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https://github.com/cemu-project/cemu_graphic_packs.git
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[Splatoon] Fix AMD bugs
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parent
307fb07fc2
commit
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22
Source/Splatoon/5589940158f30db3_0000000000000079_ps.txt
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22
Source/Splatoon/5589940158f30db3_0000000000000079_ps.txt
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 5589940158f30db3
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uniform ivec4 uf_remappedPS[1];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x156f2000 res 256x256x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in vec4 passParameterSem0;
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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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}
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51
Source/Splatoon/62d887aeff99f5a3_0000000000000000_vs.txt
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51
Source/Splatoon/62d887aeff99f5a3_0000000000000000_vs.txt
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 62d887aeff99f5a3
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uniform ivec4 uf_remappedVS[78];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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uniform float uf_alphaTestRef;
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layout(binding = 42) uniform sampler2D textureUnitVS10;// Tex10 addr 0x1c997000 res 2048x2048x1 dim 1 tm: 4 format 081e compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler28 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 43) uniform sampler2DArrayShadow textureUnitVS11;// Tex11 addr 0xf494a800 res 1024x1024x2 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x2) Sampler29 ClampX/Y/Z: 6 6 6 border: 2
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layout(binding = 44) uniform sampler1DShadow textureUnitVS12;layout(binding = 45) uniform sampler2D textureUnitVS13;// Tex13 addr 0x39c73000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler31 ClampX/Y/Z: 0 0 0 border: 1
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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layout(location = 2) in uvec4 attrDataSem2;
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layout(location = 3) in uvec4 attrDataSem3;
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layout(location = 4) in uvec4 attrDataSem4;
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layout(location = 5) in uvec4 attrDataSem5;
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layout(location = 6) in uvec4 attrDataSem6;
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layout(location = 7) in uvec4 attrDataSem7;
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layout(location = 8) in uvec4 attrDataSem8;
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layout(location = 9) in uvec4 attrDataSem9;
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layout(location = 10) in uvec4 attrDataSem10;
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layout(location = 11) in uvec4 attrDataSem11;
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layout(location = 12) in uvec4 attrDataSem12;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem0;
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layout(location = 1) out vec4 passParameterSem4;
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layout(location = 2) out vec4 passParameterSem5;
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layout(location = 3) out vec4 passParameterSem6;
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layout(location = 5) out vec4 passParameterSem8;
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layout(location = 6) out vec4 passParameterSem9;
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layout(location = 7) out vec4 passParameterSem11;
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layout(location = 4) out vec4 passParameterSem7;
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layout(location = 8) out vec4 passParameterSem12;
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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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}
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123
Source/Splatoon/68357a3eaf8b29a8_000000007bac9249_ps.txt
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123
Source/Splatoon/68357a3eaf8b29a8_000000007bac9249_ps.txt
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@ -0,0 +1,123 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 68357a3eaf8b29a8
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uniform ivec4 uf_remappedPS[18];
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layout(binding = 0) uniform samplerCubeArray textureUnitPS0;// Tex0 addr 0x17f2e800 res 4x4x1 dim 3 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x6) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 1) uniform sampler2DArrayShadow textureUnitPS1;// Tex1 addr 0x17f2f800 res 4x4x1 dim 5 tm: 2 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 2) uniform samplerCubeArray textureUnitPS2;// Tex2 addr 0x1c778800 res 32x32x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x6) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0x17f2b000 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x21e2e000 res 2048x1024x1 dim 1 tm: 4 format 0035 compSel: 0 1 4 4 mipView: 0x0 (num 0xc) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0x220da000 res 512x256x1 dim 1 tm: 4 format 0033 compSel: 0 1 2 3 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0x23f9c000 res 128x128x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 0 0 2 border: 0
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layout(binding = 7) uniform sampler2D textureUnitPS7;// Tex7 addr 0x22e8e000 res 256x256x1 dim 1 tm: 4 format 0235 compSel: 0 1 4 5 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 0 0 2 border: 0
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layout(binding = 8) uniform sampler2D textureUnitPS8;// Tex8 addr 0x23fa0000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler8 ClampX/Y/Z: 0 0 2 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 = 2) in vec4 passParameterSem2;
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layout(location = 3) in vec4 passParameterSem3;
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layout(location = 4) in vec4 passParameterSem4;
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layout(location = 5) in vec4 passParameterSem7;
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layout(location = 6) in vec4 passParameterSem5;
