.txt
|
||||||
|
# 2d0ed5b8778b1709_0000000000000000_vs.txt
|
||||||
|
# a15e2a77cef4c5e3_000000000000007d_ps.txt
|
||||||
|
|
||||||
|
# There's improvements to be made so give some feedback if you find anything. You can create a new issue on the github repository and it'll be looked at.
|
Loading…
Reference in New Issue
Block a user