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5df59c72e3
* Update rules.txt * Update 0f2b9ee517917425_00000000000003c9_ps.txt botw Improved Inventory AA * Update f14bb57cd5c9cb77_00000000000003c9_ps.txt Improved World AA * Update 0f2b9ee517917425_00000000000003c9_ps.txt update resolution pack shader code inventory aa * Update f14bb57cd5c9cb77_00000000000003c9_ps.txt update botw world aa resolution pack
157 lines
5.4 KiB
Plaintext
157 lines
5.4 KiB
Plaintext
#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 f14bb57cd5c9cb77 - dumped 1.15
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// Used for: Removing/Restoring the native BotW World Anti-Aliasing implementation
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const float resX = $width/1280;
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const float resY = $height/720;
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uniform ivec4 uf_remappedPS[4];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf462d000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x37f40000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in vec4 passParameterSem2;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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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); // Important variable
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0); // Important variable
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vec4 R123f = vec4(0.0);
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vec4 R126f = 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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bool activeMaskStack[2];
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bool activeMaskStackC[3];
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activeMaskStack[0] = false;
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activeMaskStackC[0] = false;
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activeMaskStackC[1] = false;
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activeMaskStack[0] = true;
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activeMaskStackC[0] = true;
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activeMaskStackC[1] = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem2;
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if( activeMaskStackC[1] == true ) {
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R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy);
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R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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}
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if( activeMaskStackC[1] == true ) {
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activeMaskStack[1] = activeMaskStack[0];
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activeMaskStackC[2] = activeMaskStackC[1];
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// 0
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PV0f.x = R1f.w + -(R1f.x);
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PV0f.y = R1f.z + -(R1f.y);
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PV0f.z = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[0].x));
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R127f.w = min(R1f.z, R1f.x);
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R127f.x = min(R1f.w, R1f.y);
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PS0f = R127f.x;
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// 1
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R123f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[0].y) * resX ) + PV0f.z); //Important line
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PV1f.x = R123f.x;
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PV1f.y = max(R1f.z, R1f.x);
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R127f.z = PV0f.y + -(PV0f.x);
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PV1f.z = R127f.z;
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R126f.w = PV0f.y + PV0f.x;
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PV1f.w = R126f.w;
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PS1f = max(R1f.w, R1f.y);
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// 2
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PV0f.x = max(PV1f.z, -(PV1f.z));
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PV0f.y = max(PV1f.w, -(PV1f.w));
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R123f.z = (mul_nonIEEE(R2f.z,intBitsToFloat(uf_remappedPS[0].z)) + PV1f.x);
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PV0f.z = R123f.z;
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PV0f.w = min(R127f.w, R127f.x);
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PS0f = max(PV1f.y, PS1f);
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// 3
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PV1f.x = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[1].x));
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PV1f.y = max(PV0f.z, PS0f);
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PV1f.z = min(PV0f.z, PV0f.w);
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PV1f.w = min(PV0f.y, PV0f.x);
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// 4
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R1f.x = -(PV1f.z) + PV1f.y;
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R0f.z = max(PV1f.x, intBitsToFloat(uf_remappedPS[1].y)); // Important - Divide looks blurrier/fuzzy and multiply looks sharper good
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PS0f = 1.0 / PV1f.w; // Important line affects aliasing strongly, increasing it is blurier and decreasing sharpens
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// 5
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PV1f.x = mul_nonIEEE(R127f.z, PS0f);
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PV1f.y = mul_nonIEEE(R126f.w, PS0f);
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// 6
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PV0f.z = max(PV1f.x, -(intBitsToFloat(uf_remappedPS[2].y)));
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PV0f.w = max(PV1f.y, -(intBitsToFloat(uf_remappedPS[2].y)));
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// 7 - another way to do it other than the original implmentation
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R3f.x = min(PV0f.w, intBitsToFloat(uf_remappedPS[2].y)); // Important - Divide looks sharper and better and multiply looks blurier fuzzy
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R1f.y = min(PV0f.z, intBitsToFloat(uf_remappedPS[2].y)); // Important - Divide looks sharper and better and multiply looks blurier fuzzy
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// 8
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predResult = (R1f.x > R0f.z);
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activeMaskStack[1] = predResult;
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activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
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}
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else {
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activeMaskStack[1] = false;
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activeMaskStackC[2] = false;
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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backupReg0f = R3f.x;
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backupReg0f = R3f.x;
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R3f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedPS[3].x) / resX) + R0f.x); // Original Implementation
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R3f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[3].y) / resY) + R0f.y); // Original Implementation
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R1f.x = (mul_nonIEEE(backupReg0f,-(intBitsToFloat(uf_remappedPS[3].x) / resX)) + R0f.x); // Original Implementation
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PS0f = R1f.x;
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// 1
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backupReg0f = R1f.y;
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R1f.y = (mul_nonIEEE(backupReg0f,-(intBitsToFloat(uf_remappedPS[3].y) / resY)) + R0f.y); // Original Implementation
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}
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if( activeMaskStackC[2] == true ) {
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R0f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
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R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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R127f.x = R0f.w + R1f.w;
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R127f.x /= 2.0;
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PV0f.x = R127f.x;
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R127f.y = R0f.z + R1f.z;
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R127f.y /= 2.0;
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PV0f.y = R127f.y;
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R127f.z = R0f.y + R1f.y;
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R127f.z /= 2.0;
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PV0f.z = R127f.z;
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R127f.w = R0f.x + R1f.x;
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R127f.w /= 2.0;
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PV0f.w = R127f.w;
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// 1
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PV1f.x = R2f.w + -(PV0f.x);
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PV1f.y = R2f.z + -(PV0f.y);
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PV1f.z = R2f.y + -(PV0f.z);
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PV1f.w = R2f.x + -(PV0f.w);
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// 2
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R2f.x = (PV1f.w * intBitsToFloat(0x3eb33333) + R127f.w);
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R2f.y = (PV1f.z * intBitsToFloat(0x3eb33333) + R127f.z);
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R2f.z = (PV1f.y * intBitsToFloat(0x3eb33333) + R127f.y);
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R2f.w = (PV1f.x * intBitsToFloat(0x3eb33333) + R127f.x);
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}
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activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
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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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