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layout(location = 7) in vec4 passParameterSem6;
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layout(location = 8) in vec4 passParameterSem8;
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layout(location = 9) in vec4 passParameterSem9;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId)
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{
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// stm -> x .. s, y .. t, z .. MajorAxis*2.0
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vec3 inputCoord = normalize(vec3(src1.y, src1.x, src0.x));
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float rx = inputCoord.x;
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float ry = inputCoord.y;
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float rz = inputCoord.z;
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if( abs(rx) > abs(ry) && abs(rx) > abs(rz) )
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{
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stm.z = rx*2.0;
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stm.xy = vec2(ry,rz);
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if( rx >= 0.0 )
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{
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faceId = 0;
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}
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else
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{
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faceId = 1;
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}
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}
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else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) )
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{
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stm.z = ry*2.0;
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stm.xy = vec2(rx,rz);
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if( ry >= 0.0 )
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{
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faceId = 2;
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}
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else
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{
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faceId = 3;
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}
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}
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else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) )
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{
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stm.z = rz*2.0;
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stm.xy = vec2(rx,ry);
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if( rz >= 0.0 )
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{
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faceId = 4;
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}
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else
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{
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faceId = 5;
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}
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}
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}
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vec3 redcCUBEReverse(vec2 st, int faceId)
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{
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st.yx = st.xy;
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vec3 v;
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float majorAxis = 1.0;
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if( faceId == 0 )
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{
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v.yz = (st-vec2(1.5))*(majorAxis*2.0);
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v.x = 1.0;
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}
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else if( faceId == 1 )
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{
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v.yz = (st-vec2(1.5))*(majorAxis*2.0);
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v.x = -1.0;
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}
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else if( faceId == 2 )
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{
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v.xz = (st-vec2(1.5))*(majorAxis*2.0);
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v.y = 1.0;
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}
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else if( faceId == 3 )
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{
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v.xz = (st-vec2(1.5))*(majorAxis*2.0);
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v.y = -1.0;
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}
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else if( faceId == 4 )
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{
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v.xy = (st-vec2(1.5))*(majorAxis*2.0);
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v.z = 1.0;
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}
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else
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{
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v.xy = (st-vec2(1.5))*(majorAxis*2.0);
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v.z = -1.0;
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}
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return v;
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}
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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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}
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48
Source/Splatoon/69b5b934d877bac0_0000000000000000_vs.txt
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48
Source/Splatoon/69b5b934d877bac0_0000000000000000_vs.txt
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 69b5b934d877bac0
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uniform ivec4 uf_remappedVS[75];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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uniform float uf_alphaTestRef;
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layout(binding = 42) uniform sampler2D textureUnitVS10;// Tex10 addr 0x1c997000 res 2048x2048x1 dim 1 tm: 4 format 081e compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler28 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 43) uniform sampler2DArrayShadow textureUnitVS11;// Tex11 addr 0xf494a800 res 1024x1024x2 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x2) Sampler29 ClampX/Y/Z: 6 6 6 border: 2
