From b5a47f43fe714ce05934e155c71b07867e41edfa Mon Sep 17 00:00:00 2001 From: Michael Date: Sat, 7 Oct 2017 07:37:25 -0700 Subject: [PATCH] General cleanup --- .../f14bb57cd5c9cb77_00000000000003c9_ps.txt | 83 +++++++++++++ .../rules.txt | 2 +- .../f14bb57cd5c9cb77_00000000000003c9_ps.txt | 78 ------------ .../BreathOfTheWild_Contrasty/rules.txt | 4 - .../37a4ec1a7dbc7391_00000000000003c9_ps.txt | 0 .../rules.txt | 0 .../b4ad3f6c36f63964_0000000000000079_ps.txt | 0 .../rules.txt | 0 .../8e1337dde42fd224_00000000000003c9_ps.txt | 0 .../rules.txt | 0 .../d81508000beb90fd_0000000000000079_ps.txt | 0 .../rules.txt | 0 .../50e29e8929cea348_00000000000003c9_ps.txt | 0 .../rules.txt | 0 .../be99d80628d31127_00000000000003c9_ps.txt | 0 .../rules.txt | 0 .../ff71dcd2ad4defdc_00000000000003c9_ps.txt | 102 +++++++-------- .../rules.txt | 0 .../10ccf0cc1234d069_00000000000003c9_ps.txt | 0 .../bafe6c9c37bfca4d_00000000000003c9_ps.txt | 0 .../rules.txt | 0 .../c14019840473ff86_00000000000003c9_ps.txt | 82 ++++++------- .../rules.txt | 0 .../59df1c7e1806366c_00000000000003c9_ps.txt | 0 .../rules.txt | 0 .../7658289ba65cb755_00000000000003c9_ps.txt | 0 .../971a39bb79e32fd1_0000000000001e71_ps.txt | 0 .../e1d2a971c93cd82a_0000000000001e71_ps.txt | 0 .../7658289ba65cb755_00000000000003c9_ps.txt | 58 +++++++++ .../971a39bb79e32fd1_0000000000001e71_ps.txt | 116 ++++++++++++++++++ .../e1d2a971c93cd82a_0000000000001e71_ps.txt | 102 +++++++++++++++ .../7658289ba65cb755_00000000000003c9_ps.txt | 58 +++++++++ .../971a39bb79e32fd1_0000000000001e71_ps.txt | 116 ++++++++++++++++++ .../e1d2a971c93cd82a_0000000000001e71_ps.txt | 102 +++++++++++++++ .../7658289ba65cb755_00000000000003c9_ps.txt | 58 +++++++++ .../971a39bb79e32fd1_0000000000001e71_ps.txt | 116 ++++++++++++++++++ .../e1d2a971c93cd82a_0000000000001e71_ps.txt | 102 +++++++++++++++ .../7658289ba65cb755_00000000000003c9_ps.txt | 58 +++++++++ .../971a39bb79e32fd1_0000000000001e71_ps.txt | 116 ++++++++++++++++++ .../e1d2a971c93cd82a_0000000000001e71_ps.txt | 102 +++++++++++++++ .../7658289ba65cb755_00000000000003c9_ps.txt | 58 +++++++++ .../971a39bb79e32fd1_0000000000001e71_ps.txt | 116 ++++++++++++++++++ .../e1d2a971c93cd82a_0000000000001e71_ps.txt | 102 +++++++++++++++ .../7658289ba65cb755_00000000000003c9_ps.txt | 58 +++++++++ .../971a39bb79e32fd1_0000000000001e71_ps.txt | 116 ++++++++++++++++++ .../e1d2a971c93cd82a_0000000000001e71_ps.txt | 102 +++++++++++++++ .../7658289ba65cb755_00000000000003c9_ps.txt | 58 +++++++++ .../971a39bb79e32fd1_0000000000001e71_ps.txt | 116 ++++++++++++++++++ .../e1d2a971c93cd82a_0000000000001e71_ps.txt | 102 +++++++++++++++ .../7658289ba65cb755_00000000000003c9_ps.txt | 58 +++++++++ .../971a39bb79e32fd1_0000000000001e71_ps.txt | 116 ++++++++++++++++++ .../e1d2a971c93cd82a_0000000000001e71_ps.txt | 102 +++++++++++++++ .../7658289ba65cb755_00000000000003c9_ps.txt | 58 +++++++++ .../971a39bb79e32fd1_0000000000001e71_ps.txt | 116 ++++++++++++++++++ .../e1d2a971c93cd82a_0000000000001e71_ps.txt | 102 +++++++++++++++ .../7658289ba65cb755_00000000000003c9_ps.txt | 58 +++++++++ .../971a39bb79e32fd1_0000000000001e71_ps.txt | 116 ++++++++++++++++++ .../e1d2a971c93cd82a_0000000000001e71_ps.txt | 102 +++++++++++++++ .../0457fe3efc9a772f_0000000000000079_ps.txt | 115 ----------------- Workaround/CaptainToad_Bloom/rules.txt | 4 - Workaround/LostWorld_Brightness/rules.txt | 4 - .../4102408f48cb6b94_0000000000000079_ps.txt | 111 ----------------- Workaround/SuperMario3DWorld_Bloom/rules.txt | 4 - 63 files changed, 2936 insertions(+), 413 deletions(-) create mode 100644 Enhancement/BreathOfTheWild_0AARemoval/f14bb57cd5c9cb77_00000000000003c9_ps.txt rename Enhancement/{BreathOfTheWild_720p_BetterColorDepth => BreathOfTheWild_720pBetterColorDepth}/rules.txt (84%) delete mode 100644 Enhancement/BreathOfTheWild_Contrasty/f14bb57cd5c9cb77_00000000000003c9_ps.txt delete mode 100644 Enhancement/BreathOfTheWild_Contrasty/rules.txt rename Enhancement/{CaptainToad_AARemoval => CaptainToad_0AARemoval}/37a4ec1a7dbc7391_00000000000003c9_ps.txt (100%) rename Enhancement/{CaptainToad_AARemoval => CaptainToad_0AARemoval}/rules.txt (100%) rename Enhancement/{ColorSplash_AARemoval => ColorSplash_0AARemoval}/b4ad3f6c36f63964_0000000000000079_ps.txt (100%) rename Enhancement/{ColorSplash_AARemoval => ColorSplash_0AARemoval}/rules.txt (100%) rename Enhancement/{MK8_AARemoval => MK8_0AARemoval}/8e1337dde42fd224_00000000000003c9_ps.txt (100%) rename Enhancement/{MK8_AARemoval => MK8_0AARemoval}/rules.txt (100%) rename Enhancement/{MarioTennis_AARemoval => MarioTennis_0AARemoval}/d81508000beb90fd_0000000000000079_ps.txt (100%) rename Enhancement/{MarioTennis_AARemoval => MarioTennis_0AARemoval}/rules.txt (100%) rename Enhancement/{NSMBU_AARemoval => NSMBU_0AARemoval}/50e29e8929cea348_00000000000003c9_ps.txt (100%) rename Enhancement/{NSMBU_AARemoval => NSMBU_0AARemoval}/rules.txt (100%) rename Enhancement/{SuperMario3DWorld_AARemoval => SuperMario3DWorld_0AARemoval}/be99d80628d31127_00000000000003c9_ps.txt (100%) rename Enhancement/{SuperMario3DWorld_AARemoval => SuperMario3DWorld_0AARemoval}/rules.txt (100%) rename Enhancement/{TheWindWaker_AARemoval => TheWindWaker_0AARemoval}/ff71dcd2ad4defdc_00000000000003c9_ps.txt (97%) rename Enhancement/{TheWindWaker_AARemoval => TheWindWaker_0AARemoval}/rules.txt (100%) rename Enhancement/{TropicalFreeze_AARemoval => TropicalFreeze_0AARemoval}/10ccf0cc1234d069_00000000000003c9_ps.txt (100%) rename Enhancement/{TropicalFreeze_AARemoval => TropicalFreeze_0AARemoval}/bafe6c9c37bfca4d_00000000000003c9_ps.txt (100%) rename Enhancement/{TropicalFreeze_AARemoval => TropicalFreeze_0AARemoval}/rules.txt (100%) rename Enhancement/{TwilightPrincess_AARemoval => TwilightPrincess_0AARemoval}/c14019840473ff86_00000000000003c9_ps.txt (97%) rename Enhancement/{TwilightPrincess_AARemoval => TwilightPrincess_0AARemoval}/rules.txt (100%) rename Enhancement/{XCX_AARemoval => XCX_0AARemoval}/59df1c7e1806366c_00000000000003c9_ps.txt (100%) rename Enhancement/{XCX_AARemoval => XCX_0AARemoval}/rules.txt (100%) rename {Workaround/LostWorld_Brightness => Enthusiast/LostWorld_2880p}/7658289ba65cb755_00000000000003c9_ps.txt (100%) rename {Workaround/LostWorld_Brightness => Enthusiast/LostWorld_2880p}/971a39bb79e32fd1_0000000000001e71_ps.txt (100%) rename {Workaround/LostWorld_Brightness => Enthusiast/LostWorld_2880p}/e1d2a971c93cd82a_0000000000001e71_ps.txt (100%) create mode 100644 