Add Skylanders Trap Team res pack

Also updated the skylander game's statuses in the list.

They did do some optimizations. Also, the music is so god damn repetitive, I think I've listened 1 hour of what felt like a 30 second music loop...
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Crementif 2019-06-05 15:56:14 +02:00
parent 6db65fccc1
commit f7d3cf68cd
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9 changed files with 963 additions and 0 deletions

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 4f04d8903ea4256a
// Used for: Horizontal bloom blur
float resXScale = float($width)/float($gameWidth);
uniform ivec4 uf_remappedPS[1];
uniform vec2 uf_fragCoordScale;
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem133;
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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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 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;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem133;
// 0
R127f.x = 0.0;
PV0f.x = R127f.x;
R2f.y = R0f.y + 0.0;
R2f.z = R0f.x + 0.0;
PV0f.w = intBitsToFloat(uf_remappedPS[0].z)/resXScale * intBitsToFloat(0xc0500000);
PS0f = intBitsToFloat(uf_remappedPS[0].z)/resXScale * intBitsToFloat(0xbfb1eb85);
// 1
R1f.x = R0f.x + PV0f.w;
R1f.y = R0f.y + PV0f.x;
R0f.z = R0f.x + PS0f;
R0f.w = R0f.y + PV0f.x;
PS1f = intBitsToFloat(uf_remappedPS[0].z)/resXScale * intBitsToFloat(0x3fb1eb85);
// 2
R3f.x = R0f.x + PS1f;
R3f.y = R0f.y + R127f.x;
PV0f.z = intBitsToFloat(uf_remappedPS[0].z)/resXScale * intBitsToFloat(0x40500000);
R2f.w = R0f.y + R127f.x;
// 3
R2f.x = R0f.x + PV0f.z;
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
R4f.xyzw = (texture(textureUnitPS0, R2f.zy).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
R3f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R2f.xw).xyzw);
// 0
PV0f.x = R1f.z * intBitsToFloat(0x3d9958bf);
PV0f.y = R1f.y * intBitsToFloat(0x3d9958bf);
PV0f.z = R1f.x * intBitsToFloat(0x3d9958bf);
PV0f.w = R1f.w * intBitsToFloat(0x3d9958bf);
// 1
R123f.x = (R4f.z * intBitsToFloat(0x3e658dc4) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R4f.y * intBitsToFloat(0x3e658dc4) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R4f.x * intBitsToFloat(0x3e658dc4) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R4f.w * intBitsToFloat(0x3e658dc4) + PV0f.w);
PV1f.w = R123f.w;
// 2
R123f.x = (R0f.w * intBitsToFloat(0x3ea04663) + PV1f.w);
PV0f.x = R123f.x;
R123f.y = (R0f.z * intBitsToFloat(0x3ea04663) + PV1f.x);
PV0f.y = R123f.y;
R123f.z = (R0f.y * intBitsToFloat(0x3ea04663) + PV1f.y);
PV0f.z = R123f.z;
R123f.w = (R0f.x * intBitsToFloat(0x3ea04663) + PV1f.z);
PV0f.w = R123f.w;
// 3
R123f.x = (R3f.z * intBitsToFloat(0x3ea04663) + PV0f.y);
PV1f.x = R123f.x;
R123f.y = (R3f.y * intBitsToFloat(0x3ea04663) + PV0f.z);
PV1f.y = R123f.y;
R123f.z = (R3f.x * intBitsToFloat(0x3ea04663) + PV0f.w);
PV1f.z = R123f.z;
R123f.w = (R3f.w * intBitsToFloat(0x3ea04663) + PV0f.x);
PV1f.w = R123f.w;
// 4
backupReg0f = R2f.x;
backupReg1f = R2f.y;
backupReg2f = R2f.z;
backupReg3f = R2f.w;
R2f.x = (backupReg0f * intBitsToFloat(0x3d9958bf) + PV1f.z);
R2f.y = (backupReg1f * intBitsToFloat(0x3d9958bf) + PV1f.y);
R2f.z = (backupReg2f * intBitsToFloat(0x3d9958bf) + PV1f.x);
R2f.w = (backupReg3f * intBitsToFloat(0x3d9958bf) + PV1f.w);
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 52c4522be0df98da
// Used for: Fixing shadow resolution
float resScale = float($width)/float($gameWidth);
uniform ivec4 uf_remappedVS[6];
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem5;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 1) out vec4 passParameterSem133;
layout(location = 2) out vec4 passParameterSem134;