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layout(binding = 44) uniform sampler1DShadow textureUnitVS12;layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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layout(location = 2) in uvec4 attrDataSem2;
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layout(location = 3) in uvec4 attrDataSem3;
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layout(location = 4) in uvec4 attrDataSem4;
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layout(location = 5) in uvec4 attrDataSem5;
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layout(location = 6) in uvec4 attrDataSem6;
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layout(location = 7) in uvec4 attrDataSem7;
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layout(location = 8) in uvec4 attrDataSem8;
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layout(location = 9) in uvec4 attrDataSem9;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem0;
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layout(location = 1) out vec4 passParameterSem1;
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layout(location = 2) out vec4 passParameterSem4;
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layout(location = 3) out vec4 passParameterSem5;
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layout(location = 4) out vec4 passParameterSem6;
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layout(location = 6) out vec4 passParameterSem8;
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layout(location = 7) out vec4 passParameterSem9;
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layout(location = 8) out vec4 passParameterSem11;
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layout(location = 5) out vec4 passParameterSem7;
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layout(location = 9) out vec4 passParameterSem12;
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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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}
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108
Source/Splatoon/71a7179980cfe114_000000000000007b_ps.txt
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108
Source/Splatoon/71a7179980cfe114_000000000000007b_ps.txt
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 71a7179980cfe114
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uniform ivec4 uf_remappedPS[1];
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layout(binding = 0) uniform samplerCubeArray textureUnitPS0;// Tex0 addr 0xf4241000 res 256x256x1 dim 3 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x6) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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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 = 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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void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId)
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{
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// stm -> x .. s, y .. t, z .. MajorAxis*2.0
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vec3 inputCoord = normalize(vec3(src1.y, src1.x, src0.x));
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float rx = inputCoord.x;
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float ry = inputCoord.y;
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float rz = inputCoord.z;
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if( abs(rx) > abs(ry) && abs(rx) > abs(rz) )
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{
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stm.z = rx*2.0;
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stm.xy = vec2(ry,rz);
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if( rx >= 0.0 )
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{
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faceId = 0;
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}
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else
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{
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faceId = 1;
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}
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}
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else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) )
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{
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stm.z = ry*2.0;
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stm.xy = vec2(rx,rz);
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if( ry >= 0.0 )
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|
{
|
||||||
|
faceId = 2;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
faceId = 3;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) )
|
||||||
|
{
|
||||||
|
stm.z = rz*2.0;
|
||||||
|
stm.xy = vec2(rx,ry);
|
||||||
|
if( rz >= 0.0 )
|
||||||
|
{
|
||||||
|
faceId = 4;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
faceId = 5;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
vec3 redcCUBEReverse(vec2 st, int faceId)
|
||||||
|
{
|
||||||
|
st.yx = st.xy;
|
||||||
|
vec3 v;
|
||||||
|
float majorAxis = 1.0;
|
||||||
|
if( faceId == 0 )
|
||||||
|
{
|
||||||
|
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
|
||||||
|
v.x = 1.0;
|
||||||
|
}
|
||||||
|
else if( faceId == 1 )
|
||||||
|
{
|
||||||
|
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
|
||||||
|
v.x = -1.0;
|
||||||
|
}
|
||||||
|
else if( faceId == 2 )
|
||||||
|
{
|
||||||
|
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
|
||||||
|
v.y = 1.0;
|
||||||
|
}
|
||||||
|
else if( faceId == 3 )
|
||||||
|
{
|
||||||
|
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
|
||||||
|
v.y = -1.0;
|
||||||
|
}
|
||||||
|
else if( faceId == 4 )
|
||||||
|
{
|
||||||
|
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
|
||||||
|
v.z = 1.0;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
|
||||||
|
v.z = -1.0;
|
||||||
|
}
|
||||||
|
return v;
|
||||||
|
}
|
||||||
|
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()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
25
Source/Splatoon/733ee69ec9dd5e30_0000000000001e69_ps.txt
Normal file
25
Source/Splatoon/733ee69ec9dd5e30_0000000000001e69_ps.txt
Normal file
@ -0,0 +1,25 @@
|
|||||||
|
#version 420
|
||||||
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
#extension GL_ARB_separate_shader_objects : enable
|
||||||
|
// shader 733ee69ec9dd5e30 - some kind of shading?
