From 8df2c9a42ca4a0e925ed179395d17c5248834eff Mon Sep 17 00:00:00 2001 From: getdls Date: Tue, 6 Nov 2018 23:47:37 +0100 Subject: [PATCH] [TMS] Port shader fixes for DoF, bloom, Fix LOD Does not include shadow scaling, crashes/broken in 1.14 --- Enhancements/TokyoMirage_NegLod/rules.txt | 22 +- .../04d0827b9471eb22_0000000000000000_vs.txt | 78 +++++++ .../201bd8dfd2a9e7d3_0000000000000000_vs.txt | 161 +++++++++++++++ .../23c5bbfda0fc3b0f_0000000000000000_vs.txt | 89 ++++++++ .../3259d3b3ca333bf3_0000000000000000_vs.txt | 109 ++++++++++ .../39863f29c6d85cb8_0000000000000000_vs.txt | 75 +++++++ .../59fca914f0dcb060_0000000000000000_vs.txt | 193 ++++++++++++++++++ .../88ae6940d510eea5_0000000000000000_vs.txt | 73 +++++++ .../8cdd68cf2a074404_0000000000000000_vs.txt | 144 +++++++++++++ .../b181218b85619285_0000000000000000_vs.txt | 124 +++++++++++ 10 files changed, 1057 insertions(+), 11 deletions(-) create mode 100644 Source/TokyoMirage_Resolution/04d0827b9471eb22_0000000000000000_vs.txt create mode 100644 Source/TokyoMirage_Resolution/201bd8dfd2a9e7d3_0000000000000000_vs.txt create mode 100644 Source/TokyoMirage_Resolution/23c5bbfda0fc3b0f_0000000000000000_vs.txt create mode 100644 Source/TokyoMirage_Resolution/3259d3b3ca333bf3_0000000000000000_vs.txt create mode 100644 Source/TokyoMirage_Resolution/39863f29c6d85cb8_0000000000000000_vs.txt create mode 100644 Source/TokyoMirage_Resolution/59fca914f0dcb060_0000000000000000_vs.txt create mode 100644 Source/TokyoMirage_Resolution/88ae6940d510eea5_0000000000000000_vs.txt create mode 100644 Source/TokyoMirage_Resolution/8cdd68cf2a074404_0000000000000000_vs.txt create mode 100644 Source/TokyoMirage_Resolution/b181218b85619285_0000000000000000_vs.txt diff --git a/Enhancements/TokyoMirage_NegLod/rules.txt b/Enhancements/TokyoMirage_NegLod/rules.txt index 8872d931..b8d291bb 100644 --- a/Enhancements/TokyoMirage_NegLod/rules.txt +++ b/Enhancements/TokyoMirage_NegLod/rules.txt @@ -6,35 +6,35 @@ description = Texture LOD override, possible shimmer but sharper textures version = 3 [Preset] -name = LOD -4 -$LOD = 4 +name = LOD Default +$LOD = 0 [Preset] -name = LOD -1 -$LOD = 1 +name = LOD -1 (Sharper) +$LOD = -1 [Preset] name = LOD -2 -$LOD = 2 +$LOD = -2 [Preset] name = LOD -3 -$LOD = 3 +$LOD = -3 [Preset] name = LOD -4 -$LOD = 4 +$LOD = -4 [Preset] name = LOD -8 -$LOD = 8 +$LOD = -8 [Preset] -name = LOD -16 -$LOD = 16 +name = LOD -16 (Sharpest) +$LOD = -16 [TextureRedefine] formats = 0x01a,0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435 -overwriteRelativeLodBias = - $LOD +overwriteRelativeLodBias = $LOD diff --git a/Source/TokyoMirage_Resolution/04d0827b9471eb22_0000000000000000_vs.txt b/Source/TokyoMirage_Resolution/04d0827b9471eb22_0000000000000000_vs.txt new file mode 100644 index 00000000..b8e20a20 --- /dev/null +++ b/Source/TokyoMirage_Resolution/04d0827b9471eb22_0000000000000000_vs.txt @@ -0,0 +1,78 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader 04d0827b9471eb22 +const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); +const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem8; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 1) out vec4 passParameterSem137; +layout(location = 0) out vec4 passParameterSem136; +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 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 = attrDataSem0; +attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); +attrDecoder.xy = attrDataSem8.