Enthusiast/LostWorld_4320p/7658289ba65cb755_00000000000003c9_ps.txt create mode 100644 Enthusiast/LostWorld_4320p/971a39bb79e32fd1_0000000000001e71_ps.txt create mode 100644 Enthusiast/LostWorld_4320p/e1d2a971c93cd82a_0000000000001e71_ps.txt create mode 100644 Enthusiast/LostWorld_5760p/7658289ba65cb755_00000000000003c9_ps.txt create mode 100644 Enthusiast/LostWorld_5760p/971a39bb79e32fd1_0000000000001e71_ps.txt create mode 100644 Enthusiast/LostWorld_5760p/e1d2a971c93cd82a_0000000000001e71_ps.txt create mode 100644 Performance/LostWorld_360p/7658289ba65cb755_00000000000003c9_ps.txt create mode 100644 Performance/LostWorld_360p/971a39bb79e32fd1_0000000000001e71_ps.txt create mode 100644 Performance/LostWorld_360p/e1d2a971c93cd82a_0000000000001e71_ps.txt create mode 100644 Performance/LostWorld_540p/7658289ba65cb755_00000000000003c9_ps.txt create mode 100644 Performance/LostWorld_540p/971a39bb79e32fd1_0000000000001e71_ps.txt create mode 100644 Performance/LostWorld_540p/e1d2a971c93cd82a_0000000000001e71_ps.txt create mode 100644 Quality/LostWorld_1080p/7658289ba65cb755_00000000000003c9_ps.txt create mode 100644 Quality/LostWorld_1080p/971a39bb79e32fd1_0000000000001e71_ps.txt create mode 100644 Quality/LostWorld_1080p/e1d2a971c93cd82a_0000000000001e71_ps.txt create mode 100644 Quality/LostWorld_1080pUW/7658289ba65cb755_00000000000003c9_ps.txt create mode 100644 Quality/LostWorld_1080pUW/971a39bb79e32fd1_0000000000001e71_ps.txt create mode 100644 Quality/LostWorld_1080pUW/e1d2a971c93cd82a_0000000000001e71_ps.txt create mode 100644 Quality/LostWorld_1440p/7658289ba65cb755_00000000000003c9_ps.txt create mode 100644 Quality/LostWorld_1440p/971a39bb79e32fd1_0000000000001e71_ps.txt create mode 100644 Quality/LostWorld_1440p/e1d2a971c93cd82a_0000000000001e71_ps.txt create mode 100644 Quality/LostWorld_1800p/7658289ba65cb755_00000000000003c9_ps.txt create mode 100644 Quality/LostWorld_1800p/971a39bb79e32fd1_0000000000001e71_ps.txt create mode 100644 Quality/LostWorld_1800p/e1d2a971c93cd82a_0000000000001e71_ps.txt create mode 100644 Quality/LostWorld_2160p/7658289ba65cb755_00000000000003c9_ps.txt create mode 100644 Quality/LostWorld_2160p/971a39bb79e32fd1_0000000000001e71_ps.txt create mode 100644 Quality/LostWorld_2160p/e1d2a971c93cd82a_0000000000001e71_ps.txt create mode 100644 Quality/LostWorld_2160pUW/7658289ba65cb755_00000000000003c9_ps.txt create mode 100644 Quality/LostWorld_2160pUW/971a39bb79e32fd1_0000000000001e71_ps.txt create mode 100644 Quality/LostWorld_2160pUW/e1d2a971c93cd82a_0000000000001e71_ps.txt delete mode 100644 Workaround/CaptainToad_Bloom/0457fe3efc9a772f_0000000000000079_ps.txt delete mode 100644 Workaround/CaptainToad_Bloom/rules.txt delete mode 100644 Workaround/LostWorld_Brightness/rules.txt delete mode 100644 Workaround/SuperMario3DWorld_Bloom/4102408f48cb6b94_0000000000000079_ps.txt delete mode 100644 Workaround/SuperMario3DWorld_Bloom/rules.txt diff --git a/Enhancement/BreathOfTheWild_0AARemoval/f14bb57cd5c9cb77_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_0AARemoval/f14bb57cd5c9cb77_00000000000003c9_ps.txt new file mode 100644 index 00000000..0dcccbda --- /dev/null +++ b/Enhancement/BreathOfTheWild_0AARemoval/f14bb57cd5c9cb77_00000000000003c9_ps.txt @@ -0,0 +1,83 @@ +#version 420 //Credit to bestminr for vibrance logic +#extension GL_ARB_texture_gather : enable + +const bool Use_Contrasty = false; //'true' or 'false' to turn Contrasty on or off + + +/*Gamma, exposure, vibrance and crushContrast can be modified */ +const float gamma = 0.8; // 1.0 is neutral Botw is already colour graded at this stage +const float exposure = 1.17; // 1.0 is neutral +const float vibrance = 0.7; // 0.0 is neutral +const float crushContrast = 0.004; // 0.0 is neutral. Use small increments, loss of shadow detail + +//Uncomment below and in body to scale 16-235 not recommended */ +/* +const float floor = 16.0 / 255; +const float scale = 255.0/(235.0-16.0); +*/ + + +// shader f14bb57cd5c9cb77 +uniform ivec4 uf_remappedPS[4]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4713800 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 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x387f8000 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 +layout(location = 0) in vec4 passParameterSem2; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +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; +bool activeMaskStack[2]; +bool activeMaskStackC[3]; +activeMaskStack[0] = false; +activeMaskStackC[0] = false; +activeMaskStackC[1] = false; +activeMaskStack[0] = true; +activeMaskStackC[0] = true; +activeMaskStackC[1] = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem2; +R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +vec3 fColour = (R2f.xyz); +fColour = max(vec3(0.0), fColour - vec3(crushContrast)); +fColour = clamp(exposure * fColour, 0.0, 1.0); +fColour = pow(fColour, vec3(1.0 / gamma)); +float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114; +float mn = min(min(fColour.r, fColour.g), fColour.b); +float mx = max(max(fColour.r, fColour.g), fColour.b); +float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0; +vec3 lightness = vec3((mn + mx)/2.0); +// vibrance +fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat); + +//vec3 fColour = (fColour.xyz - floor) * scale; // Not recommended 0-255->16-235.. + +// export +R2f.xyz = (Use_Contrasty?fColour:R2f.xyz); +passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +} diff --git a/Enhancement/BreathOfTheWild_720p_BetterColorDepth/rules.txt b/Enhancement/BreathOfTheWild_720pBetterColorDepth/rules.txt similarity index 84% rename from Enhancement/BreathOfTheWild_720p_BetterColorDepth/rules.txt rename to Enhancement/BreathOfTheWild_720pBetterColorDepth/rules.txt index c4704770..3c34d97f 100644 --- a/Enhancement/BreathOfTheWild_720p_BetterColorDepth/rules.txt +++ b/Enhancement/BreathOfTheWild_720pBetterColorDepth/rules.txt @@ -1,6 +1,6 @@ [Definition] titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 -name = "The Legend of Zelda: Breath of the Wild - 1280x720 Better Color Depth" +name = "The Legend of Zelda: Breath of the Wild - 1280x720 (Better Color Depth)" version = 2 [TextureRedefine] #TV diff --git a/Enhancement/BreathOfTheWild_Contrasty/f14bb57cd5c9cb77_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Contrasty/f14bb57cd5c9cb77_00000000000003c9_ps.txt deleted file mode 100644 index 5ba74ff2..00000000 --- a/Enhancement/BreathOfTheWild_Contrasty/f14bb57cd5c9cb77_00000000000003c9_ps.txt +++ /dev/null @@ -1,78 +0,0 @@ -#version 420 //Credit to bestminr for vibrance logic -#extension GL_ARB_texture_gather : enable - -/*Gamma, exposure, vibrance and crushContrast can be modified */ -const float gamma = 0.81; // 1.0 is neutral Botw is already colour graded at this stage -const float exposure = 1.17; // 1.0 is neutral -const float vibrance = 0.008; // 0.0 is neutral -const float crushContrast = 0.004; // 0.0 is neutral. Use small increments, loss of shadow detail - -//Uncomment below and in body to scale 16-235 not recommended */ -/* -const float floor = 16.0 / 255; -const float scale = 255.0/(235.0-16.0); -*/ - -// shader f14bb57cd5c9cb77 // -uniform ivec4 uf_remappedPS[4]; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4713800 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 -layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x38784000 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 -layout(location = 0) in vec4 passParameterSem2; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; - -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; - bool activeMaskStack[2]; - bool activeMaskStackC[3]; - activeMaskStack[0] = false; - activeMaskStackC[0] = false; - activeMaskStackC[1] = false; - activeMaskStack[0] = true; - activeMaskStackC[0] = true; - activeMaskStackC[1] = true; - vec3 cubeMapSTM; - int cubeMapFaceId; - R0f = passParameterSem2; - vec4 colour = (texture(textureUnitPS0, R0f.xy).xyzw); - vec3 fColour = (colour.xyz); - fColour = max(vec3(0.0), fColour - vec3(crushContrast)); - fColour = clamp(exposure * fColour, 0.0, 1.0); - fColour = pow(fColour, vec3(1.0 / gamma)); - float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114; - float mn = min(min(fColour.r, fColour.g), fColour.b); - float mx = max(max(fColour.r, fColour.g), fColour.b); - float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0; - vec3 lightness = vec3((mn + mx)/2.0); - // vibrance - fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat); - - //vec3 fColour = (fColour.xyz - floor) * scale; // Not recommended 0-255->16-235.. - passPixelColor0 = vec4(fColour.x, fColour.y, fColour.z, 1.0); - - -} diff --git a/Enhancement/BreathOfTheWild_Contrasty/rules.txt b/Enhancement/BreathOfTheWild_Contrasty/rules.txt deleted file mode 100644 index 10e0c7a4..00000000 --- a/Enhancement/BreathOfTheWild_Contrasty/rules.txt +++ /dev/null @@ -1,4 +0,0 @@ -[Definition] -titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 # ALZP01 -name = "The Legend of Zelda: Breath of the Wild - Contrasty" # Set preferred levels in shader, v3 Git -version = 2 \ No newline at end of file diff --git a/Enhancement/CaptainToad_AARemoval/37a4ec1a7dbc7391_00000000000003c9_ps.txt b/Enhancement/CaptainToad_0AARemoval/37a4ec1a7dbc7391_00000000000003c9_ps.txt similarity index 100% rename from Enhancement/CaptainToad_AARemoval/37a4ec1a7dbc7391_00000000000003c9_ps.txt rename to Enhancement/CaptainToad_0AARemoval/37a4ec1a7dbc7391_00000000000003c9_ps.txt diff --git a/Enhancement/CaptainToad_AARemoval/rules.txt b/Enhancement/CaptainToad_0AARemoval/rules.txt similarity index 100% rename from Enhancement/CaptainToad_AARemoval/rules.txt rename to