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https://github.com/cemu-project/cemu_graphic_packs.git
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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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#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 4f04d8903ea4256a
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// Used for: Horizontal bloom blur
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float resXScale = float($width)/float($gameWidth);
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uniform ivec4 uf_remappedPS[1];
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uniform vec2 uf_fragCoordScale;
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem133;
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layout(location = 0) out vec4 passPixelColor0;
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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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem133;
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// 0
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R127f.x = 0.0;
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PV0f.x = R127f.x;
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R2f.y = R0f.y + 0.0;
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R2f.z = R0f.x + 0.0;
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PV0f.w = intBitsToFloat(uf_remappedPS[0].z)/resXScale * intBitsToFloat(0xc0500000);
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PS0f = intBitsToFloat(uf_remappedPS[0].z)/resXScale * intBitsToFloat(0xbfb1eb85);
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// 1
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R1f.x = R0f.x + PV0f.w;
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R1f.y = R0f.y + PV0f.x;
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R0f.z = R0f.x + PS0f;
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R0f.w = R0f.y + PV0f.x;
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PS1f = intBitsToFloat(uf_remappedPS[0].z)/resXScale * intBitsToFloat(0x3fb1eb85);
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// 2
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R3f.x = R0f.x + PS1f;
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R3f.y = R0f.y + R127f.x;
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PV0f.z = intBitsToFloat(uf_remappedPS[0].z)/resXScale * intBitsToFloat(0x40500000);
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R2f.w = R0f.y + R127f.x;
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// 3
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R2f.x = R0f.x + PV0f.z;
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R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
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R4f.xyzw = (texture(textureUnitPS0, R2f.zy).xyzw);
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R0f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
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R3f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
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R2f.xyzw = (texture(textureUnitPS0, R2f.xw).xyzw);
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// 0
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PV0f.x = R1f.z * intBitsToFloat(0x3d9958bf);
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PV0f.y = R1f.y * intBitsToFloat(0x3d9958bf);
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PV0f.z = R1f.x * intBitsToFloat(0x3d9958bf);
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PV0f.w = R1f.w * intBitsToFloat(0x3d9958bf);
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// 1
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R123f.x = (R4f.z * intBitsToFloat(0x3e658dc4) + PV0f.x);
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PV1f.x = R123f.x;
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R123f.y = (R4f.y * intBitsToFloat(0x3e658dc4) + PV0f.y);
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PV1f.y = R123f.y;
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R123f.z = (R4f.x * intBitsToFloat(0x3e658dc4) + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (R4f.w * intBitsToFloat(0x3e658dc4) + PV0f.w);
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PV1f.w = R123f.w;
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// 2
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R123f.x = (R0f.w * intBitsToFloat(0x3ea04663) + PV1f.w);
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PV0f.x = R123f.x;
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R123f.y = (R0f.z * intBitsToFloat(0x3ea04663) + PV1f.x);
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PV0f.y = R123f.y;
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R123f.z = (R0f.y * intBitsToFloat(0x3ea04663) + PV1f.y);
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PV0f.z = R123f.z;
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R123f.w = (R0f.x * intBitsToFloat(0x3ea04663) + PV1f.z);
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PV0f.w = R123f.w;
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// 3
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R123f.x = (R3f.z * intBitsToFloat(0x3ea04663) + PV0f.y);
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PV1f.x = R123f.x;
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R123f.y = (R3f.y * intBitsToFloat(0x3ea04663) + PV0f.z);
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PV1f.y = R123f.y;
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R123f.z = (R3f.x * intBitsToFloat(0x3ea04663) + PV0f.w);
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PV1f.z = R123f.z;
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R123f.w = (R3f.w * intBitsToFloat(0x3ea04663) + PV0f.x);
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PV1f.w = R123f.w;
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// 4
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backupReg0f = R2f.x;
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backupReg1f = R2f.y;
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backupReg2f = R2f.z;
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backupReg3f = R2f.w;
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R2f.x = (backupReg0f * intBitsToFloat(0x3d9958bf) + PV1f.z);
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R2f.y = (backupReg1f * intBitsToFloat(0x3d9958bf) + PV1f.y);
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R2f.z = (backupReg2f * intBitsToFloat(0x3d9958bf) + PV1f.x);
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R2f.w = (backupReg3f * intBitsToFloat(0x3d9958bf) + PV1f.w);
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// export
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passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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}
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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 52c4522be0df98da
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// Used for: Fixing shadow resolution
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float resScale = float($width)/float($gameWidth);
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uniform ivec4 uf_remappedVS[6];
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem5;
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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 = 1) out vec4 passParameterSem133;
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layout(location = 2) out vec4 passParameterSem134;
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layout(location = 3) out vec4 passParameterSem135;
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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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R122f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem5.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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PV0f.x = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].z));
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PV0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].y));
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PV0f.z = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].x));
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PV0f.w = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].w));
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R127f.z = R1f.x + -(0.5);
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PS0f = R127f.z;
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// 1
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R123f.x = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].z)) + PV0f.x);
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PV1f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].y)) + PV0f.y);
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PV1f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].x)) + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].w)) + PV0f.w);
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PV1f.w = R123f.w;