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 +R3f.x = R2f.x; +R3f.y = R2f.y; +PV0f.z = intBitsToFloat(uf_remappedVS[0].z) + 0.5; +// 1 +R127f.z = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y) / resYScale, PV0f.z); +PV1f.z = R127f.z; +PV1f.w = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x) / resXScale, PV0f.z); +// 2 +PV0f.x = R2f.y + PV1f.z; +PV0f.y = R2f.x + PV1f.w; +R0f.x = R2f.x + -(PV1f.w); +PS0f = R0f.x; +// 3 +R0f.y = R2f.y + -(R127f.z); +R0f.z = PV0f.y; +R0f.w = PV0f.x; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem137 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +passParameterSem136 = vec4(R3f.x, R3f.y, R3f.z, R3f.z); +} diff --git a/Source/TokyoMirage_Resolution/201bd8dfd2a9e7d3_0000000000000000_vs.txt b/Source/TokyoMirage_Resolution/201bd8dfd2a9e7d3_0000000000000000_vs.txt new file mode 100644 index 00000000..f029e4b5 --- /dev/null +++ b/Source/TokyoMirage_Resolution/201bd8dfd2a9e7d3_0000000000000000_vs.txt @@ -0,0 +1,161 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader 201bd8dfd2a9e7d3 +const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); +const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem8; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 5) out vec4 passParameterSem141; +layout(location = 2) out vec4 passParameterSem138; +layout(location = 3) out vec4 passParameterSem139; +layout(location = 4) out vec4 passParameterSem140; +layout(location = 1) out vec4 passParameterSem137; +layout(location = 0) out vec4 passParameterSem136; +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 R5f = vec4(0.0); +vec4 R6f = vec4(0.0); +vec4 R123f = 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 = attrDataSem0; +attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); +attrDecoder.xy = attrDataSem8.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(intBitsToFloat(uf_remappedVS[0].y) / resYScale, intBitsToFloat(uf_remappedVS[0].w)); +PV0f.y = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x) / resXScale, intBitsToFloat(uf_remappedVS[0].w)); +R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z)) + R2f.y); +PV0f.z = R123f.z; +R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].z)) + R2f.x); +PV0f.w = R123f.w; +// 1 +R6f.x = PV0f.w + PV0f.y; +PV1f.x = R6f.x; +R6f.y = PV0f.z + PV0f.x; +PV1f.y = R6f.y; +PV1f.z = PV0f.z + -(PV0f.x); +PV1f.w = PV0f.w + -(PV0f.y); +// 2 +R5f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV1f.x); +PV0f.x = R5f.x; +R5f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV1f.y); +R6f.z = PV1f.w; +PV0f.z = R6f.z; +R6f.w = PV1f.z; +PV0f.w = R6f.w; +// 3 +R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w); +PV1f.x = R123f.x; +R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z); +PV1f.y = R123f.y; +R0f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV0f.x); +PS1f = R0f.x; +// 4 +R3f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PS1f); +PV0f.x = R3f.x; +R0f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + R5f.y); +PV0f.y = R0f.y; +R5f.z = PV1f.y; +PV0f.z = R5f.z; +R5f.w = PV1f.x; +PV0f.w = R5f.w; +// 5 +R4f.x = (intBitsToFloat(uf_remappedVS[0].x) / resYScale * 2.0 + PV0f.x); +PV1f.x = R4f.x; +R3f.y = (intBitsToFloat(uf_remappedVS[0].y) / resXScale * 2.0 + PV0f.y); +PV1f.y = R3f.y; +R123f.z = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w); +PV1f.z = R123f.z; +R123f.w = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z); +PV1f.w = R123f.w; +// 6 +R2f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV1f.x); +R4f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV1f.y); +PV0f.y = R4f.y; +R0f.z = PV1f.w; +PV0f.z = R0f.z; +R0f.w = PV1f.z; +PV0f.w = R0f.w; +// 7 +R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w); +PV1f.x = R123f.x; +R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z); +PV1f.y = R123f.y; +R2f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV0f.y); +PS1f = R2f.y; +// 8 +R3f.z = PV1f.y; +PV0f.z = R3f.z; +R3f.w = PV1f.x; +PV0f.w = R3f.w; +// 9 +R123f.z = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w); +PV1f.z = R123f.z; +R123f.w = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z); +PV1f.w = R123f.w; +// 10 +R4f.z = PV1f.w; +PV0f.z = R4f.z; +R4f.w = PV1f.z; +PV0f.w = R4f.w; +// 11 +R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w); +PV1f.x = R123f.x; +R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z); +PV1f.y = R123f.y; +// 12 +R2f.z = PV1f.y; +R2f.w = PV1f.x; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem141 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// export +passParameterSem138 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +passParameterSem139 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); +// export +passParameterSem140 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); +// export +passParameterSem137 = vec4(R5f.x, R5f.y, R5f.z, R5f.w); +// export +passParameterSem136 = vec4(R6f.x, R6f.y, R6f.z, R6f.w); +} diff --git a/Source/TokyoMirage_Resolution/23c5bbfda0fc3b0f_0000000000000000_vs.txt b/Source/TokyoMirage_Resolution/23c5bbfda0fc3b0f_0000000000000000_vs.txt new file mode 100644 index 00000000..7d379bb0 --- /dev/null +++ b/Source/TokyoMirage_Resolution/23c5bbfda0fc3b0f_0000000000000000_vs.txt @@ -0,0 +1,89 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader 23c5bbfda0fc3b0f +const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); +const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem8; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 1) out vec4 passParameterSem137; +layout(location = 0) out vec4 passParameterSem136; +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); +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 = attrDataSem0; +attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); +attrDecoder.xy = attrDataSem8.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(intBitsToFloat(uf_remappedVS[0].y) / resYScale, intBitsToFloat(uf_remappedVS[0].w)); +PV0f.y = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x) / resXScale, intBitsToFloat(uf_remappedVS[0].w)); +R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z)) + R2f.y); +PV0f.z = R123f.z; +R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].z)) + R2f.x); +PV0f.w = R123f.w; +// 1 +R0f.x = PV0f.w + PV0f.y; +PV1f.x = R0f.x; +R0f.y = PV0f.z + PV0f.x; +PV1f.y = R0f.y; +PV1f.z = PV0f.z + -(PV0f.x); +PV1f.w = PV0f.w + -(PV0f.y); +// 2 +R2f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV1f.x); +R2f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV1f.y); +R0f.z = PV1f.w; +PV0f.z = R0f.z; +R0f.w = PV1f.z; +PV0f.w = R0f.w; +// 3 +R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w); +PV1f.x = R123f.x; +R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z); +PV1f.y = R123f.y; +// 4 +R2f.z = PV1f.y; +R2f.w = PV1f.x; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem137 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// export +passParameterSem136 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +} diff --git a/Source/TokyoMirage_Resolution/3259d3b3ca333bf3_0000000000000000_vs.txt b/Source/TokyoMirage_Resolution/3259d3b3ca333bf3_0000000000000000_vs.txt new file mode 100644 index 00000000..2d84530b --- /dev/null +++ b/Source/TokyoMirage_Resolution/3259d3b3ca333bf3_0000000000000000_vs.txt @@ -0,0 +1,109 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader 3259d3b3ca333bf3 +const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); +const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem8; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 2) out vec4 passParameterSem138; +layout(location = 1) out vec4 passParameterSem137; +layout(location = 0) out vec4 passParameterSem136; +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 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 = attrDataSem0; +attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); +attrDecoder.xy = attrDataSem8.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.x = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z)) + R2f.y); +PV0f.x = R127f.x; +R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].z)) + R2f.x); +PV0f.y = R123f.y; +R127f.z = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y) / resYScale, intBitsToFloat(uf_remappedVS[0].w)); +PV0f.z = R127f.z; +PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x) / resXScale, intBitsToFloat(uf_remappedVS[0].w)); +// 1 +PV1f.x = PV0f.x + -(PV0f.z); +PV1f.y = PV0f.y + -(PV0f.w); +R3f.x = PV0f.y + PV0f.w; +PS1f = R3f.x; +// 2 +R0f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PS1f); +PV0f.x = R0f.x; +R3f.y = R127f.x + R127f.z; +PV0f.y = R3f.y; +R3f.z = PV1f.y; +PV0f.z = R3f.z; +R3f.w = PV1f.x; +PV0f.w = R3f.w; +// 3 +R2f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV0f.x); +R0f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV0f.y); +PV1f.y = R0f.y; +R123f.z = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w); +PV1f.z = R123f.z; +R123f.w = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z); +PV1f.w = R123f.w; +// 4 +R2f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV1f.y); +R0f.z = PV1f.w; +PV0f.z = R0f.z; +R0f.w = PV1f.z; +PV0f.w = R0f.w; +// 5 +R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w); +PV1f.x = R123f.x; +R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z); +PV1f.y = R123f.y; +// 6 +R2f.z = PV1f.y; +R2f.w = PV1f.x; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem138 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// export +passParameterSem137 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +passParameterSem136 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); +} diff --git a/Source/TokyoMirage_Resolution/39863f29c6d85cb8_0000000000000000_vs.txt b/Source/TokyoMirage_Resolution/39863f29c6d85cb8_0000000000000000_vs.txt new file mode 100644 index 00000000..3a64a0b4 --- /dev/null +++ b/Source/TokyoMirage_Resolution/39863f29c6d85cb8_0000000000000000_vs.txt @@ -0,0 +1,75 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader 39863f29c6d85cb8 +const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); +const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem8; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem136; +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 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 = attrDataSem0; +attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); +attrDecoder.xy = attrDataSem8.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.x = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z)) + R2f.y); +PV0f.x = R127f.x; +R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].z)) + R2f.x); +PV0f.y = R123f.y; +R127f.z = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y) / resYScale, intBitsToFloat(uf_remappedVS[0].w)); +PV0f.z = R127f.z; +PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x) / resXScale, intBitsToFloat(uf_remappedVS[0].w)); +// 1 +PV1f.x = PV0f.x + -(PV0f.z); +PV1f.y = PV0f.y + -(PV0f.w); +R2f.x = PV0f.y + PV0f.w; +PS1f = R2f.x; +// 2 +R2f.y = R127f.x + R127f.z; +R2f.z = PV1f.y; +R2f.w = PV1f.x; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem136 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +} diff --git a/Source/TokyoMirage_Resolution/59fca914f0dcb060_0000000000000000_vs.txt b/Source/TokyoMirage_Resolution/59fca914f0dcb060_0000000000000000_vs.txt new file mode 100644 index 00000000..29ca97bf --- /dev/null +++ b/Source/TokyoMirage_Resolution/59fca914f0dcb060_0000000000000000_vs.txt @@ -0,0 +1,193 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader 59fca914f0dcb060 +const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); +const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem8; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 2) out vec4 passParameterSem138; +layout(location = 3) out vec4 passParameterSem139; +layout(location = 4) out vec4 passParameterSem140; +layout(location = 5) out vec4 passParameterSem141; +layout(location = 6) out vec4 passParameterSem142; +layout(location = 1) out vec4 passParameterSem137; +layout(location = 0) out vec4 passParameterSem136; +layout(location = 7) out vec4 passParameterSem143; +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 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 R123f = 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 = attrDataSem0; +attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); +attrDecoder.xy = attrDataSem8.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(intBitsToFloat(uf_remappedVS[0].y) / resYScale, intBitsToFloat(uf_remappedVS[0].w)); +PV0f.y = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x) / resXScale, intBitsToFloat(uf_remappedVS[0].w)); +R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z)) + R2f.y); +PV0f.z = R123f.z; +R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].z)) + R2f.x); +PV0f.w = R123f.w; +// 1 +R6f.x = PV0f.w + PV0f.y; +PV1f.x = R6f.x; +R6f.y = PV0f.z + PV0f.x; +PV1f.y = R6f.y; +PV1f.z = PV0f.z + -(PV0f.x); +PV1f.w = PV0f.w + -(PV0f.y); +// 2 +R5f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV1f.x); +PV0f.x = R5f.x; +R5f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV1f.y); +R6f.z = PV1f.w; +PV0f.z = R6f.z; +R6f.w = PV1f.z; +PV0f.w = R6f.w; +// 3 +R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w); +PV1f.x = R123f.x; +R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z); +PV1f.y = R123f.y; +R2f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV0f.x); +PS1f = R2f.x; +// 4 +R0f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PS1f); +PV0f.x = R0f.x; +R2f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + R5f.y); +PV0f.y = R2f.y; +R5f.z = PV1f.y; +PV0f.z = R5f.z; +R5f.w = PV1f.x; +PV0f.w = R5f.w; +// 5 +R3f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV0f.x); +PV1f.x = R3f.x; +R0f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV0f.y); +PV1f.y = R0f.y; +R123f.z = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w); +PV1f.z = R123f.z; +R123f.w = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z); +PV1f.w = R123f.w; +// 6 +R4f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV1f.x); +R3f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV1f.y); +PV0f.y = R3f.y; +R2f.z = PV1f.w; +PV0f.z = R2f.z; +R2f.w = PV1f.z; +PV0f.w = R2f.w; +// 7 +R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w); +PV1f.x = R123f.x; +R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z); +PV1f.y = R123f.y; +R4f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV0f.y); +PS1f = R4f.y; +// 8 +R7f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + R4f.x); +PV0f.x = R7f.x; +R7f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PS1f); +PV0f.y = R7f.y; +R0f.z = PV1f.y; +PV0f.z = R0f.z; +R0f.w = PV1f.x; +PV0f.w = R0f.w; +// 9 +R8f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV0f.x); +R8f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV0f.y); +R123f.z = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w); +PV1f.z = R123f.z; +R123f.w = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z); +PV1f.w = R123f.w; +// 10 +R3f.z = PV1f.w; +PV0f.z = R3f.z; +R3f.w = PV1f.z; +PV0f.w = R3f.w; +// 11 +R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w); +PV1f.x = R123f.x; +R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z); +PV1f.y = R123f.y; +// 12 +R4f.z = PV1f.y; +PV0f.z = R4f.z; +R4f.w = PV1f.x; +PV0f.w = R4f.w; +// 13 +R123f.z = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w); +PV1f.z = R123f.z; +R123f.w = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z); +PV1f.w = R123f.w; +// 14 +R7f.z = PV1f.w; +R7f.w = PV1f.z; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem138 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// export +passParameterSem139 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +passParameterSem140 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); +// export +passParameterSem141 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); +// export +passParameterSem142 = vec4(R7f.x, R7f.y, R7f.z, R7f.w); +// export +passParameterSem137 = vec4(R5f.x, R5f.y, R5f.z, R5f.w); +// export +passParameterSem136 = vec4(R6f.x, R6f.y, R6f.z, R6f.w); +// 0 +R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + R7f.w); +PV0f.x = R123f.x; +R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + R7f.z); +PV0f.y = R123f.y; +// 1 +R8f.z = PV0f.y; +R8f.w = PV0f.x; +// export +passParameterSem143 = vec4(R8f.x, R8f.y, R8f.z, R8f.w); +} diff --git a/Source/TokyoMirage_Resolution/88ae6940d510eea5_0000000000000000_vs.txt b/Source/TokyoMirage_Resolution/88ae6940d510eea5_0000000000000000_vs.txt new file mode 100644 index 00000000..4e93e245 --- /dev/null +++ b/Source/TokyoMirage_Resolution/88ae6940d510eea5_0000000000000000_vs.txt @@ -0,0 +1,73 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader 88ae6940d510eea5 +const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); +const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem8; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem136; +layout(location = 1) out vec4 passParameterSem137; +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); +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 = attrDataSem0; +attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); +attrDecoder.xy = attrDataSem8.