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[BOTW][2160p][1440p] Add shader edit to fix dof when focused on enemy
before: https://cdn.discordapp.com/attachments/186102414317846529/362008127085871114/unknown.png after: https://cdn.discordapp.com/attachments/186102414317846529/362008294186811393/unknown.png
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader cb0e6e8cbec4502a
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in vec4 passParameterSem3;
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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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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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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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R0f = passParameterSem3;
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const float offset = 0.7;
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R0f.z = (R0f.z + 0.00052083333333333 * offset); // horizontal move
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R0f.y = (R0f.y - 0.00092592592592593 * offset); // vertical move
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R0f.x = (R0f.x - 0.00052083333333333 * offset); // second horizontal move
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R0f.w = (R0f.w + 0.00092592592592593 * offset); // second vertical move
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R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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R2f.xyz = (texture(textureUnitPS0, R0f.zy).xyz);
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R3f.xyz = (texture(textureUnitPS0, R0f.xw).xyz);
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R0f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
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// 0
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PV0f.x = R1f.x + R2f.x;
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PV0f.x /= 2.0;
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PV0f.z = R1f.z + R2f.z;
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PV0f.z /= 2.0;
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PV0f.w = R1f.y + R2f.y;
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PV0f.w /= 2.0;
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R1f.w = 0.0;
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PS0f = R1f.w;
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// 1
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R123f.x = (R3f.y * 0.5 + PV0f.w);
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PV1f.x = R123f.x;
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R123f.y = (R3f.x * 0.5 + PV0f.x);
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PV1f.y = R123f.y;
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R123f.w = (R3f.z * 0.5 + PV0f.z);
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PV1f.w = R123f.w;
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// 2
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R1f.x = (R0f.x * 0.5 + PV1f.y)/2.0;
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R1f.y = (R0f.y * 0.5 + PV1f.x)/2.0;
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R1f.z = (R0f.z * 0.5 + PV1f.w)/2.0;
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// export
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passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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}
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@ -0,0 +1,68 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader cb0e6e8cbec4502a
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in vec4 passParameterSem3;
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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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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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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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R0f = passParameterSem3;
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const float offset = 0.95;
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R0f.z = (R0f.z + 0.00052083333333333 * offset); // horizontal move
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R0f.y = (R0f.y - 0.00092592592592593 * offset); // vertical move
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R0f.x = (R0f.x - 0.00052083333333333 * offset); // second horizontal move
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R0f.w = (R0f.w + 0.00092592592592593 * offset); // second vertical move
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R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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R2f.xyz = (texture(textureUnitPS0, R0f.zy).xyz);
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R3f.xyz = (texture(textureUnitPS0, R0f.xw).xyz);
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R0f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
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// 0
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PV0f.x = R1f.x + R2f.x;
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PV0f.x /= 2.0;
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PV0f.z = R1f.z + R2f.z;
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PV0f.z /= 2.0;
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PV0f.w = R1f.y + R2f.y;
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PV0f.w /= 2.0;
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R1f.w = 0.0;
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PS0f = R1f.w;
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// 1
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R123f.x = (R3f.y * 0.5 + PV0f.w);
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PV1f.x = R123f.x;
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R123f.y = (R3f.x * 0.5 + PV0f.x);
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PV1f.y = R123f.y;
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R123f.w = (R3f.z * 0.5 + PV0f.z);
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PV1f.w = R123f.w;
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// 2
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R1f.x = (R0f.x * 0.5 + PV1f.y)/2.0;
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R1f.y = (R0f.y * 0.5 + PV1f.x)/2.0;
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R1f.z = (R0f.z * 0.5 + PV1f.w)/2.0;
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// export
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passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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}
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