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R127f.y = R1f.y + -(0.5);
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PS1f = R127f.y;
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// 2
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R123f.x = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].z)) + PV1f.x);
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PV0f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].y)) + PV1f.y);
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PV0f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].x)) + PV1f.z);
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PV0f.z = R123f.z;
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R123f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].w)) + PV1f.w);
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PV0f.w = R123f.w;
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R127f.x = (R127f.z * 0.25 + intBitsToFloat(0x3e000000)/resScale);
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PS0f = R127f.x;
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// 3
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backupReg0f = R1f.x;
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backupReg0f = R1f.x;
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backupReg0f = R1f.x;
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backupReg0f = R1f.x;
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R1f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].x)) + PV0f.z);
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R1f.y = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].y)) + PV0f.y);
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R1f.z = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].z)) + PV0f.x);
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R1f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.w);
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R122f.x = (R127f.y * 0.25 + intBitsToFloat(0x3e000000)/resScale);
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PS1f = R122f.x;
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// 4
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R0f.x = (mul_nonIEEE(R127f.z,intBitsToFloat(uf_remappedVS[4].x)) + intBitsToFloat(uf_remappedVS[4].z));
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R0f.y = (mul_nonIEEE(R127f.y,intBitsToFloat(uf_remappedVS[4].y)) + intBitsToFloat(uf_remappedVS[4].w));
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R2f.z = R127f.x;
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R2f.w = PS1f;
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R0f.z = intBitsToFloat(0xbf800000)/resScale;
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PS0f = R0f.z;
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// 5
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R3f.x = intBitsToFloat(uf_remappedVS[5].z);
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R3f.x /= 2.0;
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R3f.y = intBitsToFloat(uf_remappedVS[5].w);
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R3f.y /= 2.0;
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// export
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gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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// export
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passParameterSem133 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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// export
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passParameterSem134 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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// export
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passParameterSem135 = vec4(R3f.x, R3f.y, R3f.z, R3f.z);
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// 0
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}
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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 74681a5c2af57975
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// Used for: Vertical bloom blur
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float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedPS[1];
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uniform vec2 uf_fragCoordScale;
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem133;
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layout(location = 0) out vec4 passPixelColor0;
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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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem133;
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// 0
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R2f.x = R0f.x + 0.0;
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R2f.y = R0f.y + 0.0;
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R127f.z = 0.0;
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PV0f.z = R127f.z;
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PV0f.w = intBitsToFloat(uf_remappedPS[0].w)/resYScale * intBitsToFloat(0xc0500000);
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PS0f = intBitsToFloat(uf_remappedPS[0].w)/resYScale * intBitsToFloat(0xbfb1eb85);
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// 1
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R1f.x = PV0f.z + R0f.x;
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R1f.y = PV0f.w + R0f.y;
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R0f.z = PV0f.z + R0f.x;
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R0f.w = PS0f + R0f.y;
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PS1f = intBitsToFloat(uf_remappedPS[0].w)/resYScale * intBitsToFloat(0x3fb1eb85);
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// 2
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R3f.x = R127f.z + R0f.x;
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R3f.y = PS1f + R0f.y;
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PV0f.z = intBitsToFloat(uf_remappedPS[0].w)/resYScale * intBitsToFloat(0x40500000);
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R4f.w = R127f.z + R0f.x;
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// 3
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R4f.y = PV0f.z + R0f.y;
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R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
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R2f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw);
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R0f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
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R3f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
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R4f.xyzw = (texture(textureUnitPS0, R4f.wy).xyzw);
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// 0
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PV0f.x = R1f.z * intBitsToFloat(0x3d9958bf);
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PV0f.y = R1f.y * intBitsToFloat(0x3d9958bf);
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PV0f.z = R1f.x * intBitsToFloat(0x3d9958bf);
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PV0f.w = R1f.w * intBitsToFloat(0x3d9958bf);
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// 1
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R123f.x = (R2f.z * intBitsToFloat(0x3e658dc4) + PV0f.x);
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PV1f.x = R123f.x;
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R123f.y = (R2f.y * intBitsToFloat(0x3e658dc4) + PV0f.y);
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PV1f.y = R123f.y;
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R123f.z = (R2f.x * intBitsToFloat(0x3e658dc4) + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (R2f.w * intBitsToFloat(0x3e658dc4) + PV0f.w);
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PV1f.w = R123f.w;
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// 2
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R123f.x = (R0f.w * intBitsToFloat(0x3ea04663) + PV1f.w);
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PV0f.x = R123f.x;
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R123f.y = (R0f.z * intBitsToFloat(0x3ea04663) + PV1f.x);
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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);
|
||||
}
|
@ -0,0 +1,120 @@
|
||||
#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
|
||||
}
|
@ -0,0 +1,138 @@
|
||||
#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
|
||||
}
|
@ -0,0 +1,141 @@
|
||||
#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
|
||||
}
|
183
Resolutions/SkylandersTrapTeam_Resolution/rules.txt
Normal file
183
Resolutions/SkylandersTrapTeam_Resolution/rules.txt
Normal file
@ -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
|
33
Resolutions/SkylandersTrapTeam_Shadows/rules.txt
Normal file
33
Resolutions/SkylandersTrapTeam_Shadows/rules.txt
Normal file
@ -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
|
@ -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"
|
||||
|
Loading…
Reference in New Issue
Block a user