Enhancement/CaptainToad_0AARemoval/rules.txt diff --git a/Enhancement/ColorSplash_AARemoval/b4ad3f6c36f63964_0000000000000079_ps.txt b/Enhancement/ColorSplash_0AARemoval/b4ad3f6c36f63964_0000000000000079_ps.txt similarity index 100% rename from Enhancement/ColorSplash_AARemoval/b4ad3f6c36f63964_0000000000000079_ps.txt rename to Enhancement/ColorSplash_0AARemoval/b4ad3f6c36f63964_0000000000000079_ps.txt diff --git a/Enhancement/ColorSplash_AARemoval/rules.txt b/Enhancement/ColorSplash_0AARemoval/rules.txt similarity index 100% rename from Enhancement/ColorSplash_AARemoval/rules.txt rename to Enhancement/ColorSplash_0AARemoval/rules.txt diff --git a/Enhancement/MK8_AARemoval/8e1337dde42fd224_00000000000003c9_ps.txt b/Enhancement/MK8_0AARemoval/8e1337dde42fd224_00000000000003c9_ps.txt similarity index 100% rename from Enhancement/MK8_AARemoval/8e1337dde42fd224_00000000000003c9_ps.txt rename to Enhancement/MK8_0AARemoval/8e1337dde42fd224_00000000000003c9_ps.txt diff --git a/Enhancement/MK8_AARemoval/rules.txt b/Enhancement/MK8_0AARemoval/rules.txt similarity index 100% rename from Enhancement/MK8_AARemoval/rules.txt rename to Enhancement/MK8_0AARemoval/rules.txt diff --git a/Enhancement/MarioTennis_AARemoval/d81508000beb90fd_0000000000000079_ps.txt b/Enhancement/MarioTennis_0AARemoval/d81508000beb90fd_0000000000000079_ps.txt similarity index 100% rename from Enhancement/MarioTennis_AARemoval/d81508000beb90fd_0000000000000079_ps.txt rename to Enhancement/MarioTennis_0AARemoval/d81508000beb90fd_0000000000000079_ps.txt diff --git a/Enhancement/MarioTennis_AARemoval/rules.txt b/Enhancement/MarioTennis_0AARemoval/rules.txt similarity index 100% rename from Enhancement/MarioTennis_AARemoval/rules.txt rename to Enhancement/MarioTennis_0AARemoval/rules.txt diff --git a/Enhancement/NSMBU_AARemoval/50e29e8929cea348_00000000000003c9_ps.txt b/Enhancement/NSMBU_0AARemoval/50e29e8929cea348_00000000000003c9_ps.txt similarity index 100% rename from Enhancement/NSMBU_AARemoval/50e29e8929cea348_00000000000003c9_ps.txt rename to Enhancement/NSMBU_0AARemoval/50e29e8929cea348_00000000000003c9_ps.txt diff --git a/Enhancement/NSMBU_AARemoval/rules.txt b/Enhancement/NSMBU_0AARemoval/rules.txt similarity index 100% rename from Enhancement/NSMBU_AARemoval/rules.txt rename to Enhancement/NSMBU_0AARemoval/rules.txt diff --git a/Enhancement/SuperMario3DWorld_AARemoval/be99d80628d31127_00000000000003c9_ps.txt b/Enhancement/SuperMario3DWorld_0AARemoval/be99d80628d31127_00000000000003c9_ps.txt similarity index 100% rename from Enhancement/SuperMario3DWorld_AARemoval/be99d80628d31127_00000000000003c9_ps.txt rename to Enhancement/SuperMario3DWorld_0AARemoval/be99d80628d31127_00000000000003c9_ps.txt diff --git a/Enhancement/SuperMario3DWorld_AARemoval/rules.txt b/Enhancement/SuperMario3DWorld_0AARemoval/rules.txt similarity index 100% rename from Enhancement/SuperMario3DWorld_AARemoval/rules.txt rename to Enhancement/SuperMario3DWorld_0AARemoval/rules.txt diff --git a/Enhancement/TheWindWaker_AARemoval/ff71dcd2ad4defdc_00000000000003c9_ps.txt b/Enhancement/TheWindWaker_0AARemoval/ff71dcd2ad4defdc_00000000000003c9_ps.txt similarity index 97% rename from Enhancement/TheWindWaker_AARemoval/ff71dcd2ad4defdc_00000000000003c9_ps.txt rename to Enhancement/TheWindWaker_0AARemoval/ff71dcd2ad4defdc_00000000000003c9_ps.txt index 38291c52..1fef5bfa 100644 --- a/Enhancement/TheWindWaker_AARemoval/ff71dcd2ad4defdc_00000000000003c9_ps.txt +++ b/Enhancement/TheWindWaker_0AARemoval/ff71dcd2ad4defdc_00000000000003c9_ps.txt @@ -1,51 +1,51 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader ff71dcd2ad4defdc -uniform ivec4 uf_remappedPS[4]; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5807800 res 1920x1080x1 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 -layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4000800 res 1920x1080x1 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 -layout(location = 0) in vec4 passParameterSem2; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; -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); -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; -bool activeMaskStack[2]; -bool activeMaskStackC[3]; -activeMaskStack[0] = false; -activeMaskStackC[0] = false; -activeMaskStackC[1] = false; -activeMaskStack[0] = true; -activeMaskStackC[0] = true; -activeMaskStackC[1] = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = passParameterSem2; -//R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy); -R2f.xyzw= (texture(textureUnitPS0, R0f.xy).xyzw); -passPixelColor0 = R2f.xyzw; -} +#version 420 +#extension GL_ARB_texture_gather : enable +// shader ff71dcd2ad4defdc +uniform ivec4 uf_remappedPS[4]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5807800 res 1920x1080x1 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 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4000800 res 1920x1080x1 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 +layout(location = 0) in vec4 passParameterSem2; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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); +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; +bool activeMaskStack[2]; +bool activeMaskStackC[3]; +activeMaskStack[0] = false; +activeMaskStackC[0] = false; +activeMaskStackC[1] = false; +activeMaskStack[0] = true; +activeMaskStackC[0] = true; +activeMaskStackC[1] = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem2; +//R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy); +R2f.xyzw= (texture(textureUnitPS0, R0f.xy).xyzw); +passPixelColor0 = R2f.xyzw; +} diff --git a/Enhancement/TheWindWaker_AARemoval/rules.txt b/Enhancement/TheWindWaker_0AARemoval/rules.txt similarity index 100% rename from Enhancement/TheWindWaker_AARemoval/rules.txt rename to Enhancement/TheWindWaker_0AARemoval/rules.txt diff --git a/Enhancement/TropicalFreeze_AARemoval/10ccf0cc1234d069_00000000000003c9_ps.txt b/Enhancement/TropicalFreeze_0AARemoval/10ccf0cc1234d069_00000000000003c9_ps.txt similarity index 100% rename from Enhancement/TropicalFreeze_AARemoval/10ccf0cc1234d069_00000000000003c9_ps.txt rename to Enhancement/TropicalFreeze_0AARemoval/10ccf0cc1234d069_00000000000003c9_ps.txt diff --git a/Enhancement/TropicalFreeze_AARemoval/bafe6c9c37bfca4d_00000000000003c9_ps.txt b/Enhancement/TropicalFreeze_0AARemoval/bafe6c9c37bfca4d_00000000000003c9_ps.txt similarity index 100% rename from Enhancement/TropicalFreeze_AARemoval/bafe6c9c37bfca4d_00000000000003c9_ps.txt