|
||||||
|
uniform ivec4 uf_remappedPS[21];
|
||||||
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
|
layout(binding = 1) uniform sampler2DArrayShadow textureUnitPS1;// Tex1 addr 0xf494a800 res 1024x1024x2 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x2) Sampler1 ClampX/Y/Z: 6 6 6 border: 2
|
||||||
|
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x1cb17000 res 2048x2048x1 dim 1 tm: 4 format 081e compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
|
layout(location = 0) noperspective in vec4 passParameterSem0;
|
||||||
|
layout(location = 1) noperspective in vec4 passParameterSem4;
|
||||||
|
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()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
31
Source/Splatoon/89371aa2435ecc7c_0000000000000000_vs.txt
Normal file
31
Source/Splatoon/89371aa2435ecc7c_0000000000000000_vs.txt
Normal file
@ -0,0 +1,31 @@
|
|||||||
|
#version 420
|
||||||
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
#extension GL_ARB_separate_shader_objects : enable
|
||||||
|
#extension GL_ARB_shading_language_packing : enable
|
||||||
|
// shader 89371aa2435ecc7c
|
||||||
|
uniform ivec4 uf_remappedVS[17];
|
||||||
|
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
||||||
|
layout(location = 0) in uvec4 attrDataSem0;
|
||||||
|
layout(location = 1) in uvec4 attrDataSem1;
|
||||||
|
layout(location = 2) in uvec4 attrDataSem8;
|
||||||
|
out gl_PerVertex
|
||||||
|
{
|
||||||
|
vec4 gl_Position;
|
||||||
|
float gl_PointSize;
|
||||||
|
};
|
||||||
|
layout(location = 2) out vec4 passParameterSem2;
|
||||||
|
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()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
41
Source/Splatoon/acdc2cc298f22eed_0000000000000000_vs.txt
Normal file
41
Source/Splatoon/acdc2cc298f22eed_0000000000000000_vs.txt
Normal file
@ -0,0 +1,41 @@
|
|||||||
|
#version 420
|
||||||
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
#extension GL_ARB_separate_shader_objects : enable
|
||||||
|
#extension GL_ARB_shading_language_packing : enable
|
||||||
|
// shader acdc2cc298f22eed
|
||||||
|
uniform ivec4 uf_remappedVS[37];
|
||||||
|
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
||||||
|
layout(location = 0) in uvec4 attrDataSem0;
|
||||||
|
layout(location = 1) in uvec4 attrDataSem1;
|
||||||
|
layout(location = 2) in uvec4 attrDataSem2;
|
||||||
|
layout(location = 3) in uvec4 attrDataSem8;
|
||||||
|
layout(location = 4) in uvec4 attrDataSem9;
|
||||||
|
layout(location = 5) in uvec4 attrDataSem12;
|
||||||
|
out gl_PerVertex
|
||||||
|
{
|
||||||
|
vec4 gl_Position;
|
||||||
|
float gl_PointSize;
|
||||||
|
};
|
||||||
|
layout(location = 2) out vec4 passParameterSem2;
|
||||||
|
layout(location = 6) out vec4 passParameterSem5;
|
||||||
|
layout(location = 7) out vec4 passParameterSem6;
|
||||||
|
layout(location = 8) out vec4 passParameterSem8;
|
||||||
|
layout(location = 1) out vec4 passParameterSem1;
|
||||||
|
layout(location = 5) out vec4 passParameterSem7;
|
||||||
|
layout(location = 3) out vec4 passParameterSem3;
|
||||||
|
layout(location = 4) out vec4 passParameterSem4;
|
||||||
|
layout(location = 9) out vec4 passParameterSem9;
|
||||||
|
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()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
28
Source/Splatoon/b1951b6b76aa5c84_0000000000000000_vs.txt
Normal file
28
Source/Splatoon/b1951b6b76aa5c84_0000000000000000_vs.txt
Normal file
@ -0,0 +1,28 @@
|
|||||||
|
#version 420
|
||||||
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
#extension GL_ARB_separate_shader_objects : enable
|
||||||
|
#extension GL_ARB_shading_language_packing : enable
|
||||||
|
// shader b1951b6b76aa5c84 - some kind of shading?
|
||||||
|
uniform ivec4 uf_remappedVS[3];
|
||||||
|
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
||||||
|
layout(location = 0) in uvec4 attrDataSem0;
|
||||||
|
out gl_PerVertex
|
||||||
|
{
|
||||||
|
vec4 gl_Position;
|
||||||
|
float gl_PointSize;
|
||||||
|
};
|
||||||
|
layout(location = 0) noperspective out vec4 passParameterSem0;
|
||||||
|
layout(location = 1) noperspective out vec4 passParameterSem4;
|
||||||
|
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()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
22
Source/Splatoon/b997476498552b16_0000000000000079_ps.txt
Normal file
22
Source/Splatoon/b997476498552b16_0000000000000079_ps.txt
Normal file
@ -0,0 +1,22 @@
|
|||||||
|
#version 420
|
||||||
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
#extension GL_ARB_separate_shader_objects : enable
|
||||||
|
// shader b997476498552b16
|
||||||
|
uniform ivec4 uf_remappedPS[1];
|
||||||
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x156f2000 res 64x64x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
|
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()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
109
Source/Splatoon/d61363e0854c74ad_00000000000003d9_ps.txt
Normal file
109
Source/Splatoon/d61363e0854c74ad_00000000000003d9_ps.txt
Normal file
@ -0,0 +1,109 @@
|
|||||||
|
#version 420
|
||||||
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
#extension GL_ARB_separate_shader_objects : enable
|
||||||
|
// shader d61363e0854c74ad
|
||||||
|
uniform ivec4 uf_remappedPS[1];
|
||||||
|
layout(binding = 0) uniform samplerCubeArray textureUnitPS0;// Tex0 addr 0x1c778800 res 32x32x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x6) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
|
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x221ea000 res 2048x256x1 dim 1 tm: 4 format 0433 compSel: 0 1 2 3 mipView: 0x0 (num 0xc) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 2 border: 0
|
||||||
|
layout(location = 0) in vec4 passParameterSem0;
|
||||||
|
layout(location = 1) in vec4 passParameterSem1;
|
||||||
|
layout(location = 2) in vec4 passParameterSem2;
|
||||||
|
layout(location = 0) out vec4 passPixelColor0;
|
||||||
|
uniform vec2 uf_fragCoordScale;
|
||||||
|
void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId)
|
||||||
|
{
|
||||||
|
// stm -> x .. s, y .. t, z .. MajorAxis*2.0
|
||||||
|
vec3 inputCoord = normalize(vec3(src1.y, src1.x, src0.x));
|
||||||
|
float rx = inputCoord.x;
|
||||||
|
float ry = inputCoord.y;
|
||||||
|
float rz = inputCoord.z;
|
||||||
|
if( abs(rx) > abs(ry) && abs(rx) > abs(rz) )
|
||||||
|
{
|
||||||
|
stm.z = rx*2.0;
|
||||||
|
stm.xy = vec2(ry,rz);
|
||||||
|
if( rx >= 0.0 )
|
||||||
|
{
|
||||||
|
faceId = 0;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
faceId = 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) )
|
||||||
|
{
|
||||||
|
stm.z = ry*2.0;
|
||||||
|
stm.xy = vec2(rx,rz);
|
||||||
|
if( ry >= 0.0 )
|
||||||
|
{
|
||||||
|
faceId = 2;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
faceId = 3;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) )
|
||||||
|
{
|
||||||
|
stm.z = rz*2.0;
|
||||||
|
stm.xy = vec2(rx,ry);
|
||||||
|
if( rz >= 0.0 )
|
||||||
|
{
|
||||||
|
faceId = 4;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
faceId = 5;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
vec3 redcCUBEReverse(vec2 st, int faceId)
|
||||||
|
{
|
||||||
|
st.yx = st.xy;
|
||||||
|
vec3 v;
|
||||||
|
float majorAxis = 1.0;