layout(location = 3) out vec4 passParameterSem135;
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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R122f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xy = attrDataSem5.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
PV0f.x = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].z));
PV0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].y));
PV0f.z = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].x));
PV0f.w = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].w));
R127f.z = R1f.x + -(0.5);
PS0f = R127f.z;
// 1
R123f.x = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].z)) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].y)) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].x)) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].w)) + PV0f.w);
PV1f.w = R123f.w;
R127f.y = R1f.y + -(0.5);
PS1f = R127f.y;
// 2
R123f.x = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].z)) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].y)) + PV1f.y);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].x)) + PV1f.z);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].w)) + PV1f.w);
PV0f.w = R123f.w;
R127f.x = (R127f.z * 0.25 + intBitsToFloat(0x3e000000)/resScale);
PS0f = R127f.x;
// 3
backupReg0f = R1f.x;
backupReg0f = R1f.x;
backupReg0f = R1f.x;
backupReg0f = R1f.x;
R1f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].x)) + PV0f.z);
R1f.y = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].y)) + PV0f.y);
R1f.z = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].z)) + PV0f.x);
R1f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.w);
R122f.x = (R127f.y * 0.25 + intBitsToFloat(0x3e000000)/resScale);
PS1f = R122f.x;
// 4
R0f.x = (mul_nonIEEE(R127f.z,intBitsToFloat(uf_remappedVS[4].x)) + intBitsToFloat(uf_remappedVS[4].z));
R0f.y = (mul_nonIEEE(R127f.y,intBitsToFloat(uf_remappedVS[4].y)) + intBitsToFloat(uf_remappedVS[4].w));
R2f.z = R127f.x;
R2f.w = PS1f;
R0f.z = intBitsToFloat(0xbf800000)/resScale;
PS0f = R0f.z;
// 5
R3f.x = intBitsToFloat(uf_remappedVS[5].z);
R3f.x /= 2.0;
R3f.y = intBitsToFloat(uf_remappedVS[5].w);
R3f.y /= 2.0;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem133 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem134 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem135 = vec4(R3f.x, R3f.y, R3f.z, R3f.z);
// 0
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 74681a5c2af57975
// Used for: Vertical bloom blur
float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedPS[1];
uniform vec2 uf_fragCoordScale;
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem133;
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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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 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;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem133;
// 0
R2f.x = R0f.x + 0.0;
R2f.y = R0f.y + 0.0;
R127f.z = 0.0;
PV0f.z = R127f.z;
PV0f.w = intBitsToFloat(uf_remappedPS[0].w)/resYScale * intBitsToFloat(0xc0500000);
PS0f = intBitsToFloat(uf_remappedPS[0].w)/resYScale * intBitsToFloat(0xbfb1eb85);
// 1
R1f.x = PV0f.z + R0f.x;
R1f.y = PV0f.w + R0f.y;
R0f.z = PV0f.z + R0f.x;
R0f.w = PS0f + R0f.y;
PS1f = intBitsToFloat(uf_remappedPS[0].w)/resYScale * intBitsToFloat(0x3fb1eb85);
// 2
R3f.x = R127f.z + R0f.x;
R3f.y = PS1f + R0f.y;
PV0f.z = intBitsToFloat(uf_remappedPS[0].w)/resYScale * intBitsToFloat(0x40500000);
R4f.w = R127f.z + R0f.x;
// 3
R4f.y = PV0f.z + R0f.y;
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
R3f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
