From efd892228cb74e1be04152f731975dbcca8cf1fb Mon Sep 17 00:00:00 2001 From: getdls Date: Sun, 2 Apr 2017 13:28:05 +0200 Subject: [PATCH] [BOTW] AA removal PS Add - AA removal PS --- ...fd18c646005_00000000000003c9_ps_source.txt | 49 +++++++++++++++++++ 1 file changed, 49 insertions(+) create mode 100644 Enhancement/BreathOfTheWild_AARemoval/b650afd18c646005_00000000000003c9_ps_source.txt diff --git a/Enhancement/BreathOfTheWild_AARemoval/b650afd18c646005_00000000000003c9_ps_source.txt b/Enhancement/BreathOfTheWild_AARemoval/b650afd18c646005_00000000000003c9_ps_source.txt new file mode 100644 index 00000000..00d773c2 --- /dev/null +++ b/Enhancement/BreathOfTheWild_AARemoval/b650afd18c646005_00000000000003c9_ps_source.txt @@ -0,0 +1,49 @@ +#version 400 +#extension GL_ARB_texture_gather : enable +// shader b650afd18c646005 // BOTW AA removal +uniform ivec4 uf_remappedPS[4]; +uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4713800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +uniform sampler2D textureUnitPS1;// Tex1 addr 0x3877e000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +in vec4 passParameter0; +layout(location = 0) out vec4 passPixelColor0; +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 R126f = 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; +bool activeMaskStack[2]; +bool activeMaskStackC[3]; +activeMaskStack[0] = false; +activeMaskStackC[0] = false; +activeMaskStackC[1] = false; +activeMaskStack[0] = true; +activeMaskStackC[0] = true; +activeMaskStackC[1] = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameter0; + +R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +}