[XCX] Remove edge AA fix, doesn't scale to some res

This commit is contained in:
getdls 2018-02-13 00:00:39 +01:00
parent e320e47bfd
commit 05f4c3eabc

View file

@ -1,83 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader f0cd5149ce8da077
//Fix AA mssing from edge of screen for 21_9
uniform ivec4 uf_remappedVS[2];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 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 = attrDataSem1.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
R127f.z = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedVS[0].y)) + intBitsToFloat(uf_remappedVS[0].w));
PV0f.z = R127f.z;
R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedVS[0].x)) + intBitsToFloat(uf_remappedVS[0].z));
PV0f.w = R123f.w;
// 1
R123f.x = (intBitsToFloat(uf_remappedVS[1].y) * 0.5 + PV0f.z);
PV1f.x = R123f.x;
R123f.y = (intBitsToFloat(uf_remappedVS[1].x) * 0.5 + PV0f.w);
PV1f.y = R123f.y;
R0f.z = PV0f.w;
R0f.w = PV0f.z;
R2f.x = (-(intBitsToFloat(uf_remappedVS[1].x)) * 0.5 + PV0f.w);
PS1f = R2f.x;
// 2
R2f.y = (-(intBitsToFloat(uf_remappedVS[1].y)) * 0.5 + R127f.z);
R2f.z = PV1f.y;
R2f.w = PV1f.x;
// export
float origRatio = 1.777f;
float newRatio = 2.370f;
// *(origRatio / newRatio)
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R2f.x +0.1, R2f.y, R2f.z, R2f.w);// that's pretty much it
// export
passParameterSem1 = vec4(R0f.z, R0f.w, R0f.z, R0f.z);
// 0
}