|
||||||
|
if( faceId == 0 )
|
||||||
|
{
|
||||||
|
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
|
||||||
|
v.x = 1.0;
|
||||||
|
}
|
||||||
|
else if( faceId == 1 )
|
||||||
|
{
|
||||||
|
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
|
||||||
|
v.x = -1.0;
|
||||||
|
}
|
||||||
|
else if( faceId == 2 )
|
||||||
|
{
|
||||||
|
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
|
||||||
|
v.y = 1.0;
|
||||||
|
}
|
||||||
|
else if( faceId == 3 )
|
||||||
|
{
|
||||||
|
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
|
||||||
|
v.y = -1.0;
|
||||||
|
}
|
||||||
|
else if( faceId == 4 )
|
||||||
|
{
|
||||||
|
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
|
||||||
|
v.z = 1.0;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
|
||||||
|
v.z = -1.0;
|
||||||
|
}
|
||||||
|
return v;
|
||||||
|
}
|
||||||
|
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()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
45
Source/Splatoon/d92fe9087a495dcb_0000000000000000_vs.txt
Normal file
45
Source/Splatoon/d92fe9087a495dcb_0000000000000000_vs.txt
Normal file
@ -0,0 +1,45 @@
|
|||||||
|
#version 420
|
||||||
|
#extension GL_ARB_texture_gather : enable
|
||||||
|
#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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|
// shader d92fe9087a495dcb
|
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|
uniform ivec4 uf_remappedVS[86];
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|
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
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|
uniform float uf_alphaTestRef;
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|
layout(binding = 42) uniform sampler2D textureUnitVS10;// Tex10 addr 0x1cb21000 res 2048x2048x1 dim 1 tm: 4 format 081e compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler28 ClampX/Y/Z: 2 2 2 border: 1
|
||||||
|
layout(binding = 43) uniform sampler2DArrayShadow textureUnitVS11;// Tex11 addr 0xf494a800 res 1024x1024x2 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x2) Sampler29 ClampX/Y/Z: 6 6 6 border: 2
|
||||||
|
layout(binding = 44) uniform sampler1DShadow textureUnitVS12;layout(binding = 45) uniform sampler2D textureUnitVS13;// Tex13 addr 0x39084000 res 1024x1024x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler31 ClampX/Y/Z: 0 0 0 border: 1
|
||||||
|
layout(location = 0) in uvec4 attrDataSem0;
|
||||||
|
layout(location = 1) in uvec4 attrDataSem1;
|
||||||
|
layout(location = 2) in uvec4 attrDataSem2;
|
||||||
|
layout(location = 3) in uvec4 attrDataSem3;
|
||||||
|
layout(location = 4) in uvec4 attrDataSem4;
|
||||||
|
layout(location = 5) in uvec4 attrDataSem5;
|
||||||
|
layout(location = 6) in uvec4 attrDataSem6;
|
||||||
|
layout(location = 7) in uvec4 attrDataSem7;
|
||||||
|
layout(location = 8) in uvec4 attrDataSem8;
|
||||||
|
out gl_PerVertex
|
||||||
|
{
|
||||||
|
vec4 gl_Position;
|
||||||
|
float gl_PointSize;
|
||||||
|
};
|
||||||
|
layout(location = 0) out vec4 passParameterSem0;
|
||||||
|
layout(location = 1) out vec4 passParameterSem1;
|
||||||
|
layout(location = 2) out vec4 passParameterSem3;
|
||||||
|
layout(location = 3) out vec4 passParameterSem4;
|
||||||
|
layout(location = 4) out vec4 passParameterSem5;
|
||||||
|
layout(location = 5) out vec4 passParameterSem8;
|
||||||
|
layout(location = 6) out vec4 passParameterSem11;
|
||||||
|
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()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user