diff --git a/Source/XenobladeX/59df1c7e1806366c_00000000000003c9_ps.txt b/Source/XenobladeX/59df1c7e1806366c_00000000000003c9_ps.txt new file mode 100644 index 00000000..82f7b29a --- /dev/null +++ b/Source/XenobladeX/59df1c7e1806366c_00000000000003c9_ps.txt @@ -0,0 +1,223 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 59df1c7e1806366c +// aa-restore. Intial version +//To - do //R2i.xyzw is possible a cemu bug. Replace with Alex FXAA +const float resScale = ; +//const float resScale = 3.0; +uniform ivec4 uf_remappedPS[2]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +void main() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(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; +R0i = floatBitsToInt(passParameterSem0); +R1i = floatBitsToInt(passParameterSem1); +if( activeMaskStackC[1] == true ) { +//R2i.xyzw = floatBitsToInt(textureGather(textureUnitPS0, intBitsToFloat(R0i.zw)).xyzw); // cemu bug? Review later +//R0i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).x); // edge blur/chromatic +} +if( activeMaskStackC[1] == true ) { +activeMaskStack[1] = activeMaskStack[0]; +activeMaskStackC[2] = activeMaskStackC[1]; +// 0 +backupReg0i = R2i.x; +R2i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(0x3aaaaaab)); //0.0026041667 / 2 0x3aaaaaab +PV0i.x = R2i.x; +R127i.y = floatBitsToInt(max(intBitsToFloat(R2i.y), intBitsToFloat(R2i.w))); +R127i.z = floatBitsToInt(min(intBitsToFloat(R2i.y), intBitsToFloat(R2i.w))); +// 1 +PV1i.y = floatBitsToInt(min(intBitsToFloat(R2i.z), intBitsToFloat(PV0i.x))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(R2i.z), intBitsToFloat(PV0i.x))); +// 2 +R4i.y = floatBitsToInt(max(intBitsToFloat(R127i.y), intBitsToFloat(PV1i.w))); +PV0i.y = R4i.y; +R4i.z = floatBitsToInt(min(intBitsToFloat(R127i.z), intBitsToFloat(PV1i.y))); +PV0i.z = R4i.z; +// 3 +backupReg0i = R0i.x; +backupReg0i = R0i.x; +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(uf_remappedPS[0].x)/resScale); +PV1i.y = floatBitsToInt(max(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.y))); +PV1i.z = floatBitsToInt(min(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.z))); +// 4 +R0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.y)); +R0i.w = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[0].y))); +// 5 +backupReg0i = R0i.x; +predResult = (intBitsToFloat(R0i.w) > intBitsToFloat(backupReg0i)); +activeMaskStack[1] = predResult; +activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; +} +else { +activeMaskStack[1] = false; +activeMaskStackC[2] = false; +} +if( activeMaskStackC[2] == true ) { +// 0 +if( (0 == 0)) discard; +} +activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; +if( activeMaskStackC[1] == true ) { +// 0 +R127i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),intBitsToFloat(R2i.w)),vec4(-(1.0),1.0,1.0,-(1.0)))); +PV0i.x = R127i.x; +PV0i.y = R127i.x; +PV0i.z = R127i.x; +PV0i.w = R127i.x; +R127i.z = 0; +PS0i = R127i.z; +// 1 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),intBitsToFloat(R2i.w)),vec4(-(1.0),1.0,-(1.0),1.0))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R127i.y = tempi.x; +R4i.w = 0x3f800000; +PS1i = R4i.w; +// 2 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.x),intBitsToFloat(R127i.z),-0.0),vec4(intBitsToFloat(R127i.x),intBitsToFloat(PV1i.x),intBitsToFloat(R127i.z),0.0))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +// 3 +tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x)); +PS1i = floatBitsToInt(tempResultf); +// 4 +backupReg0i = R127i.x; +R127i.x = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PS1i)); +PV0i.x = R127i.x; +R127i.w = floatBitsToInt(intBitsToFloat(R127i.y) * intBitsToFloat(PS1i)); +PV0i.w = R127i.w; +// 5 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); +PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(uf_remappedPS[1].y)/ resScale); +PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(uf_remappedPS[1].x)/ resScale); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +// 6 +R0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(intBitsToFloat(PV1i.z))); +R0i.y = floatBitsToInt(intBitsToFloat(R1i.y) + -(intBitsToFloat(PV1i.y))); +PV0i.z = floatBitsToInt(min(intBitsToFloat(PV1i.x), intBitsToFloat(PV1i.w))); +R2i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(PV1i.z)); +R2i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(PV1i.y)); +PS0i = R2i.y; +// 7 +PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(uf_remappedPS[0].z)/ resScale); +// 8 +PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.y)); +// 9 +PV1i.z = floatBitsToInt(intBitsToFloat(R127i.w) * intBitsToFloat(PS0i)); +PV1i.w = floatBitsToInt(intBitsToFloat(R127i.x) * intBitsToFloat(PS0i)); +// 10 +PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.z), intBitsToFloat(0xc0000000))); +PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), intBitsToFloat(0xc0000000))); +// 11 +PV1i.z = floatBitsToInt(min(intBitsToFloat(PV0i.x), 2.0)); +PV1i.w = floatBitsToInt(min(intBitsToFloat(PV0i.y), 2.0)); +// 12 +PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) * intBitsToFloat(uf_remappedPS[1].w)/ resScale); +PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(uf_remappedPS[1].z)/ resScale); +// 13 +backupReg0i = R1i.x; +backupReg1i = R1i.y; +backupReg0i = R1i.x; +backupReg1i = R1i.y; +R1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + -(intBitsToFloat(PV0i.w))); +R1i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + -(intBitsToFloat(PV0i.x))); +R0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.w)); +R0i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.x)); +} +if( activeMaskStackC[1] == true ) { +R1i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).xyz); +R3i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.zw)).xyz); +R0i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).xyz); +R2i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.wy)).xyz); +} +if( activeMaskStackC[1] == true ) { +// 0 +R127i.x = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R3i.z)); +PV0i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R3i.y)); +PV0i.z = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R3i.x)); +// 1 +backupReg0i = R0i.x; +PV1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R2i.x)); +R127i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(R2i.z)); +PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) * 0.25); +PV1i.w = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(R2i.y)); +PS1i = floatBitsToInt(intBitsToFloat(PV0i.z) * 0.25); +// 2 +backupReg0i = R127i.x; +R127i.x = floatBitsToInt((intBitsToFloat(PV1i.x) * 0.25 + intBitsToFloat(PS1i))); +PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) * 0.25); +R127i.z = PV1i.x; +R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0); +R127i.w = floatBitsToInt((intBitsToFloat(PV1i.w) * 0.25 + intBitsToFloat(PV1i.z))); +PV0i.w = R127i.w; +R126i.y = PV1i.w; +R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) / 2.0); +PS0i = R126i.y; +// 3 +PV1i.x = ((intBitsToFloat(PV0i.w) > intBitsToFloat(R4i.y))?int(0xFFFFFFFF):int(0x0)); +PV1i.y = ((intBitsToFloat(R4i.z) > intBitsToFloat(PV0i.w))?int(0xFFFFFFFF):int(0x0)); +R126i.z = floatBitsToInt((intBitsToFloat(R127i.y) * 0.25 + intBitsToFloat(PV0i.y))); +R126i.w = R127i.y; +R126i.w = floatBitsToInt(intBitsToFloat(R126i.w) / 2.0); +// 4 +R123i.w = ((PV1i.y == 0)?(PV1i.x):(int(-1))); +PV0i.w = R123i.w; +// 5 +R4i.x = ((PV0i.w == 0)?(R127i.x):(R127i.z)); +R4i.y = ((PV0i.w == 0)?(R127i.w):(R126i.y)); +R4i.z = ((PV0i.w == 0)?(R126i.z):(R126i.w)); +} +// export +passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); +} diff --git a/Source/XenobladeX/5eb82314ffb8484e_00000000000007f9_ps.txt b/Source/XenobladeX/5eb82314ffb8484e_00000000000007f9_ps.txt new file mode 100644 index 00000000..a5cb75cd --- /dev/null +++ b/Source/XenobladeX/5eb82314ffb8484e_00000000000007f9_ps.txt @@ -0,0 +1,570 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 5eb82314ffb8484e // bg scale, - static /2 factor as a compromise. fx gets lost in blend on higher scaling +// Bgscale - _disabled probably overkill. +// To-do candidate for multi pass / bokeh replacement +const float resScale = 1.0; +//const float resScale = 2.0; +uniform ivec4 uf_remappedPS[7]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; +layout(location = 1) out vec4 passPixelColor1; +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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +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 R5f = vec4(0.0); +vec4 R6f = vec4(0.0); +vec4 R7f = vec4(0.0); +vec4 R8f = vec4(0.0); +vec4 R9f = vec4(0.0); +vec4 R10f = vec4(0.0); +vec4 R11f = vec4(0.0); +vec4 R12f = vec4(0.0); +vec4 R13f = vec4(0.0); +vec4 R14f = vec4(0.0); +vec4 R15f = vec4(0.0); +vec4 R16f = vec4(0.0); +vec4 R17f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R124f = vec4(0.0); +vec4 R125f = 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; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem0; +R14f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +// 0 +R1f.x = R0f.x + (intBitsToFloat(uf_remappedPS[0].x) / resScale); +R1f.y = R0f.y + (intBitsToFloat(uf_remappedPS[0].y) / resScale); +R0f.z = R0f.x + (intBitsToFloat(uf_remappedPS[0].z) / resScale); +R0f.w = R0f.y + (intBitsToFloat(uf_remappedPS[0].w) / resScale); +R17f.w = R14f.w; +PS0f = R17f.w; +// 1 +R2f.x = R0f.x + (intBitsToFloat(uf_remappedPS[1].x) / resScale); +R2f.y = R0f.y + (intBitsToFloat(uf_remappedPS[1].y) / resScale); +R1f.z = R0f.x + (intBitsToFloat(uf_remappedPS[1].z) / resScale); +R1f.w = R0f.y + (intBitsToFloat(uf_remappedPS[1].w) / resScale); +R16f.w = R14f.w; +PS1f = R16f.w; +// 2 +R3f.x = R0f.x + (intBitsToFloat(uf_remappedPS[2].x) / resScale); +R3f.y = R0f.y + (intBitsToFloat(uf_remappedPS[2].y) / resScale); +R2f.z = R0f.x + (intBitsToFloat(uf_remappedPS[2].z) / resScale); +R2f.w = R0f.y + (intBitsToFloat(uf_remappedPS[2].w) / resScale); +// 3 +R4f.x = R0f.x + (intBitsToFloat(uf_remappedPS[3].x) / resScale); +R4f.y = R0f.y + (intBitsToFloat(uf_remappedPS[3].y) / resScale); +R3f.z = R0f.x + (intBitsToFloat(uf_remappedPS[3].z) / resScale); +R3f.w = R0f.y + (intBitsToFloat(uf_remappedPS[3].w) / resScale); +R5f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +R6f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw); +R7f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw); +R9f.xyzw = (texture(textureUnitPS0, R1f.zw).xyzw); +R8f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw); +R10f.xyzw = (texture(textureUnitPS0, R2f.zw).xyzw); +R11f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw); +R12f.xyzw = (texture(textureUnitPS0, R3f.zw).xyzw); +// 0 +R4f.x = R0f.x + (intBitsToFloat(uf_remappedPS[4].x) / resScale); +R4f.y = R0f.y + (intBitsToFloat(uf_remappedPS[4].y) / resScale); +R3f.z = R0f.x + (intBitsToFloat(uf_remappedPS[4].z) / resScale); +R3f.w = R0f.y + (intBitsToFloat(uf_remappedPS[4].w) / resScale); +R127f.x = R5f.w + -(0.5); +R127f.x *= 2.0; +R127f.x = clamp(R127f.x, 0.0, 1.0); +PS0f = R127f.x; +// 1 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +backupReg0f = R0f.x; +backupReg1f = R0f.y; +R0f.x = backupReg0f + (intBitsToFloat(uf_remappedPS[5].z) / resScale); +R0f.y = backupReg1f + (intBitsToFloat(uf_remappedPS[5].w) / resScale); +R2f.z = backupReg0f + (intBitsToFloat(uf_remappedPS[5].x) / resScale); +R2f.w = backupReg1f + (intBitsToFloat(uf_remappedPS[5].y) / resScale); +PS1f = R5f.x + -(0.0); +// 2 +R126f.x = R127f.x + 1.0; +PV0f.y = R5f.z + -(0.0); +PV0f.z = R5f.y + -(0.0); +R127f.w = R6f.w + -(0.5); +R127f.w *= 2.0; +R127f.w = clamp(R127f.w, 0.0, 1.0); +R125f.x = (R127f.x * PS1f + R14f.x); +PS0f = R125f.x; +// 3 +PV1f.x = R6f.x + -(0.0); +PV1f.y = R6f.y + -(0.0); +R123f.z = (R127f.x * PV0f.y + R14f.z); +PV1f.z = R123f.z; +R123f.w = (R127f.x * PV0f.z + R14f.y); +PV1f.w = R123f.w; +PS1f = R6f.z + -(0.0); +// 4 +R3f.x = R7f.w + -(0.5); +R3f.x *= 2.0; +R3f.x = clamp(R3f.x, 0.0, 1.0); +R3f.y = R126f.x + R127f.w; +R1f.z = (R127f.w * PV1f.y + PV1f.w); +R1f.w = (R127f.w * PV1f.x + R125f.x); +R2f.y = (R127f.w * PS1f + PV1f.z); +PS0f = R2f.y; +R4f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw); +R13f.xyzw = (texture(textureUnitPS0, R3f.zw).xyzw); +R15f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +R0f.xyzw = (texture(textureUnitPS0, R2f.zw).xyzw); +// 0 +R126f.x = R3f.y + R3f.x; +PV0f.y = R7f.z + -(0.0); +PV0f.z = R7f.y + -(0.0); +PV0f.w = R7f.x + -(0.0); +R127f.z = R9f.w + -(0.5); +R127f.z *= 2.0; +R127f.z = clamp(R127f.z, 0.0, 1.0); +PS0f = R127f.z; +// 1 +R123f.x = (R3f.x * PV0f.w + R1f.w); +PV1f.x = R123f.x; +R127f.y = R5f.w + -(intBitsToFloat(0x3f666666)); +R126f.z = (R3f.x * PV0f.y + R2f.y); +R127f.w = (R3f.x * PV0f.z + R1f.z); +PS1f = R9f.x + -(0.0); +// 2 +PV0f.x = R9f.y + -(0.0); +R126f.y = R126f.x + R127f.z; +R124f.z = R8f.w + -(0.5); +R124f.z *= 2.0; +R124f.z = clamp(R124f.z, 0.0, 1.0); +PV0f.w = R9f.z + -(0.0); +R125f.z = (R127f.z * PS1f + PV1f.x); +PS0f = R125f.z; +// 3 +R126f.x = (R127f.z * PV0f.w + R126f.z); +R125f.y = (R127f.z * PV0f.x + R127f.w); +R126f.z = R127f.y * intBitsToFloat(0x41200000); +R126f.z = clamp(R126f.z, 0.0, 1.0); +R127f.w = -(R14f.x) + R5f.x; +R127f.z = -(R14f.y) + R5f.y; +PS1f = R127f.z; +// 4 +R125f.x = R6f.w + -(intBitsToFloat(0x3f666666)); +R124f.y = -(R14f.z) + R5f.z; +R5f.z = R7f.w + -(intBitsToFloat(0x3f666666)); +PV0f.w = R8f.x + -(0.0); +R127f.y = R8f.y + -(0.0); +PS0f = R127f.y; +// 5 +backupReg0f = R126f.y; +backupReg1f = R125f.z; +PV1f.x = R8f.z + -(0.0); +R126f.y = R8f.w + -(intBitsToFloat(0x3f666666)); +R125f.z = backupReg0f + R124f.z; +R125f.w = R10f.w + -(0.5); +R125f.w *= 2.0; +R125f.w = clamp(R125f.w, 0.0, 1.0); +R126f.w = (R124f.z * PV0f.w + backupReg1f); +PS1f = R126f.w; +// 6 +backupReg0f = R126f.x; +backupReg1f = R127f.y; +backupReg2f = R127f.z; +R126f.x = (R127f.w * R126f.z + R14f.x); +R127f.y = (R124f.z * PV1f.x + backupReg0f); +R127f.z = (R124f.z * backupReg1f + R125f.y); +R124f.w = (backupReg2f * R126f.z + R14f.y); +R5f.w = R125f.x * intBitsToFloat(0x41200000); +R5f.w = clamp(R5f.w, 0.0, 1.0); +PS0f = R5f.w; +// 7 +backupReg0f = R124f.y; +backupReg1f = R126f.z; +R125f.x = -(R14f.x) + R6f.x; +R124f.y = -(R14f.y) + R6f.y; +R126f.z = (backupReg0f * backupReg1f + R14f.z); +R6f.w = -(R14f.z) + R6f.z; +R1f.w = -(R14f.x) + R7f.x; +PS1f = R1f.w; +// 8 +backupReg0f = R126f.y; +R127f.x = R5f.z * intBitsToFloat(0x41200000); +R127f.x = clamp(R127f.x, 0.0, 1.0); +R126f.y = -(R14f.z) + R7f.z; +R124f.z = -(R14f.y) + R7f.y; +R7f.w = R9f.w + -(intBitsToFloat(0x3f666666)); +R2f.w = backupReg0f * intBitsToFloat(0x41200000); +R2f.w = clamp(R2f.w, 0.0, 1.0); +PS0f = R2f.w; +// 9 +R124f.x = -(R14f.z) + R8f.z; +R125f.y = -(R14f.y) + R8f.y; +R8f.z = -(R14f.x) + R8f.x; +R127f.w = R10f.x + -(0.0); +PS1f = R10f.y + -(0.0); +// 10 +R8f.x = R10f.w + -(intBitsToFloat(0x3f666666)); +R6f.y = R125f.z + R125f.w; +PV0f.z = R10f.z + -(0.0); +R8f.w = R11f.w + -(0.5); +R8f.w *= 2.0; +R8f.w = clamp(R8f.w, 0.0, 1.0); +R5f.x = (R125f.w * PS1f + R127f.z); +PS0f = R5f.x; +// 11 +backupReg0f = R126f.x; +backupReg1f = R124f.z; +R126f.x = max(R14f.x, backupReg0f); +R5f.y = (R125f.w * R127f.w + R126f.w); +R124f.z = max(R14f.z, R126f.z); +R3f.w = (R125f.w * PV0f.z + R127f.y); +R126f.w = (backupReg1f * R127f.x + R14f.y); +PS1f = R126f.w; +// 12 +backupReg0f = R125f.x; +backupReg1f = R126f.y; +R125f.x = max(R14f.y, R124f.w); +R126f.y = (R6f.w * R5f.w + R14f.z); +R126f.z = (R124f.y * R5f.w + R14f.y); +R124f.w = (backupReg0f * R5f.w + R14f.x); +R125f.z = (backupReg1f * R127f.x + R14f.z); +PS0f = R125f.z; +// 13 +backupReg0f = R127f.x; +backupReg1f = R9f.z; +R127f.x = (R1f.w * backupReg0f + R14f.x); +R124f.y = -(R14f.x) + R9f.x; +R9f.z = R7f.w * intBitsToFloat(0x41200000); +R9f.z = clamp(R9f.z, 0.0, 1.0); +R125f.w = -(R14f.y) + R9f.y; +R1f.w = -(R14f.z) + backupReg1f; +PS1f = R1f.w; +// 14 +backupReg0f = R124f.x; +backupReg1f = R125f.y; +R124f.x = (backupReg0f * R2f.w + R14f.z); +R125f.y = R8f.x * intBitsToFloat(0x41200000); +R125f.y = clamp(R125f.y, 0.0, 1.0); +R127f.z = (backupReg1f * R2f.w + R14f.y); +R127f.w = (R8f.z * R2f.w + R14f.x); +R2f.w = -(R14f.y) + R10f.y; +PS0f = R2f.w; +// 15 +backupReg0f = R10f.x; +backupReg1f = R10f.z; +R10f.x = -(R14f.x) + backupReg0f; +R127f.y = R11f.y + -(0.0); +R10f.zwy = vec3(-(R14f.z),R11f.x,R11f.z) + vec3(backupReg1f,-(0.0),-(0.0)); +PS1f = R10f.y; +// 16 +backupReg0f = R126f.x; +backupReg1f = R124f.z; +backupReg2f = R126f.y; +R126f.x = max(backupReg0f, R124f.w); +R126f.y = max(R125f.x, R126f.z); +R126f.z = R6f.y + R8f.w; +R7f.w = R12f.w + -(0.5); +R7f.w *= 2.0; +R7f.w = clamp(R7f.w, 0.0, 1.0); +R124f.z = max(backupReg1f, backupReg2f); +PS0f = R124f.z; +// 17 +R8f.x = max(R124f.x, R125f.z); +R9f.y = max(R127f.z, R126f.w); +R127f.z = max(R127f.w, R127f.x); +R127f.w = (R124f.y * R9f.z + R14f.x); +R124f.y = (R125f.w * R9f.z + R14f.y); +PS1f = R124f.y; +// 18 +backupReg0f = R127f.y; +R127f.x = (R1f.w * R9f.z + R14f.z); +R127f.y = (R10f.x * R125f.y + R14f.x); +R125f.z = (R2f.w * R125f.y + R14f.y); +R1f.w = (R10f.z * R125f.y + R14f.z); +R2f.w = (R8f.w * backupReg0f + R5f.x); +PS0f = R2f.w; +// 19 +backupReg0f = R10f.y; +R10f.x = (R8f.w * R10f.w + R5f.y); +R10f.y = R12f.x + -(0.0); +R9f.z = (R8f.w * backupReg0f + R3f.w); +R8f.w = R12f.y + -(0.0); +R9f.x = R12f.z + -(0.0); +PS1f = R9f.x; +// 20 +R7f.x = R12f.w + -(intBitsToFloat(0x3f666666)); +R8f.y = R11f.w + -(intBitsToFloat(0x3f666666)); +R10f.z = R126f.z + R7f.w; +R10f.w = max(R126f.y, R124f.y); +R7f.y = max(R124f.z, R127f.x); +PS0f = R7f.y; +// 21 +backupReg0f = R9f.y; +R6f.x = R13f.w + -(intBitsToFloat(0x3f666666)); +R9f.y = max(R126f.x, R127f.w); +R8f.z = max(R127f.y, R127f.z); +R9f.w = R4f.w + -(0.5); +R9f.w *= 2.0; +R9f.w = clamp(R9f.w, 0.0, 1.0); +R5f.z = max(R125f.z, backupReg0f); +PS1f = R5f.z; +// 0 +R127f.x = (R7f.w * R9f.x + R9f.z); +R127f.y = max(R1f.w, R8f.x); +R125f.z = R8f.y * intBitsToFloat(0x41200000); +R125f.z = clamp(R125f.z, 0.0, 1.0); +R127f.w = (R7f.w * R10f.y + R10f.x); +R124f.y = -(R14f.z) + R11f.z; +PS0f = R124f.y; +// 1 +R125f.x = -(R14f.y) + R11f.y; +R11f.y = R7f.x * intBitsToFloat(0x41200000); +R11f.y = clamp(R11f.y, 0.0, 1.0); +R127f.z = (R7f.w * R8f.w + R2f.w); +R125f.w = -(R14f.x) + R11f.x; +R125f.y = -(R14f.y) + R12f.y; +PS1f = R125f.y; +// 2 +backupReg0f = R12f.x; +R12f.x = -(R14f.z) + R12f.z; +R126f.yzw = vec3(R4f.x,-(R14f.x),R4f.y) + vec3(-(0.0),backupReg0f,-(0.0)); +R126f.x = R4f.z + -(0.0); +PS0f = R126f.x; +// 3 +backupReg0f = R10f.z; +R124f.x = R4f.w + -(intBitsToFloat(0x3f666666)); +R8f.y = R6f.x * intBitsToFloat(0x41200000); +R8f.y = clamp(R8f.y, 0.0, 1.0); +R10f.z = R13f.w + -(0.5); +R10f.z *= 2.0; +R10f.z = clamp(R10f.z, 0.0, 1.0); +R124f.w = backupReg0f + R9f.w; +R12f.y = -(R14f.x) + R13f.x; +PS1f = R12f.y; +// 