From d94fba8560b3f50201b84919540df618a2ac4c9f Mon Sep 17 00:00:00 2001 From: NAVras-Z Date: Wed, 8 Nov 2017 07:48:11 +0800 Subject: [PATCH] [BotW] add cloud vs this should fix misplaced cloud in 1.2.x and beofre --- .../01bef64ec0cccd53_0000000000000000_vs.txt | 105 ++++++++++++++++++ 1 file changed, 105 insertions(+) create mode 100644 Source/BreathOfTheWild/01bef64ec0cccd53_0000000000000000_vs.txt diff --git a/Source/BreathOfTheWild/01bef64ec0cccd53_0000000000000000_vs.txt b/Source/BreathOfTheWild/01bef64ec0cccd53_0000000000000000_vs.txt new file mode 100644 index 00000000..7bb06371 --- /dev/null +++ b/Source/BreathOfTheWild/01bef64ec0cccd53_0000000000000000_vs.txt @@ -0,0 +1,105 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 01bef64ec0cccd53 // cloud vs +const float resXScale = ; +const float resYScale = ; + +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(binding = 32) uniform sampler2D textureUnitVS0; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 1) out vec4 passParameterSem1; +layout(location = 0) out vec4 passParameterSem0; +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 R127i = ivec4(0); +uvec4 attrDecoder; +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 = ivec4(gl_VertexID, 0, 0, gl_InstanceID); +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0)); +attrDecoder.xy = attrDataSem1.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0)); +// 0 +backupReg0i = R1i.x; +backupReg1i = R1i.y; +R1i.x = backupReg0i; +R1i.x = floatBitsToInt(intBitsToFloat(R1i.x) * 2.0); +R1i.y = backupReg1i; +R1i.y = floatBitsToInt(intBitsToFloat(R1i.y) * 2.0); +R1i.z = 0x3f800000; +R0i.w = 0; +R0i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[0].z)/resXScale)); +R0i.y = floatBitsToInt(intBitsToFloat(R0i.y) / 2.0); +PS0i = R0i.y; +R3i.xy = ivec4(textureSize(textureUnitVS0, 0),1,1).xy; +// export +gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.z)); +// 0 +PV0i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[0].w)/resYScale)); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) / 2.0); +R0i.z = R0i.y; +R127i.w = floatBitsToInt(float(R3i.x)); +PS0i = R127i.w; +// 1 +R0i.w = PV0i.x; +R127i.z = floatBitsToInt(float(R3i.y)); +PS1i = R127i.z; +// 2 +PS0i = floatBitsToInt(1.0 / intBitsToFloat(R127i.w)); +// 3 +R3i.x = floatBitsToInt((-(intBitsToFloat(PS0i)) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R2i.x))); +PV1i.x = R3i.x; +PS1i = floatBitsToInt(1.0 / intBitsToFloat(R127i.z)); +// 4 +R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(uf_remappedVS[0].x)*resXScale) + 0.5)); +R3i.y = floatBitsToInt((-(intBitsToFloat(PS1i)) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R2i.y))); +PV0i.y = R3i.y; +// 5 +R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(uf_remappedVS[0].y)*resYScale) + 0.5)); +// export +passParameterSem1 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); +// export +passParameterSem0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.z)); +}