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 = R2f.x + intBitsToFloat(uf_remappedVS[0].x) / resXScale; +PV0f.y = -(intBitsToFloat(uf_remappedVS[0].x)) / resXScale; +PV0f.w = intBitsToFloat(uf_remappedVS[0].y) / resYScale; +R0f.x = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x)) / resXScale; +PS0f = R0f.x; +// 1 +backupReg0f = R2f.x; +R2f.x = backupReg0f + PV0f.y; +R0f.y = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)) / resYScale; +R0f.z = PV0f.x; +R2f.w = R2f.y + PV0f.w; +R2f.z = PV0f.x; +PS1f = R2f.z; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem136 = vec4(R0f.x, R0f.y, R0f.z, R0f.y); +// export +passParameterSem137 = vec4(R2f.x, R2f.w, R2f.z, R2f.w); +} diff --git a/Source/TokyoMirage_Resolution/8cdd68cf2a074404_0000000000000000_vs.txt b/Source/TokyoMirage_Resolution/8cdd68cf2a074404_0000000000000000_vs.txt new file mode 100644 index 00000000..98e2bd85 --- /dev/null +++ b/Source/TokyoMirage_Resolution/8cdd68cf2a074404_0000000000000000_vs.txt @@ -0,0 +1,144 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader 8cdd68cf2a074404 +const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); +const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem8; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 4) out vec4 passParameterSem140; +layout(location = 2) out vec4 passParameterSem138; +layout(location = 3) out vec4 passParameterSem139; +layout(location = 1) out vec4 passParameterSem137; +layout(location = 0) out vec4 passParameterSem136; +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 R5f = 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 = attrDataSem0; +attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); +attrDecoder.xy = attrDataSem8.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.x = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z)) + R2f.y); +PV0f.x = R127f.x; +R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].z)) + R2f.x); +PV0f.y = R123f.y; +R127f.z = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y) / resYScale, intBitsToFloat(uf_remappedVS[0].w)); +PV0f.z = R127f.z; +PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x) / resXScale, intBitsToFloat(uf_remappedVS[0].w)); +// 1 +PV1f.x = PV0f.x + -(PV0f.z); +PV1f.y = PV0f.y + -(PV0f.w); +R5f.x = PV0f.y + PV0f.w; +PS1f = R5f.x; +// 2 +R4f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PS1f); +PV0f.x = R4f.x; +R5f.y = R127f.x + R127f.z; +PV0f.y = R5f.y; +R5f.z = PV1f.y; +PV0f.z = R5f.z; +R5f.w = PV1f.x; +PV0f.w = R5f.w; +// 3 +R0f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV0f.x); +PV1f.x = R0f.x; +R4f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV0f.y); +PV1f.y = R4f.y; +R123f.z = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w); +PV1f.z = R123f.z; +R123f.w = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z); +PV1f.w = R123f.w; +// 4 +R3f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV1f.x); +R0f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV1f.y); +PV0f.y = R0f.y; +R4f.z = PV1f.w; +PV0f.z = R4f.z; +R4f.w = PV1f.z; +PV0f.w = R4f.w; +// 5 +R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w); +PV1f.x = R123f.x; +R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z); +PV1f.y = R123f.y; +R3f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV0f.y); +PS1f = R3f.y; +// 6 +R2f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + R3f.x); +R2f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PS1f); +R0f.z = PV1f.y; +PV0f.z = R0f.z; +R0f.w = PV1f.x; +PV0f.w = R0f.w; +// 7 +R123f.z = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w); +PV1f.z = R123f.z; +R123f.w = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z); +PV1f.w = R123f.w; +// 8 +R3f.z = PV1f.w; +PV0f.z = R3f.z; +R3f.w = PV1f.z; +PV0f.w = R3f.w; +// 9 +R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w); +PV1f.x = R123f.x; +R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z); +PV1f.y = R123f.y; +// 10 +R2f.z = PV1f.y; +R2f.w = PV1f.x; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem140 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// export +passParameterSem138 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +passParameterSem139 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); +// export +passParameterSem137 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); +// export +passParameterSem136 = vec4(R5f.x, R5f.y, R5f.z, R5f.w); +} diff --git a/Source/TokyoMirage_Resolution/b181218b85619285_0000000000000000_vs.txt b/Source/TokyoMirage_Resolution/b181218b85619285_0000000000000000_vs.txt new file mode 100644 index 00000000..3aaf8e9f --- /dev/null +++ b/Source/TokyoMirage_Resolution/b181218b85619285_0000000000000000_vs.txt @@ -0,0 +1,124 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader b181218b85619285 +const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); +const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem8; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 3) out vec4 passParameterSem139; +layout(location = 2) out vec4 passParameterSem138; +layout(location = 1) out vec4 passParameterSem137; +layout(location = 0) out vec4 passParameterSem136; +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 R4f = vec4(0.0); +vec4 R123f = 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 = attrDataSem0; +attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); +attrDecoder.xy = attrDataSem8.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(intBitsToFloat(uf_remappedVS[0].y) / resYScale, intBitsToFloat(uf_remappedVS[0].w)); +PV0f.y = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x) / resXScale, intBitsToFloat(uf_remappedVS[0].w)); +R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z)) + R2f.y); +PV0f.z = R123f.z; +R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].z)) + R2f.x); +PV0f.w = R123f.w; +// 1 +R4f.x = PV0f.w + PV0f.y; +PV1f.x = R4f.x; +R4f.y = PV0f.z + PV0f.x; +PV1f.y = R4f.y; +PV1f.z = PV0f.z + -(PV0f.x); +PV1f.w = PV0f.w + -(PV0f.y); +// 2 +R3f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV1f.x); +PV0f.x = R3f.x; +R3f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV1f.y); +R4f.z = PV1f.w; +PV0f.z = R4f.z; +R4f.w = PV1f.z; +PV0f.w = R4f.w; +// 3 +R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w); +PV1f.x = R123f.x; +R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z); +PV1f.y = R123f.y; +R0f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV0f.x); +PS1f = R0f.x; +// 4 +R2f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PS1f); +R0f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + R3f.y); +PV0f.y = R0f.y; +R3f.z = PV1f.y; +PV0f.z = R3f.z; +R3f.w = PV1f.x; +PV0f.w = R3f.w; +// 5 +R2f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV0f.y); +R123f.z = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w); +PV1f.z = R123f.z; +R123f.w = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z); +PV1f.w = R123f.w; +// 6 +R0f.z = PV1f.w; +PV0f.z = R0f.z; +R0f.w = PV1f.z; +PV0f.w = R0f.w; +// 7 +R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w); +PV1f.x = R123f.x; +R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z); +PV1f.y = R123f.y; +// 8 +R2f.z = PV1f.y; +R2f.w = PV1f.x; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem139 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// export +passParameterSem138 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +passParameterSem137 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); +// export +passParameterSem136 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); +}