4 +backupReg0f = R127f.x; +R127f.x = -(R14f.y) + R13f.y; +R10f.y = max(R9f.y, R8f.z); +R124f.z = R15f.w + -(intBitsToFloat(0x3f666666)); +R12f.w = -(R14f.z) + R13f.z; +R9f.y = (R9f.w * R126f.x + backupReg0f); +PS0f = R9f.y; +// 5 +backupReg0f = R124f.x; +backupReg1f = R7f.y; +backupReg2f = R10f.w; +R124f.x = (R9f.w * R126f.y + R127f.w); +R7f.y = backupReg0f * intBitsToFloat(0x41200000); +R7f.y = clamp(R7f.y, 0.0, 1.0); +R12f.z = max(backupReg1f, R127f.y); +R10f.w = max(backupReg2f, R5f.z); +R5f.z = -(R14f.x) + R4f.x; +PS1f = R5f.z; +// 6 +backupReg0f = R127f.z; +R126f.x = (R125f.w * R125f.z + R14f.x); +R126f.y = (R124f.y * R125f.z + R14f.z); +R127f.z = (R9f.w * R126f.w + backupReg0f); +R125f.w = (R125f.x * R125f.z + R14f.y); +R127f.y = (R12f.x * R11f.y + R14f.z); +PS0f = R127f.y; +// 7 +backupReg0f = R125f.y; +backupReg1f = R126f.z; +R12f.x = -(R14f.z) + R4f.z; +R125f.y = R13f.x + -(0.0); +R126f.z = (backupReg0f * R11f.y + R14f.y); +R126f.w = (backupReg1f * R11f.y + R14f.x); +R8f.z = R0f.w + -(0.5); +R8f.z *= 2.0; +R8f.z = clamp(R8f.z, 0.0, 1.0); +PS1f = R8f.z; +// 8 +backupReg0f = R4f.y; +R125f.x = R13f.y + -(0.0); +R4f.y = -(R14f.y) + backupReg0f; +R125f.z = R124f.w + R10f.z; +R124f.w = R13f.z + -(0.0); +R127f.w = R0f.w + -(intBitsToFloat(0x3f666666)); +PS0f = R127f.w; +// 9 +backupReg0f = R127f.x; +R127f.x = (R12f.w * R8f.y + R14f.z); +R124f.y = (backupReg0f * R8f.y + R14f.y); +R123f.z = (R12f.y * R8f.y + R14f.x); +PV1f.z = R123f.z; +R12f.w = R124f.z * intBitsToFloat(0x41200000); +R12f.w = clamp(R12f.w, 0.0, 1.0); +R4f.x = -(R14f.x) + R15f.x; +PS1f = R4f.x; +// 10 +R13f.x = (R10f.z * R125f.y + R124f.x); +R125f.y = max(PV1f.z, R126f.w); +R124f.z = -(R14f.z) + R15f.z; +R126f.w = -(R14f.y) + R15f.y; +R124f.x = max(R10f.w, R125f.w); +PS0f = R124f.x; +// 11 +backupReg0f = R125f.x; +backupReg1f = R124f.y; +R125f.x = (R10f.z * R124f.w + R9f.y); +R124f.y = (R10f.z * backupReg0f + R127f.z); +R10f.z = max(backupReg1f, R126f.z); +R125f.w = max(R127f.x, R127f.y); +R127f.y = R0f.x + -(0.0); +PS1f = R127f.y; +// 12 +backupReg0f = R126f.x; +backupReg1f = R126f.y; +backupReg2f = R127f.w; +R126f.x = (R5f.z * R7f.y + R14f.x); +R126f.y = max(R10f.y, backupReg0f); +R126f.z = (R12f.x * R7f.y + R14f.z); +R127f.w = max(R12f.z, backupReg1f); +R5f.z = backupReg2f * intBitsToFloat(0x41200000); +R5f.z = clamp(R5f.z, 0.0, 1.0); +PS0f = R5f.z; +// 13 +backupReg0f = R4f.y; +R12f.x = -(R14f.z) + R0f.z; +R4f.y = -(R14f.x) + R0f.x; +R127f.z = (backupReg0f * R7f.y + R14f.y); +R124f.w = R0f.z + -(0.0); +R7f.y = R15f.w + -(0.5); +R7f.y *= 2.0; +R7f.y = clamp(R7f.y, 0.0, 1.0); +PS1f = R7f.y; +// 14 +backupReg0f = R0f.y; +backupReg1f = R125f.z; +R127f.x = R0f.y + -(0.0); +R0f.y = -(R14f.y) + backupReg0f; +R125f.z = backupReg1f + R8f.z; +R123f.w = (R4f.x * R12f.w + R14f.x); +PV0f.w = R123f.w; +R0f.x = (R126f.w * R12f.w + R14f.y); +PS0f = R0f.x; +// 15 +backupReg0f = R126f.x; +R126f.x = max(R126f.y, backupReg0f); +R126f.y = max(R124f.x, R127f.z); +R127f.z = max(PV0f.w, R125f.y); +R123f.w = (R124f.z * R12f.w + R14f.z); +PV1f.w = R123f.w; +R124f.x = R15f.x + -(0.0); +PS1f = R124f.x; +// 16 +backupReg0f = R127f.x; +backupReg1f = R126f.z; +R127f.x = (R8f.z * R127f.y + R13f.x); +R127f.y = (R8f.z * backupReg0f + R124f.y); +R126f.z = max(R127f.w, backupReg1f); +R127f.w = (R8f.z * R124f.w + R125f.x); +R124f.y = max(PV1f.w, R125f.w); +PS0f = R124f.y; +// 17 +R123f.x = (R4f.y * R5f.z + R14f.x); +PV1f.x = R123f.x; +R123f.y = (R0f.y * R5f.z + R14f.y); +PV1f.y = R123f.y; +R124f.z = max(R0f.x, R10f.z); +// 18 +backupReg0f = R126f.y; +R123f.x = (R12f.x * R5f.z + R14f.z); +PV0f.x = R123f.x; +R126f.y = max(R126f.x, PV1f.x); +PV0f.z = R15f.z + -(0.0); +PV0f.w = R15f.y + -(0.0); +R5f.z = max(backupReg0f, PV1f.y); +PS0f = R5f.z; +// 19 +backupReg0f = R127f.x; +backupReg1f = R126f.z; +backupReg2f = R127f.w; +R127f.x = (R7f.y * PV0f.w + R127f.y); +R127f.y = (R7f.y * R124f.x + backupReg0f); +R126f.z = R125f.z + R7f.y; +R127f.w = max(backupReg1f, PV0f.x); +R125f.w = (R7f.y * PV0f.z + backupReg2f); +PS1f = R125f.w; +// 20 +PV0f.x = max(R10f.y, R127f.z); +PV0f.z = max(R12f.z, R124f.y); +PV0f.w = max(R10f.w, R124f.z); +R127f.z = 1.0 / R6f.y; +PS0f = R127f.z; +// 21 +backupReg0f = R126f.y; +R124f.x = max(PV0f.w, R5f.z); +R126f.y = max(PV0f.x, backupReg0f); +R5f.z = R5f.y * PS0f; +R14f.w = max(PV0f.z, R127f.w); +PS1f = 1.0 / R126f.z; +// 22 +backupReg0f = R3f.w; +R12f.x = R5f.x * R127f.z; +PV0f.x = R12f.x; +R5f.y = R127f.y * PS1f; +PV0f.y = R5f.y; +R14f.z = R127f.x * PS1f; +PV0f.z = R14f.z; +R3f.w = backupReg0f * R127f.z; +PV0f.w = R3f.w; +R15f.z = R125f.w * PS1f; +PS0f = R15f.z; +// 23 +backupReg0f = R10f.y; +backupReg1f = R12f.z; +R5f.x = R10f.w + -(PV0f.x); +R10f.y = backupReg0f + -(R5f.z); +R12f.z = -(PV0f.y) + R126f.y; +R10f.w = backupReg1f + -(PV0f.w); +R6f.y = -(PV0f.z) + R124f.x; +PS1f = R6f.y; +// 0 +PV0f.x = -(R15f.z) + R14f.w; +R17f.y = (R5f.x * intBitsToFloat(uf_remappedPS[6].x) + R12f.x); +R17f.z = (R10f.w * intBitsToFloat(uf_remappedPS[6].x) + R3f.w); +R17f.x = (R10f.y * intBitsToFloat(uf_remappedPS[6].x) + R5f.z); +PS0f = R17f.x; +// 1 +R16f.x = (R12f.z * intBitsToFloat(uf_remappedPS[6].x) + R5f.y); +PV1f.x = R16f.x; +R16f.y = (R6f.y * intBitsToFloat(uf_remappedPS[6].x) + R14f.z); +PV1f.y = R16f.y; +R16f.z = (PV0f.x * intBitsToFloat(uf_remappedPS[6].x) + R15f.z); +PV1f.z = R16f.z; +// 2 +R1f.xyz = vec3(PV1f.x,PV1f.y,PV1f.z); +R1f.w = R16f.w; +// 3 +R0f.xyz = vec3(R17f.x,R17f.y,R17f.z); +R0f.w = R17f.w; +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Source/XenobladeX/8c1e55fd967b0496_0000000000000079_ps.txt b/Source/XenobladeX/8c1e55fd967b0496_0000000000000079_ps.txt index 3c0f1120..d89fddd5 100644 --- a/Source/XenobladeX/8c1e55fd967b0496_0000000000000079_ps.txt +++ b/Source/XenobladeX/8c1e55fd967b0496_0000000000000079_ps.txt @@ -1,12 +1,20 @@ + #version 420 #extension GL_ARB_texture_gather : enable // shader 8c1e55fd967b0496 // 1/4 -> 1/16 bloom pyramid . Pixelated unless scaled but still needs blur for light bleed.. // To-do. Check if screen res is * samples stable -const float resScale = 4.0; +const float resScale = ; //const int sampleScale = 1; //const float resScale = 4.0; +const float repositionBloom = 1.00125; highp float lineRand(vec2 co) { highp float a = 12.9898;