diff --git a/Source/WindWakerHD/ff71dcd2ad4defdc_00000000000003c9_ps.txt b/Source/WindWakerHD/ff71dcd2ad4defdc_00000000000003c9_ps.txt new file mode 100644 index 00000000..371c620b --- /dev/null +++ b/Source/WindWakerHD/ff71dcd2ad4defdc_00000000000003c9_ps.txt @@ -0,0 +1,197 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +// shader ff71dcd2ad4defdc +//AA ps +const float resScale = ; +uniform ivec4 uf_remappedPS[4]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5807800 res 1920x1080x1 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 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4000800 res 1920x1080x1 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 +layout(location = 0) in vec4 passParameterSem2; +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 R4f = 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 = passParameterSem2; +if( activeMaskStackC[1] == true ) { +R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy); +R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +} +if( activeMaskStackC[1] == true ) { +activeMaskStack[1] = activeMaskStack[0]; +activeMaskStackC[2] = activeMaskStackC[1]; +// 0 +PV0f.x = R1f.y + R1f.x; +R127f.y = intBitsToFloat(uf_remappedPS[0].z) * 0.25; +PV0f.z = R1f.w + -(R1f.x); +PV0f.w = R1f.z + -(R1f.y); +R127f.z = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[1].x)); +PS0f = R127f.z; +// 1 +R127f.x = PV0f.w + -(PV0f.z); +PV1f.x = R127f.x; +R126f.y = PV0f.w + PV0f.z; +PV1f.y = R126f.y; +PV1f.z = R1f.z + PV0f.x; +R127f.w = min(R1f.z, R1f.x); +R126f.w = min(R1f.w, R1f.y); +PS1f = R126f.w; +// 2 +PV0f.x = R1f.w + PV1f.z; +PV0f.y = max(PV1f.x, -(PV1f.x)); +PV0f.z = max(PV1f.y, -(PV1f.y)); +PV0f.w = max(R1f.z, R1f.x); +PS0f = max(R1f.w, R1f.y); +// 3 +PV1f.x = min(PV0f.z, PV0f.y); +R123f.y = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[1].y)) + R127f.z); +PV1f.y = R123f.y; +R127f.z = min(R127f.w, R126f.w); +PV1f.z = R127f.z; +R123f.w = (mul_nonIEEE(R127f.y,PV0f.x) + intBitsToFloat(uf_remappedPS[0].w)); +PV1f.w = R123f.w; +R127f.w = max(PV0f.w, PS0f); +PS1f = R127f.w; +// 4 +PV0f.x = mul_nonIEEE(PS1f, intBitsToFloat(uf_remappedPS[2].x)); +PV0f.y = max(PV1f.y, PS1f); +PV0f.z = min(PV1f.y, PV1f.z); +PV0f.w = max(PV1f.w, PV1f.x); +R4f.z = -(PV1f.z) + PS1f; +PS0f = R4f.z; +// 5 +R3f.x = max(PV0f.x, intBitsToFloat(uf_remappedPS[2].y)); +R3f.y = -(PV0f.z) + PV0f.y; +R4f.w = R127f.z + R127f.w; +PS1f = 1.0 / PV0f.w; +// 6 +PV0f.x = mul_nonIEEE(R127f.x, PS1f); //p +PV0f.y = mul_nonIEEE(R126f.y, PS1f); +// 7 +PV1f.z = max(PV0f.x, -(intBitsToFloat(uf_remappedPS[0].y))); //p +PV1f.w = max(PV0f.y, -(intBitsToFloat(uf_remappedPS[0].y))); +// 8 +R1f.x = min(PV1f.w, intBitsToFloat(uf_remappedPS[0].y)); +R1f.y = min(PV1f.z, intBitsToFloat(uf_remappedPS[0].y)); +// 9 +predResult = (R3f.y > R3f.x); +activeMaskStack[1] = predResult; +activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; +} +else { +activeMaskStack[1] = false; +activeMaskStackC[2] = false; +} +if( activeMaskStackC[2] == true ) { +// 0 +R3f.x = (mul_nonIEEE(R1f.x,-(intBitsToFloat(uf_remappedPS[3].z) / resScale)) + R0f.x); +R3f.y = (mul_nonIEEE(R1f.y,-(intBitsToFloat(uf_remappedPS[3].w) / resScale)) + R0f.y); +R0f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[3].z)) + R0f.x); //leave out, looks better on avg +R0f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[3].w)) + R0f.y);//leave out, looks better on avg +R4f.x = (mul_nonIEEE(R1f.x,-(intBitsToFloat(uf_remappedPS[3].x) / resScale)) + R0f.x); +PS0f = R4f.x; +// 1 +R4f.y = (mul_nonIEEE(R1f.y,-(intBitsToFloat(uf_remappedPS[3].y)/resScale)) + R0f.y); +R3f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[3].x) / resScale) + R0f.x); +R3f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[3].y) / resScale) + R0f.y); +} +if( activeMaskStackC[2] == true ) { +R1f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw); +R0f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw); +R2f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw); +R3f.xyzw = (texture(textureUnitPS0, R3f.zw).xyzw); +} +if( activeMaskStackC[2] == true ) { +// 0 +R127f.xyz = vec3(R0f.x,R0f.w,R0f.z) + vec3(R1f.x,R1f.w,R1f.z); +PV0f.x = R127f.x; +PV0f.y = R127f.y; +PV0f.z = R127f.z; +R127f.w = R0f.y + R1f.y; +PV0f.w = R127f.w; +// 1 +PV1f.x = R2f.x + PV0f.x; +PV1f.y = R2f.w + PV0f.y; +PV1f.z = R2f.z + PV0f.z; +PV1f.w = R2f.y + PV0f.w; +// 2 +R126f.x = R3f.x + PV1f.x; +R126f.x /= 2.0; +PV0f.x = R126f.x; +R126f.y = R3f.w + PV1f.y; +R126f.y /= 2.0; +PV0f.y = R126f.y; +R126f.z = R3f.z + PV1f.z; +R126f.z /= 2.0; +PV0f.z = R126f.z; +R126f.w = R3f.y + PV1f.w; +R126f.w /= 2.0; +PV0f.w = R126f.w; +// 3 +backupReg0f = R127f.y; +R123f.x = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[1].x)) + -(R4f.w)); +PV1f.x = R123f.x; +R127f.yzw = vec3(R127f.z,R127f.w,R127f.x) + vec3(-(PV0f.z),-(PV0f.w),-(PV0f.x)); +R127f.x = backupReg0f + -(PV0f.y); +PS1f = R127f.x; +// 4 +R123f.w = (mul_nonIEEE(R126f.w,intBitsToFloat(uf_remappedPS[1].y)) + PV1f.x); +PV0f.w = R123f.w; +// 5 +PV1f.z = max(PV0f.w, -(PV0f.w)); +// 6 +PV0f.y = -(R4f.z) + PV1f.z; +// 7 +R123f.x = intBitsToFloat(((PV0f.y >= 0.0)?(floatBitsToInt(1.0)):(0))); +PV1f.x = R123f.x; +// 8 +R2f.x = (mul_nonIEEE(R127f.w,PV1f.x) + R126f.x)/2.0; +R2f.y = (mul_nonIEEE(R127f.z,PV1f.x) + R126f.w)/2.0; +R2f.z = (mul_nonIEEE(R127f.y,PV1f.x) + R126f.z)/2.0; +R2f.w = (mul_nonIEEE(R127f.x,PV1f.x) + R126f.y)/2.0; +} +activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; +// export +passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +}