From ee77e0b5047d937526ce4859249bf4be0b10985b Mon Sep 17 00:00:00 2001 From: JoelAlone Date: Tue, 26 Sep 2017 01:06:29 +0200 Subject: [PATCH] [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 --- .../cb0e6e8cbec4502a_0000000000000079_ps.txt | 68 +++++++++++++++++++ .../cb0e6e8cbec4502a_0000000000000079_ps.txt | 68 +++++++++++++++++++ 2 files changed, 136 insertions(+) create mode 100644 Quality/BreathOfTheWild_1440p/cb0e6e8cbec4502a_0000000000000079_ps.txt create mode 100644 Quality/BreathOfTheWild_2160p/cb0e6e8cbec4502a_0000000000000079_ps.txt diff --git a/Quality/BreathOfTheWild_1440p/cb0e6e8cbec4502a_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1440p/cb0e6e8cbec4502a_0000000000000079_ps.txt new file mode 100644 index 00000000..25286a03 --- /dev/null +++ b/Quality/BreathOfTheWild_1440p/cb0e6e8cbec4502a_0000000000000079_ps.txt @@ -0,0 +1,68 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader cb0e6e8cbec4502a +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 +layout(location = 0) in vec4 passParameterSem3; +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 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R123f = 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 = passParameterSem3; + +const float offset = 0.7; +R0f.z = (R0f.z + 0.00052083333333333 * offset); // horizontal move +R0f.y = (R0f.y - 0.00092592592592593 * offset); // vertical move +R0f.x = (R0f.x - 0.00052083333333333 * offset); // second horizontal move +R0f.w = (R0f.w + 0.00092592592592593 * offset); // second vertical move + +R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); +R2f.xyz = (texture(textureUnitPS0, R0f.zy).xyz); +R3f.xyz = (texture(textureUnitPS0, R0f.xw).xyz); +R0f.xyz = (texture(textureUnitPS0, R0f.zw).xyz); +// 0 +PV0f.x = R1f.x + R2f.x; +PV0f.x /= 2.0; +PV0f.z = R1f.z + R2f.z; +PV0f.z /= 2.0; +PV0f.w = R1f.y + R2f.y; +PV0f.w /= 2.0; +R1f.w = 0.0; +PS0f = R1f.w; +// 1 +R123f.x = (R3f.y * 0.5 + PV0f.w); +PV1f.x = R123f.x; +R123f.y = (R3f.x * 0.5 + PV0f.x); +PV1f.y = R123f.y; +R123f.w = (R3f.z * 0.5 + PV0f.z); +PV1f.w = R123f.w; +// 2 +R1f.x = (R0f.x * 0.5 + PV1f.y)/2.0; +R1f.y = (R0f.y * 0.5 + PV1f.x)/2.0; +R1f.z = (R0f.z * 0.5 + PV1f.w)/2.0; +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Quality/BreathOfTheWild_2160p/cb0e6e8cbec4502a_0000000000000079_ps.txt b/Quality/BreathOfTheWild_2160p/cb0e6e8cbec4502a_0000000000000079_ps.txt new file mode 100644 index 00000000..eb79dfa3 --- /dev/null +++ b/Quality/BreathOfTheWild_2160p/cb0e6e8cbec4502a_0000000000000079_ps.txt @@ -0,0 +1,68 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader cb0e6e8cbec4502a +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 +layout(location = 0) in vec4 passParameterSem3; +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 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R123f = 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 = passParameterSem3; + +const float offset = 0.95; +R0f.z = (R0f.z + 0.00052083333333333 * offset); // horizontal move +R0f.y = (R0f.y - 0.00092592592592593 * offset); // vertical move +R0f.x = (R0f.x - 0.00052083333333333 * offset); // second horizontal move +R0f.w = (R0f.w + 0.00092592592592593 * offset); // second vertical move + +R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); +R2f.xyz = (texture(textureUnitPS0, R0f.zy).xyz); +R3f.xyz = (texture(textureUnitPS0, R0f.xw).xyz); +R0f.xyz = (texture(textureUnitPS0, R0f.zw).xyz); +// 0 +PV0f.x = R1f.x + R2f.x; +PV0f.x /= 2.0; +PV0f.z = R1f.z + R2f.z; +PV0f.z /= 2.0; +PV0f.w = R1f.y + R2f.y; +PV0f.w /= 2.0; +R1f.w = 0.0; +PS0f = R1f.w; +// 1 +R123f.x = (R3f.y * 0.5 + PV0f.w); +PV1f.x = R123f.x; +R123f.y = (R3f.x * 0.5 + PV0f.x); +PV1f.y = R123f.y; +R123f.w = (R3f.z * 0.5 + PV0f.z); +PV1f.w = R123f.w; +// 2 +R1f.x = (R0f.x * 0.5 + PV1f.y)/2.0; +R1f.y = (R0f.y * 0.5 + PV1f.x)/2.0; +R1f.z = (R0f.z * 0.5 + PV1f.w)/2.0; +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +}