diff --git a/Workarounds/SonicLostWorld_Brightness/7658289ba65cb755_00000000000003c9_ps.txt b/Workarounds/SonicLostWorld_Brightness/7658289ba65cb755_00000000000003c9_ps.txt deleted file mode 100644 index d193746a..00000000 --- a/Workarounds/SonicLostWorld_Brightness/7658289ba65cb755_00000000000003c9_ps.txt +++ /dev/null @@ -1,78 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// shader 7658289ba65cb755 -const float brightness = (16.0/9.0); -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[1]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[1]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; -TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4; -layout(location = 0) in vec4 passParameterSem137; -layout(location = 0) out vec4 passPixelColor0; -int clampFI32(int v) -{ -if( v == 0x7FFFFFFF ) - return floatBitsToInt(1.0); -else if( v == 0xFFFFFFFF ) - return floatBitsToInt(0.0); -return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); -} -float mul_nonIEEE(float a, float b){ 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); -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 = passParameterSem137; -R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); -// 0 -R0f.y = intBitsToFloat(0x3f000000); -R2f.w = 1.0; -R0f.x = (texture(textureUnitPS4, R0f.yy).x); -// 0 -backupReg0f = R0f.x; -PV0f.x = backupReg0f + intBitsToFloat(0x3a83126f); -// 1 -PS1f = 1.0 / PV0f.x; -// 2 -PV0f.z = PS1f * intBitsToFloat(uf_remappedPS[0].x); -// 3 -PV1f.y = max(PV0f.z, intBitsToFloat(0x3d800000)); -// 4 -PV0f.x = min(PV1f.y, intBitsToFloat(0x41800000)); -// 5 -R2f.x = mul_nonIEEE(R1f.x, PV0f.x); -R2f.y = mul_nonIEEE(R1f.y, PV0f.x); -R2f.z = mul_nonIEEE(R1f.z, PV0f.x); -// export -passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w) * brightness; -} diff --git a/Workarounds/SonicLostWorld_Brightness/971a39bb79e32fd1_0000000000001e71_ps.txt b/Workarounds/SonicLostWorld_Brightness/971a39bb79e32fd1_0000000000001e71_ps.txt deleted file mode 100644 index cf167cdd..00000000 --- a/Workarounds/SonicLostWorld_Brightness/971a39bb79e32fd1_0000000000001e71_ps.txt +++ /dev/null @@ -1,136 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// shader 971a39bb79e32fd1 -const float brightness = (16.0/9.0); -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[8]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[8]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1; -TEXTURE_LAYOUT(4, 1, 2) uniform sampler2D textureUnitPS4; -layout(location = 0) in vec4 passParameterSem136; -layout(location = 1) in vec4 passParameterSem137; -layout(location = 0) out vec4 passPixelColor0; -int clampFI32(int v) -{ -if( v == 0x7FFFFFFF ) - return floatBitsToInt(1.0); -else if( v == 0xFFFFFFFF ) - return floatBitsToInt(0.0); -return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); -} -float mul_nonIEEE(float a, float b){ 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 R3f = vec4(0.0); -vec4 R123f = 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 = passParameterSem136; -R1f = passParameterSem137; -R2f.x = (texture(textureUnitPS1, R1f.xy).x); -R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); -// 0 -R1f.x = intBitsToFloat(0x3f000000); -PV0f.y = intBitsToFloat(uf_remappedPS[0].w) * 1.0; -PV0f.z = intBitsToFloat(uf_remappedPS[0].z) * 1.0; -PV0f.w = R2f.x + -(1.0); -// 1 -R123f.x = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.y); -PV1f.x = R123f.x; -R1f.z = intBitsToFloat(((PV0f.w >= 0.0)?(floatBitsToInt(1.0)):(0))); -R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.z); -PV1f.w = R123f.w; -// 2 -R123f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.x); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.w); -PV0f.z = R123f.z; -// 3 -R123f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + PV0f.y); -PV1f.x = R123f.x; -R0f.w = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + PV0f.z); -// 4 -R1f.w = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w); -R0f.z = 1.0 / PV1f.x; -PS0f = R0f.z; -R1f.x = (texture(textureUnitPS4, R1f.xx).x); -// 0 -PV0f.x = -(R1f.w) + intBitsToFloat(uf_remappedPS[4].z); -PV0f.y = R0f.w * R0f.z; -R127f.z = R1f.x + intBitsToFloat(0x3a83126f); -// 1 -PV1f.y = -(PV0f.y) + -(R1f.w); -PS1f = 1.0 / PV0f.x; -// 2 -R127f.w = mul_nonIEEE(PS1f, PV1f.y); -R127f.w = clamp(R127f.w, 0.0, 1.0); -PV0f.w = R127f.w; -R126f.w = 1.0 / R127f.z; -PS0f = R126f.w; -// 3 -R123f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(uf_remappedPS[6].y)); -R123f.x = clamp(R123f.x, 0.0, 1.0); -PV1f.x = R123f.x; -// 4 -R127f.y = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].w)) + intBitsToFloat(uf_remappedPS[6].w)); -R127f.y = clamp(R127f.y, 0.0, 1.0); -R123f.z = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(uf_remappedPS[6].z)); -R123f.z = clamp(R123f.z, 0.0, 1.0); -PV0f.z = R123f.z; -PV0f.w = -(PV1f.x) + 1.0; -// 5 -PV1f.x = min(PV0f.z, PV0f.w); -PV1f.z = R126f.w * intBitsToFloat(uf_remappedPS[7].x); -// 6 -PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000)); -PV0f.z = R127f.y + PV1f.x; -// 7 -PV1f.x = min(PV0f.y, intBitsToFloat(0x41800000)); -R127f.y = min(PV0f.z, intBitsToFloat(0x3f7efeff)); -PV1f.y = R127f.y; -// 8 -backupReg0f = R3f.x; -backupReg1f = R3f.y; -backupReg2f = R3f.z; -R3f.x = mul_nonIEEE(backupReg0f, PV1f.x); -R3f.y = mul_nonIEEE(backupReg1f, PV1f.x); -R3f.z = mul_nonIEEE(backupReg2f, PV1f.x); -PV0f.w = -(PV1f.y) + 1.0; -// 9 -R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y); -// export -passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w) * brightness; -} diff --git a/Workarounds/SonicLostWorld_Brightness/e1d2a971c93cd82a_0000000000001e71_ps.txt b/Workarounds/SonicLostWorld_Brightness/e1d2a971c93cd82a_0000000000001e71_ps.txt deleted file mode 100644 index 1924947d..00000000 --- a/Workarounds/SonicLostWorld_Brightness/e1d2a971c93cd82a_0000000000001e71_ps.txt +++ /dev/null @@ -1,122 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// shader e1d2a971c93cd82a -const float brightness = (16.0/9.0); -#ifdef VULKAN -layout(set = 1, binding = 3) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[8]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[8]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1; -TEXTURE_LAYOUT(4, 1, 2) uniform sampler2D textureUnitPS4; -layout(location = 0) in vec4 passParameterSem136; -layout(location = 1) in vec4 passParameterSem137; -layout(location = 0) out vec4 passPixelColor0; -int clampFI32(int v) -{ -if( v == 0x7FFFFFFF ) - return floatBitsToInt(1.0); -else if( v == 0xFFFFFFFF ) - return floatBitsToInt(0.0); -return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); -} -float mul_nonIEEE(float a, float b){ 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 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 = passParameterSem136; -R1f = passParameterSem137; -R0f.z = (texture(textureUnitPS1, R1f.xy).x); -R2f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); -// 0 -R1f.x = intBitsToFloat(0x3f000000); -PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * 1.0; -PV0f.w = intBitsToFloat(uf_remappedPS[0].w) * 1.0; -// 1 -R123f.x = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.y); -PV1f.x = R123f.x; -R123f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.w); -PV1f.z = R123f.z; -// 2 -R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.x); -R0f.w = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.z); -R1f.x = (texture(textureUnitPS4, R1f.xx).x); -// 0 -R127f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + R1f.y); -R127f.y = R1f.x + intBitsToFloat(0x3a83126f); -R123f.z = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + R0f.w); -PV0f.z = R123f.z; -// 1 -R126f.x = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w); -PV1f.x = R126f.x; -PS1f = 1.0 / PV0f.z; -// 2 -PV0f.z = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].z); -PV0f.w = R127f.x * PS1f; -PS0f = 1.0 / R127f.y; -// 3 -PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[5].x); -PV1f.w = -(PV0f.w) + -(R126f.x); -PS1f = 1.0 / PV0f.z; -// 4 -R126f.x = mul_nonIEEE(PS1f, PV1f.w); -R126f.x = clamp(R126f.x, 0.0, 1.0); -PV0f.x = R126f.x; -PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000)); -// 5 -R127f.x = min(PV0f.y, intBitsToFloat(0x41800000)); -PV1f.x = R127f.x; -R123f.z = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(uf_remappedPS[7].y)); -R123f.z = clamp(R123f.z, 0.0, 1.0); -PV1f.z = R123f.z; -// 6 -R0f.x = mul_nonIEEE(R2f.x, PV1f.x); -R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(uf_remappedPS[7].z)); -R123f.y = clamp(R123f.y, 0.0, 1.0); -PV0f.y = R123f.y; -PV0f.z = -(PV1f.z) + 1.0; -R127f.w = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].w)) + intBitsToFloat(uf_remappedPS[7].w)); -R127f.w = clamp(R127f.w, 0.0, 1.0); -R0f.y = mul_nonIEEE(R2f.y, PV1f.x); -PS0f = R0f.y; -// 7 -R0f.z = mul_nonIEEE(R2f.z, R127f.x); -PV1f.w = min(PV0f.y, PV0f.z); -// 8 -R0f.w = R127f.w + PV1f.w; -// export -passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w) * brightness; -} diff --git a/Workarounds/SonicLostWorld_Brightness/rules.txt b/Workarounds/SonicLostWorld_Brightness/rules.txt deleted file mode 100644 index 160361fb..00000000 --- a/Workarounds/SonicLostWorld_Brightness/rules.txt +++ /dev/null @@ -1,6 +0,0 @@ -[Definition] -titleIds = 0005000010135700,000500001012B100,0005000010128F00 -name = Brightness -path = "Sonic Lost World/Workarounds/Brightness" -description = This fixes the game from looking too dark. Made by M&&M. -version = 4