From 9430933e80c57ad13788ec75cd8fab747c312868 Mon Sep 17 00:00:00 2001 From: getdls Date: Thu, 20 Dec 2018 15:26:14 +0100 Subject: [PATCH] [HW] Revert to basic shader fix MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Didn’t realize that VS uf_uniformRegisterVS[ARi.x+2].y is actually used to offset sampling x4 when doing the custom PS blur shader. Reverting to simple scale by res in the meantime --- .../b3609db7d1363f6a_0000000000000000_vs.txt | 6 +- .../bbf87e1769bdcea3_0000000000000079_ps.txt | 101 ------ .../bfccd6ff47ca5ce8_000000000001fe49_ps.txt | 325 ------------------ .../HyruleWarriors_Resolution/rules.txt | 121 ++++--- 4 files changed, 71 insertions(+), 482 deletions(-) delete mode 100644 Resolutions/HyruleWarriors_Resolution/bbf87e1769bdcea3_0000000000000079_ps.txt delete mode 100644 Resolutions/HyruleWarriors_Resolution/bfccd6ff47ca5ce8_000000000001fe49_ps.txt diff --git a/Resolutions/HyruleWarriors_Resolution/b3609db7d1363f6a_0000000000000000_vs.txt b/Resolutions/HyruleWarriors_Resolution/b3609db7d1363f6a_0000000000000000_vs.txt index 5b5bbe47..a9aecbbd 100644 --- a/Resolutions/HyruleWarriors_Resolution/b3609db7d1363f6a_0000000000000000_vs.txt +++ b/Resolutions/HyruleWarriors_Resolution/b3609db7d1363f6a_0000000000000000_vs.txt @@ -3,9 +3,9 @@ #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_packing : enable // shader b3609db7d1363f6a -//cutscene dof -const float resXScale = float($width)/float($gameWidth); -const float resYScale = float($height)/float($gameHeight); +//cutscene dof boxes +const float resXScale = (float($width)/float($gameWidth))*float($internalRes); +const float resYScale = (float($height)/float($gameHeight))*float($internalRes); uniform ivec4 uf_uniformRegisterVS[256]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; diff --git a/Resolutions/HyruleWarriors_Resolution/bbf87e1769bdcea3_0000000000000079_ps.txt b/Resolutions/HyruleWarriors_Resolution/bbf87e1769bdcea3_0000000000000079_ps.txt deleted file mode 100644 index 91165c84..00000000 --- a/Resolutions/HyruleWarriors_Resolution/bbf87e1769bdcea3_0000000000000079_ps.txt +++ /dev/null @@ -1,101 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -// shader bbf87e1769bdcea3 //foreground blur? - -const float dither = $dither ; -const float scaleShader = $scaleShader; -const float scaleBlur = ($scaleBlur*$internalRes); - -const int sampleScale = 2; -const float lightBloom = 0.95; - -uniform ivec4 uf_remappedPS[1]; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x1aa0b000 res 320x180x1 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 passParameterSem128; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; - -// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG -const int samples = 8 * sampleScale, //8 or 4 balances xy position -LOD = 2, // gaussian done on MIPmap at scale LOD -sLOD = 1 << LOD; // tile size = 2^LOD -const float sigma = float(samples) * .25; - -float gaussian(vec2 i) { - return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma); -} - -vec4 blur(sampler2D sp, vec2 U, vec2 scale) { - vec4 O = vec4(0); - int s = samples / sLOD; - - for (int i = 0; i < s*s; i++) { - vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.; - O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD)); - } - - return O / O.a; -} - - -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); -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 = passParameterSem128; - -vec2 coord = passParameterSem128.xy*textureSize(textureUnitPS0, 0); // -vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0); -vec2 uv = coord * ps; - -R0f.xyz = blur(textureUnitPS0, R0f.xy, ps*scaleBlur).xyz; //1.0 4k //.66 2k //0.075 1k //.51 4kx2 - -//R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); -// 0 -PV0f.x = R0f.z * intBitsToFloat(0x3dea747e); -PV0f.w = intBitsToFloat(uf_remappedPS[0].x); -PV0f.w = clamp(PV0f.w, 0.0, 1.0); -// 1 -backupReg0f = R0f.x; -backupReg1f = R0f.y; -tempf.x = dot(vec4(backupReg0f,backupReg1f,PV0f.x,-0.0),vec4(intBitsToFloat(0x3e990abb),intBitsToFloat(0x3f162c13),1.0,0.0)); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -PS1f = -(PV0f.w) + intBitsToFloat(0x3f800054); -// 2 -PV0f.z = PV1f.x + -(intBitsToFloat(uf_remappedPS[0].x)); -PS0f = 1.0 / PS1f; -// 3 -PV1f.w = PV0f.z * PS0f; -PV1f.w = clamp(PV1f.w, 0.0, 1.0); -// 4 -backupReg0f = R0f.x; -backupReg1f = R0f.y; -backupReg2f = R0f.z; -R0f.x = mul_nonIEEE(backupReg0f, PV1f.w); -R0f.y = mul_nonIEEE(backupReg1f, PV1f.w); -R0f.z = mul_nonIEEE(backupReg2f, PV1f.w); -// export -passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -} diff --git a/Resolutions/HyruleWarriors_Resolution/bfccd6ff47ca5ce8_000000000001fe49_ps.txt b/Resolutions/HyruleWarriors_Resolution/bfccd6ff47ca5ce8_000000000001fe49_ps.txt deleted file mode 100644 index a619a3bb..00000000 --- a/Resolutions/HyruleWarriors_Resolution/bfccd6ff47ca5ce8_000000000001fe49_ps.txt +++ /dev/null @@ -1,325 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -// shader bfccd6ff47ca5ce8 -//DOF base - -const float dither = $dither ; -const float scaleShader = $scaleShader; -const float scaleBlur = $scaleBlur; - -const int sampleScale = 2; -const float lightBloom = 0.95; -highp float lineRand(vec2 co) -{ - highp float a = 12.9898; - highp float b = 78.233; - highp float c = 43758.5453; - highp float dt = dot(co.xy, vec2(a, b)); - highp float sn = mod(dt, 3.14); - return fract(sin(sn) * c); -} - - -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e13800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 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 0xf5198000 res 1024x2048x1 dim 1 tm: 4 format 0005 compSel: 0 0 0 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 -layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x10ea5000 res 1280x720x1 dim 1 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0 -layout(location = 0) in vec4 passParameterSem128; -layout(location = 1) in vec4 passParameterSem129; -layout(location = 0) out vec4 passPixelColor0; -layout(location = 1) out vec4 passPixelColor1; -uniform vec2 uf_fragCoordScale; - -// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG -const int samples = 8 * sampleScale, //8 or 4 balances xy position -LOD = 2, // gaussian done on MIPmap at scale LOD -sLOD = 1 << LOD; // tile size = 2^LOD -const float sigma = float(samples) * .25; - -float gaussian(vec2 i) { - return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma); -} - -vec4 blur(sampler2D sp, vec2 U, vec2 scale) { - vec4 O = vec4(0); - int s = samples / sLOD; - - for (int i = 0; i < s*s; i++) { - vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.; - O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD)); - } - - return O / O.a; -} - - -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() -{ -ivec4 R0i = ivec4(0); -ivec4 R1i = ivec4(0); -ivec4 R2i = ivec4(0); -ivec4 R3i = ivec4(0); -ivec4 R4i = ivec4(0); -ivec4 R5i = ivec4(0); -ivec4 R6i = ivec4(0); -ivec4 R7i = ivec4(0); -ivec4 R8i = ivec4(0); -ivec4 R122i = ivec4(0); -ivec4 R123i = ivec4(0); -ivec4 R124i = ivec4(0); -ivec4 R125i = 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; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0i = floatBitsToInt(passParameterSem128); -R1i = floatBitsToInt(passParameterSem129); - - -vec2 coord = passParameterSem128.xy*textureSize(textureUnitPS0, 0); // -vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0); -vec2 uv = coord * ps; - -R5i.xyz = floatBitsToInt(blur(textureUnitPS0, passParameterSem128.xy, ps*scaleBlur)).xyz; //1.0 4k //.66 2k //0.075 1k //.51 4kx2 -//R5i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyz); -R2i.x = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R0i.xy)).x); -R6i.xyz = R5i.xyz; -R0i.x = R2i.x; -R7i.xyz = R6i.xyz; -R3i.x = R0i.x; -R8i.xyz = R7i.xyz; -R1i.x = R3i.x; - -/* -R6i.xyz = floatBitsToInt(blur(textureUnitPS0, passParameterSem128.zw, ps*scaleBlur)).xyz; -R6i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.zw)).xyz); -R0i.x = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R0i.zw)).x); -R7i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyz); -R3i.x = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R1i.xy)).x); -R8i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.zw)).xyz); -R1i.x = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R1i.zw)).x); -*/ -// 0 -R4i.x = 0x3727c5ac; -R2i.y = 0x3f000000; -R0i.z = 0x3f000000; -R1i.w = 0x3727c5ac; -R3i.y = 0x3f000000; -PS0i = R3i.y; -// 1 -R1i.y = 0x3f000000; -R2i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.xy)).w); -R0i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xz)).w); -R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R3i.xy)).w); -R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).w); -// 0 -R127i.x = R0i.x; -PV0i.x = R127i.x; -PV0i.y = floatBitsToInt(intBitsToFloat(R2i.x) + -(0.5)); -PV0i.z = floatBitsToInt(intBitsToFloat(R0i.x) + -(0.5)); -R126i.w = R2i.x; -PV0i.w = R126i.w; -R124i.w = R3i.x; -PS0i = R124i.w; -// 1 -PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -PV1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) * 2.0); -R126i.y = ((0.5 > intBitsToFloat(PV0i.w))?int(0xFFFFFFFF):int(0x0)); -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); -PV1i.z = floatBitsToInt(intBitsToFloat(PV1i.z) * 2.0); -R127i.w = ((0.5 > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0)); -R124i.x = R1i.x; -PS1i = R124i.x; -// 2 -PV0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0); -PV0i.x = clampFI32(PV0i.x); -PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 1.0); -PV0i.y = clampFI32(PV0i.y); -PV0i.z = floatBitsToInt(intBitsToFloat(R1i.x) + -(0.5)); -PV0i.w = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5)); -// 3 -PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(0x3727c5ac)); -R127i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(0x3727c5ac)); -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); -PV1i.z = floatBitsToInt(intBitsToFloat(PV1i.z) * 2.0); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); -PV1i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * 2.0); -// 4 -PV0i.x = floatBitsToInt(-(intBitsToFloat(PV1i.w)) + 1.0); -PV0i.x = clampFI32(PV0i.x); -PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 1.0); -PV0i.y = clampFI32(PV0i.y); -PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x)); -// 5 -backupReg0i = R127i.y; -PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(0x3727c5ac)); -R127i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(0x3727c5ac)); -PV1i.z = floatBitsToInt(intBitsToFloat(PS0i) + -(1.0)); -PS1i = floatBitsToInt(1.0 / intBitsToFloat(backupReg0i)); -// 6 -PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.z) + 1.0); -PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) + -(1.0)); -PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.x)); -// 7 -PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.y) + -(intBitsToFloat(0x3f7dff82))); -PV1i.x = clampFI32(PV1i.x); -PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + 1.0); -PV1i.z = floatBitsToInt(intBitsToFloat(PS0i) + -(1.0)); -PS1i = floatBitsToInt(1.0 / intBitsToFloat(R127i.y)); -// 8 -backupReg0i = R126i.y; -backupReg0i = R126i.y; -PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.y) + -(intBitsToFloat(0x3f7dff82))); -PV0i.x = clampFI32(PV0i.x); -R126i.y = ((backupReg0i == 0)?(R1i.w):(PV1i.x)); -PV0i.y = R126i.y; -R127i.z = floatBitsToInt(intBitsToFloat(PV1i.z) + 1.0); -R125i.w = ((backupReg0i == 0)?(PV1i.x):(R1i.w)); -R126i.z = floatBitsToInt(intBitsToFloat(PS1i) + -(1.0)); -PS0i = R126i.z; -// 9 -R126i.x = ((R127i.w == 0)?(PV0i.x):(R4i.x)); -R127i.y = ((R127i.w == 0)?(R4i.x):(PV0i.x)); -PV1i.y = R127i.y; -R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(PV0i.y)) + 0.0)); -PV1i.z = R123i.z; -R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(PV0i.y)) + 0.0)); -PV1i.w = R123i.w; -R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.z),intBitsToFloat(PV0i.y)) + 0.0)); -PS1i = R122i.x; -// 10 -backupReg0i = R126i.y; -R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.w),intBitsToFloat(R126i.y)) + 0.0)); -PV0i.x = R123i.x; -R126i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.z),intBitsToFloat(PV1i.y)) + intBitsToFloat(PS1i))); -R125i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.y),intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.z))); -R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.x),intBitsToFloat(PV1i.y)) + intBitsToFloat(PV1i.w))); -PS0i = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV1i.y)); -// 11 -R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y)) + intBitsToFloat(PV0i.x))); -R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(R125i.w)) + 0.0)); -PV1i.y = R123i.y; -R124i.z = floatBitsToInt(intBitsToFloat(PS0i) + 0.0); -R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R125i.w)) + 0.0)); -PV1i.w = R123i.w; -R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.z),intBitsToFloat(R125i.w)) + 0.0)); -PS1i = R122i.x; -// 12 -backupReg0i = R6i.z; -backupReg1i = R125i.w; -R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.w),intBitsToFloat(R125i.w)) + 0.0)); -PV0i.x = R123i.x; -R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.x),intBitsToFloat(R126i.x)) + intBitsToFloat(PV1i.y))); -R6i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R126i.x)) + intBitsToFloat(PS1i))); -R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R6i.y),intBitsToFloat(R126i.x)) + intBitsToFloat(PV1i.w))); -PS0i = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(R126i.x)); -// 13 -backupReg0i = R127i.x; -backupReg1i = R126i.z; -R127i.x = floatBitsToInt(intBitsToFloat(R127i.z) + -(intBitsToFloat(0x3f7dff82))); -R127i.x = clampFI32(R127i.x); -R124i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R126i.x)) + intBitsToFloat(PV0i.x))); -R126i.z = floatBitsToInt(intBitsToFloat(PS0i) + 0.0); -PV1i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + 1.0); -R126i.w = 0x3727c5ac; -PS1i = R126i.w; -// 14 -PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + -(intBitsToFloat(0x3f7dff82))); -PV0i.x = clampFI32(PV0i.x); -PV0i.y = ((0.5 > intBitsToFloat(R124i.w))?int(0xFFFFFFFF):int(0x0)); -PV0i.z = 0x3727c5ac; -PV0i.w = ((0.5 > intBitsToFloat(R124i.x))?int(0xFFFFFFFF):int(0x0)); -// 15 -backupReg0i = R126i.w; -R123i.x = ((PV0i.y == 0)?(R126i.w):(R127i.x)); -PV1i.x = R123i.x; -R127i.y = ((PV0i.w == 0)?(PV0i.z):(PV0i.x)); -PV1i.y = R127i.y; -R127i.z = ((PV0i.w == 0)?(PV0i.x):(PV0i.z)); -R126i.w = ((PV0i.y == 0)?(R127i.x):(backupReg0i)); -// 16 -R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.w),intBitsToFloat(PV1i.x)) + intBitsToFloat(R125i.x))); -PV0i.x = R123i.x; -R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.z),intBitsToFloat(PV1i.x)) + intBitsToFloat(R126i.y))); -PV0i.y = R123i.y; -R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.y),intBitsToFloat(PV1i.x)) + intBitsToFloat(R125i.z))); -PV0i.z = R123i.z; -R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.x),intBitsToFloat(PV1i.x)) + intBitsToFloat(R127i.w))); -PV0i.w = R123i.w; -PS0i = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(PV1i.y)); -// 17 -backupReg0i = R127i.y; -backupReg0i = R127i.y; -backupReg0i = R127i.y; -R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.z),intBitsToFloat(R127i.y)) + intBitsToFloat(PV0i.y))); -R127i.y = floatBitsToInt(intBitsToFloat(R124i.z) + intBitsToFloat(PS0i)); -R124i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.y),intBitsToFloat(backupReg0i)) + intBitsToFloat(PV0i.z))); -R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.x),intBitsToFloat(backupReg0i)) + intBitsToFloat(PV0i.w))); -R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.x),intBitsToFloat(backupReg0i)) + intBitsToFloat(PV0i.x))); -PS1i = R127i.x; -// 18 -R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.z),intBitsToFloat(R126i.w)) + intBitsToFloat(R6i.z))); -PV0i.x = R123i.x; -R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.y),intBitsToFloat(R126i.w)) + intBitsToFloat(R125i.w))); -PV0i.y = R123i.y; -R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R7i.x),intBitsToFloat(R126i.w)) + intBitsToFloat(R125i.y))); -PV0i.z = R123i.z; -R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.w),intBitsToFloat(R126i.w)) + intBitsToFloat(R124i.y))); -PS0i = R122i.x; -// 19 -backupReg0i = R127i.z; -backupReg1i = R124i.x; -backupReg0i = R127i.z; -backupReg2i = R126i.w; -backupReg0i = R127i.z; -R124i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.z),intBitsToFloat(R127i.z)) + intBitsToFloat(PV0i.x))); -R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.y),intBitsToFloat(R127i.z)) + intBitsToFloat(PV0i.y))); -R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R8i.x),intBitsToFloat(backupReg0i)) + intBitsToFloat(PV0i.z))); -R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg1i),intBitsToFloat(backupReg0i)) + intBitsToFloat(PS0i))); -PS1i = floatBitsToInt(intBitsToFloat(backupReg2i) + intBitsToFloat(backupReg0i)); -// 20 -PV0i.z = floatBitsToInt(intBitsToFloat(R126i.z) + intBitsToFloat(PS1i)); -PS0i = floatBitsToInt(1.0 / intBitsToFloat(R127i.y)); -// 21 -R6i.x = floatBitsToInt(intBitsToFloat(R127i.w) * intBitsToFloat(PS0i)); -R6i.y = floatBitsToInt(intBitsToFloat(R124i.z) * intBitsToFloat(PS0i)); -R6i.z = floatBitsToInt(intBitsToFloat(R125i.x) * intBitsToFloat(PS0i)); -PV1i.w = floatBitsToInt(intBitsToFloat(R127i.x) * intBitsToFloat(PS0i)); -PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.z)); -// 22 -R8i.x = floatBitsToInt(intBitsToFloat(R127i.z) * intBitsToFloat(PS1i)); -R8i.y = floatBitsToInt(intBitsToFloat(R125i.y) * intBitsToFloat(PS1i)); -R8i.z = floatBitsToInt(intBitsToFloat(R124i.x) * intBitsToFloat(PS1i)); -PV0i.w = floatBitsToInt(intBitsToFloat(R126i.w) * intBitsToFloat(PS1i)); -R6i.w = floatBitsToInt(min(intBitsToFloat(PV1i.w), 0.5)); -PS0i = R6i.w; -// 23 -R8i.w = floatBitsToInt(max(intBitsToFloat(PV0i.w), 0.5)); -PV1i.w = R8i.w; -// 24 -R1i.xyz = ivec3(R8i.x,R8i.y,R8i.z); -R1i.w = PV1i.w; -// 25 -R0i.xyz = ivec3(R6i.x,R6i.y,R6i.z); -R0i.w = R6i.w; -// export -passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); -passPixelColor1 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); -} diff --git a/Resolutions/HyruleWarriors_Resolution/rules.txt b/Resolutions/HyruleWarriors_Resolution/rules.txt index 917add84..ae4847b1 100644 --- a/Resolutions/HyruleWarriors_Resolution/rules.txt +++ b/Resolutions/HyruleWarriors_Resolution/rules.txt @@ -129,16 +129,16 @@ $dither = 0.1 $scaleShader = 1.0 $scaleBlur = 0.5 -[Preset] -name = 2560x1440 (Native x2) 1080 FX scaling -$width = 2560 -$height = 1440 -$gameWidth = 1280 -$gameHeight = 720 -$internalRes = 0.75 -$dither = 0.15 -$scaleShader = (720.0/1080.0) -$scaleBlur = 0.5 +#[Preset] +#name = 2560x1440 (Native x2) 1080 FX scaling +#$width = 2560 +#$height = 1440 +#$gameWidth = 1280 +#$gameHeight = 720 +#$internalRes = 0.75 +#$dither = 0.15 +#$scaleShader = (720.0/1080.0) +#$scaleBlur = 0.5 [Preset] name = 3200x1800 @@ -184,16 +184,16 @@ $dither = 0.2 $scaleShader = 1.0 $scaleBlur = 1.0 -[Preset] -name = 3840x2160 (4k - 1080 FX scaling) -$width = 3840 -$height = 2160 -$gameWidth = 1280 -$gameHeight = 720 -$internalRes = 0.5 -$dither = 0.25 -$scaleShader = 1.0 -$scaleBlur = 1.0 +#[Preset] +#name = 3840x2160 (4k - 1080 FX scaling) +#$width = 3840 +#$height = 2160 +#$gameWidth = 1280 +#$gameHeight = 720 +#$internalRes =(1440.0/2160.0) +#$dither = 0.25 +#$scaleShader = 1.0 # (1440.0/2160.0) +#$scaleBlur = 2.0 [Preset] name = 5120x2880 (Native 4x) @@ -206,42 +206,42 @@ $dither = 0.25 $scaleShader = 1.0 $scaleBlur = 1.0 -[Preset] -name = 5120x2880 (1080 FX scaling) -$width = 5120 -$height = 2880 -$gameWidth = 1280 -$gameHeight = 720 -$internalRes = 0.375 -$dither = 0.25 -$scaleShader = (720.0/1080.0) -$scaleBlur = 1.0 +#[Preset] +#name = 5120x2880 (1080 FX scaling) +#$width = 5120 +#$height = 2880 +#$gameWidth = 1280 +#$gameHeight = 720 +#$internalRes = 0.375 +#$dither = 0.25 +#$scaleShader = (720.0/1080.0) +#$scaleBlur = 1.0 // Enthusiast // Enthusiast -[Preset] -name = 7680x4320 -$width = 7680 -$height = 4320 -$gameWidth = 1280 -$gameHeight = 720 -$internalRes = 0.5 -$dither = 0.25 -$scaleShader = 1.0 -$scaleBlur = 1.0 +#[Preset]#6 +#name = 7680x4320 +#$width = 7680 +#$height = 4320 +#$gameWidth = 1280 +#$gameHeight = 720 +#$internalRes = 1.0 +#$dither = 0.25 +#$scaleShader = 1.0 +#$scaleBlur = 1.0 -[Preset] -name = 10240x5760 -$width = 10240 -$height = 5760 -$gameWidth = 1280 -$gameHeight = 720 -$internalRes = 0.5 -$dither = 0.25 -$scaleShader = 1.0 -$scaleBlur = 1.0 +#[Preset] +#name = 10240x5760 +#$width = 10240 +#$height = 5760 +#$gameWidth = 1280 +#$gameHeight = 720 +#$internalRes = 0.5 +#$dither = 0.25 +#$scaleShader = 1.0 +#$scaleBlur = 1.0 [TextureRedefine] @@ -288,13 +288,21 @@ height = 480 overwriteWidth = ($width/$gameWidth) * 864 overwriteHeight = ($height/$gameHeight) * 480 +[TextureRedefine] +width = 640 +height = 368 +#formats = 0x816,0x80e,0x035,0x033,0x007 +tileModesExcluded = 0x001 +overwriteWidth = ($width/$gameWidth) * (640) +overwriteHeight = ($height/$gameHeight) * (368) + [TextureRedefine] width = 640 height = 360 #formats = 0x816,0x80e,0x035,0x033,0x007 tileModesExcluded = 0x001 -overwriteWidth = ($width/$gameWidth) * (640*$internalRes) -overwriteHeight = ($height/$gameHeight) * (360*$internalRes) +overwriteWidth = ($width/$gameWidth) * (640) +overwriteHeight = ($height/$gameHeight) * (360) [TextureRedefine] width = 512 @@ -360,10 +368,17 @@ height = 180 overwriteWidth = ($width/$gameWidth) * (160*$internalRes) overwriteHeight = ($height/$gameHeight) * (180*$internalRes) +[TextureRedefine] #test 41a +width = 160 +height = 96 +#formats = 0x816 #0x41a +overwriteWidth = ($width/$gameWidth) * (160*$internalRes) +overwriteHeight = ($height/$gameHeight) * (96*$internalRes) + [TextureRedefine] width = 160 height = 90 -formats = 0x816 #0x41a +#formats = 0x816 #0x41a overwriteWidth = ($width/$gameWidth) * (160*$internalRes) overwriteHeight = ($height/$gameHeight) * (90*$internalRes)