R4f.xyzw = (texture(textureUnitPS0, R4f.wy).xyzw);
// 0
PV0f.x = R1f.z * intBitsToFloat(0x3d9958bf);
PV0f.y = R1f.y * intBitsToFloat(0x3d9958bf);
PV0f.z = R1f.x * intBitsToFloat(0x3d9958bf);
PV0f.w = R1f.w * intBitsToFloat(0x3d9958bf);
// 1
R123f.x = (R2f.z * intBitsToFloat(0x3e658dc4) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (R2f.y * intBitsToFloat(0x3e658dc4) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (R2f.x * intBitsToFloat(0x3e658dc4) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (R2f.w * intBitsToFloat(0x3e658dc4) + PV0f.w);
PV1f.w = R123f.w;
// 2
R123f.x = (R0f.w * intBitsToFloat(0x3ea04663) + PV1f.w);
PV0f.x = R123f.x;
R123f.y = (R0f.z * intBitsToFloat(0x3ea04663) + PV1f.x);
PV0f.y = R123f.y;
R123f.z = (R0f.y * intBitsToFloat(0x3ea04663) + PV1f.y);
PV0f.z = R123f.z;
R123f.w = (R0f.x * intBitsToFloat(0x3ea04663) + PV1f.z);
PV0f.w = R123f.w;
// 3
R123f.x = (R3f.z * intBitsToFloat(0x3ea04663) + PV0f.y);
PV1f.x = R123f.x;
R123f.y = (R3f.y * intBitsToFloat(0x3ea04663) + PV0f.z);
PV1f.y = R123f.y;
R123f.z = (R3f.x * intBitsToFloat(0x3ea04663) + PV0f.w);
PV1f.z = R123f.z;
R123f.w = (R3f.w * intBitsToFloat(0x3ea04663) + PV0f.x);
PV1f.w = R123f.w;
// 4
backupReg0f = R4f.x;
backupReg1f = R4f.y;
backupReg2f = R4f.z;
backupReg3f = R4f.w;
R4f.x = (backupReg0f * intBitsToFloat(0x3d9958bf) + PV1f.z);
R4f.y = (backupReg1f * intBitsToFloat(0x3d9958bf) + PV1f.y);
R4f.z = (backupReg2f * intBitsToFloat(0x3d9958bf) + PV1f.x);
R4f.w = (backupReg3f * intBitsToFloat(0x3d9958bf) + PV1f.w);
// export
passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 52c4522be0df98da
// Used for: Fixing shadow resolution
float resScale = float($width)/float($gameWidth);
uniform ivec4 uf_remappedVS[6];
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem5;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 1) out vec4 passParameterSem133;
layout(location = 2) out vec4 passParameterSem134;
layout(location = 3) out vec4 passParameterSem135;
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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R122f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xy = attrDataSem5.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
PV0f.x = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].z));
PV0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].y));
PV0f.z = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].x));
PV0f.w = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].w));
R127f.z = R1f.x + -(0.5);
PS0f = R127f.z;
// 1
R123f.x = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].z)) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].y)) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].x)) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].w)) + PV0f.w);
PV1f.w = R123f.w;
R127f.y = R1f.y + -(0.5);
PS1f = R127f.y;
// 2
R123f.x = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].z)) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].y)) + PV1f.y);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].x)) + PV1f.z);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].w)) + PV1f.w);
PV0f.w = R123f.w;
R127f.x = (R127f.z * 0.25 + intBitsToFloat(0x3e000000)/resScale);
PS0f = R127f.x;
// 3
backupReg0f = R1f.x;
backupReg0f = R1f.x;
backupReg0f = R1f.x;
backupReg0f = R1f.x;
R1f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].x)) + PV0f.z);
R1f.y = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].y)) + PV0f.y);
R1f.z = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].z)) + PV0f.x);
R1f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.w);
R122f.x = (R127f.y * 0.25 + intBitsToFloat(0x3e000000)/resScale);
PS1f = R122f.x;
// 4
R0f.x = (mul_nonIEEE(R127f.z,intBitsToFloat(uf_remappedVS[4].x)) + intBitsToFloat(uf_remappedVS[4].z));
R0f.y = (mul_nonIEEE(R127f.y,intBitsToFloat(uf_remappedVS[4].y)) + intBitsToFloat(uf_remappedVS[4].w));
R2f.z = R127f.x;
R2f.w = PS1f;
R0f.z = intBitsToFloat(0xbf800000)/resScale;
PS0f = R0f.z;
// 5
R3f.x = intBitsToFloat(uf_remappedVS[5].z);
R3f.x /= 2.0;
R3f.y = intBitsToFloat(uf_remappedVS[5].w);
R3f.y /= 2.0;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem133 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem134 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem135 = vec4(R3f.x, R3f.y, R3f.z, R3f.z);
// 0
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader b6bb4d6527f56601
// Used for: Vertical shadow edge smoothing
float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[5];
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem5;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem133;
layout(location = 1) out vec4 passParameterSem134;
layout(location = 2) out vec4 passParameterSem135;
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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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 R125f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xy = attrDataSem5.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
PV0f.x = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].x));
PV0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].w));
PV0f.z = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].z));
PV0f.w = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].y));
R126f.x = 0.0;
PS0f = R126f.x;
// 1
R123f.x = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].x)) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].w)) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].z)) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].y)) + PV0f.w);
PV1f.w = R123f.w;
R0f.x = PS0f + R2f.x;
PS1f = R0f.x;
// 2
R123f.x = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].x)) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].w)) + PV1f.y);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].z)) + PV1f.z);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].y)) + PV1f.w);
PV0f.w = R123f.w;
R3f.x = R126f.x + R2f.x;
PS0f = R3f.x;
// 3
backupReg0f = R1f.x;
backupReg0f = R1f.x;
backupReg0f = R1f.x;
backupReg0f = R1f.x;
R1f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].x)) + PV0f.x);
R1f.y = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].y)) + PV0f.w);
R1f.z = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].z)) + PV0f.z);
R1f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.y);
R3f.z = R126f.x + R2f.y;
PS1f = R3f.z;
// 4
R127f.x = intBitsToFloat(uf_remappedVS[4].w)/resYScale * -(1.0);
R127f.y = intBitsToFloat(uf_remappedVS[4].w)/resYScale * intBitsToFloat(0xc0400000);
PV0f.z = -(intBitsToFloat(uf_remappedVS[4].w)/resYScale);
PV0f.z *= 2.0;
PV0f.w = -(intBitsToFloat(uf_remappedVS[4].w)/resYScale);
PV0f.w *= 4.0;
R127f.w = intBitsToFloat(uf_remappedVS[4].w)/resYScale * 1.0;
PS0f = R127f.w;
// 5
R125f.x = intBitsToFloat(uf_remappedVS[4].w)/resYScale * intBitsToFloat(0x40400000);
R126f.y = intBitsToFloat(uf_remappedVS[4].w)/resYScale;
R126f.y *= 4.0;
PV1f.z = intBitsToFloat(uf_remappedVS[4].w)/resYScale;
PV1f.z *= 2.0;
R0f.w = PV0f.z + R2f.y;
R0f.y = PV0f.w + R2f.y;
PS1f = R0f.y;
// 6
R4f.x = R126f.x + R2f.x;
R3f.y = R127f.x + R2f.y;
R0f.z = R127f.y + R2f.y;
R3f.w = R127f.w + R2f.y;
R4f.y = PV1f.z + R2f.y;
PS0f = R4f.y;
// 7
R4f.z = R125f.x + R2f.y;
R4f.w = R126f.y + R2f.y;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem133 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem134 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
// export
passParameterSem135 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
// 0
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader e2a33ddb22abbc43
// Used for: Horizontal shadow edge smoothing
float resXScale = float($width)/float($gameWidth);
uniform ivec4 uf_remappedVS[5];
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem5;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem133;
layout(location = 1) out vec4 passParameterSem134;
layout(location = 2) out vec4 passParameterSem135;
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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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 R125f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xy = attrDataSem5.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
PV0f.x = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].z));
PV0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].y));
PV0f.z = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].x));
PV0f.w = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].w));
R127f.x = 0.0;
PS0f = R127f.x;
// 1
R123f.x = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].z)) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].y)) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].x)) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].w)) + PV0f.w);
PV1f.w = R123f.w;
R126f.y = 0.0;
PS1f = R126f.y;
// 2
R123f.x = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].z)) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].y)) + PV1f.y);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].x)) + PV1f.z);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].w)) + PV1f.w);
PV0f.w = R123f.w;
R125f.y = 0.0;
PS0f = R125f.y;
// 3
backupReg0f = R1f.x;
backupReg0f = R1f.x;
backupReg0f = R1f.x;
backupReg0f = R1f.x;
R1f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].x)) + PV0f.z);
R1f.y = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].y)) + PV0f.y);
R1f.z = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].z)) + PV0f.x);
R1f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.w);
R0f.w = R2f.y + R127f.x;
PS1f = R0f.w;
// 4
R127f.x = intBitsToFloat(uf_remappedVS[4].z)/resXScale * -(1.0);
R127f.y = -(intBitsToFloat(uf_remappedVS[4].z)/resXScale);
R127f.y *= 2.0;
PV0f.z = -(intBitsToFloat(uf_remappedVS[4].z)/resXScale);
PV0f.z *= 4.0;
PV0f.w = intBitsToFloat(uf_remappedVS[4].z)/resXScale * intBitsToFloat(0xc0400000);
R126f.x = intBitsToFloat(uf_remappedVS[4].z)/resXScale * 1.0;
PS0f = R126f.x;
// 5
R125f.x = intBitsToFloat(uf_remappedVS[4].z)/resXScale * intBitsToFloat(0x40400000);
R0f.y = R2f.x + PV0f.w;
R127f.z = intBitsToFloat(uf_remappedVS[4].z)/resXScale;
R127f.z *= 4.0;
R127f.w = intBitsToFloat(uf_remappedVS[4].z)/resXScale;
R127f.w *= 2.0;
R0f.x = R2f.x + PV0f.z;
PS1f = R0f.x;
// 6
R3f.x = R2f.x + R127f.x;
R3f.y = R2f.x + R126f.y;
R0f.z = R2f.x + R127f.y;
R3f.w = R2f.y + R126f.y;
R3f.z = R2f.x + R126f.x;
PS0f = R3f.z;
// 7
backupReg0f = R2f.x;
backupReg0f = R2f.x;
backupReg0f = R2f.x;
backupReg1f = R2f.y;
R2f.xyz = vec3(backupReg0f,backupReg0f,backupReg0f) + vec3(R127f.w,R125f.x,R127f.z);
R2f.w = backupReg1f + R125f.y;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem133 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem134 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
// export
passParameterSem135 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// 0
}

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@ -0,0 +1,183 @@
[Definition]
titleIds = 000500001017C600,0005000010181F00
name = Resolution
path = "Skylanders Trap Team/Graphics/Resolution"
description = Changes the resolution of the game.
version = 3
[Preset]
name = 1280x720 (Default)
$width = 1280
$height = 720
$gameWidth = 1280
$gameHeight = 720
// Performance
[Preset]
name = 320x180
$width = 320
$height = 180
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 640x360
$width = 640
$height = 360
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 960x540
$width = 960
$height = 540
$gameWidth = 1280
$gameHeight = 720
// Common HD Resolutions
[Preset]
name = 1600x900
$width = 1600
$height = 900
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 1920x1080
$width = 1920
$height = 1080
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 2560x1440
$width = 2560
$height = 1440
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 3200x1800
$width = 3200
$height = 1800
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 3840x2160
$width = 3840
$height = 2160
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 5120x2880
$width = 5120
$height = 2880
$gameWidth = 1280
$gameHeight = 720
[TextureRedefine] # Game output and hud resolution
width = 1280
height = 720
formats = 0x01a,0x011
overwriteWidth = ($width/$gameWidth) * 1280
overwriteHeight = ($height/$gameHeight) * 720
[TextureRedefine] # Gamepad resolution
width = 864
height = 480
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 864
overwriteHeight = ($height/$gameHeight) * 480
[TextureRedefine] # Stage rendering
width = 1024
height = 576
formats = 0x01a,0x011,0x80e
overwriteWidth = ($width/$gameWidth) * 1024
overwriteHeight = ($height/$gameHeight) * 576
[TextureRedefine] # Squashed/bloom alt viewport
width = 512
height = 576
formats = 0x01a,0x80e,0x011
overwriteWidth = ($width/$gameWidth) * 512
overwriteHeight = ($height/$gameHeight) * 576
[TextureRedefine] # Half-res viewport depth, blur and bloom
width = 512
height = 288
formats = 0x01a,0x80e,0x011
overwriteWidth = ($width/$gameWidth) * 512
overwriteHeight = ($height/$gameHeight) * 288
# Ambient occlusion
[TextureRedefine]
width = 128
height = 576
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 128
overwriteHeight = ($height/$gameHeight) * 576
[TextureRedefine]
width = 102
height = 576
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 102
overwriteHeight = ($height/$gameHeight) * 576
[TextureRedefine]
width = 128
height = 64
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 128
overwriteHeight = ($height/$gameHeight) * 64
[TextureRedefine]
width = 102
height = 57
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 102
overwriteHeight = ($height/$gameHeight) * 57
# Bloom blur
[TextureRedefine] # Squashed bloom
width = 256
height = 256
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 256
overwriteHeight = ($height/$gameHeight) * 256
[TextureRedefine]
width = 256
height = 144
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 256
overwriteHeight = ($height/$gameHeight) * 144
# Gamepad figure rendering
[TextureRedefine]
width = 448
height = 256
formats = 0x01a,0x011
overwriteWidth = ($width/$gameWidth) * 448
overwriteHeight = ($height/$gameHeight) * 256
[TextureRedefine]
width = 448
height = 240
formats = 0x01a,0x011
overwriteWidth = ($width/$gameWidth) * 448
overwriteHeight = ($height/$gameHeight) * 240
[TextureRedefine]
width = 427
height = 240
formats = 0x01a,0x011
overwriteWidth = ($width/$gameWidth) * 427
overwriteHeight = ($height/$gameHeight) * 240

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@ -0,0 +1,33 @@
[Definition]
titleIds = 000500001017C600,0005000010181F00
name = Shadow Resolution
path = "Skylanders Trap Team/Graphics/Shadow Resolution"
description = Note: Increasing shadow resolution is known to increase VRAM usage directly. Lowering this might give you a good boost in performance if you're limited on VRAM but makes shadows blockier. Medium is the original resolution.
version = 3
[Preset]
name = Medium (1.00x, Default)
$shadowRes = 1
[Preset]
name = Low (0.50x)
$shadowRes = 0.5
[Preset]
name = High (2.00x)
$shadowRes = 2
[Preset]
name = Ultra (4.00x)
$shadowRes = 4
[Preset]
name = Extreme (8.00x)
$shadowRes = 8
[TextureRedefine]
width = 512
height = 2048
formats = 0x005
overwriteWidth = $shadowRes * 512
overwriteHeight = $shadowRes * 2048

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@ -287,6 +287,14 @@
nativeRes: 1080
compatLink: "http://compat.cemu.info/wiki/Shovel_Knight:_Plauge_of_Shadows"
version: 3
"Skylanders: Imaginators":
nativeRes: 720
compatLink: "http://compat.cemu.info/wiki/Skylanders_Imaginators"
version: 3
"Skylanders: Trap Team":
nativeRes: 720
compatLink: "http://compat.cemu.info/wiki/Skylanders:_Trap_Team"
version: 3
"The Smurfs 2":
nativeRes: 1080
compatLink: "http://compat.cemu.info/wiki/The_Smurfs_2"