rename to Enhancement/TropicalFreeze_0AARemoval/bafe6c9c37bfca4d_00000000000003c9_ps.txt diff --git a/Enhancement/TropicalFreeze_AARemoval/rules.txt b/Enhancement/TropicalFreeze_0AARemoval/rules.txt similarity index 100% rename from Enhancement/TropicalFreeze_AARemoval/rules.txt rename to Enhancement/TropicalFreeze_0AARemoval/rules.txt diff --git a/Enhancement/TwilightPrincess_AARemoval/c14019840473ff86_00000000000003c9_ps.txt b/Enhancement/TwilightPrincess_0AARemoval/c14019840473ff86_00000000000003c9_ps.txt similarity index 97% rename from Enhancement/TwilightPrincess_AARemoval/c14019840473ff86_00000000000003c9_ps.txt rename to Enhancement/TwilightPrincess_0AARemoval/c14019840473ff86_00000000000003c9_ps.txt index 11784b3a..fb7e9502 100644 --- a/Enhancement/TwilightPrincess_AARemoval/c14019840473ff86_00000000000003c9_ps.txt +++ b/Enhancement/TwilightPrincess_0AARemoval/c14019840473ff86_00000000000003c9_ps.txt @@ -1,41 +1,41 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader c14019840473ff86 -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4001000 res 1920x1080x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 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 0xf5187000 res 1920x1080x1 dim 1 tm: 4 format 0011 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; -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 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 = passParameterSem0; - -//R1f.xyzw = textureGather(textureUnitPS1, R0f.xy).wzxy; -R2f.xyzw = texture(textureUnitPS0, R0f.xy).xyzw; -passPixelColor0 = R2f.xyzw; -} +#version 420 +#extension GL_ARB_texture_gather : enable +// shader c14019840473ff86 +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4001000 res 1920x1080x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 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 0xf5187000 res 1920x1080x1 dim 1 tm: 4 format 0011 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 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 = passParameterSem0; + +//R1f.xyzw = textureGather(textureUnitPS1, R0f.xy).wzxy; +R2f.xyzw = texture(textureUnitPS0, R0f.xy).xyzw; +passPixelColor0 = R2f.xyzw; +} diff --git a/Enhancement/TwilightPrincess_AARemoval/rules.txt b/Enhancement/TwilightPrincess_0AARemoval/rules.txt similarity index 100% rename from Enhancement/TwilightPrincess_AARemoval/rules.txt rename to Enhancement/TwilightPrincess_0AARemoval/rules.txt diff --git a/Enhancement/XCX_AARemoval/59df1c7e1806366c_00000000000003c9_ps.txt b/Enhancement/XCX_0AARemoval/59df1c7e1806366c_00000000000003c9_ps.txt similarity index 100% rename from Enhancement/XCX_AARemoval/59df1c7e1806366c_00000000000003c9_ps.txt rename to Enhancement/XCX_0AARemoval/59df1c7e1806366c_00000000000003c9_ps.txt diff --git a/Enhancement/XCX_AARemoval/rules.txt b/Enhancement/XCX_0AARemoval/rules.txt similarity index 100% rename from Enhancement/XCX_AARemoval/rules.txt rename to Enhancement/XCX_0AARemoval/rules.txt diff --git a/Workaround/LostWorld_Brightness/7658289ba65cb755_00000000000003c9_ps.txt b/Enthusiast/LostWorld_2880p/7658289ba65cb755_00000000000003c9_ps.txt similarity index 100% rename from Workaround/LostWorld_Brightness/7658289ba65cb755_00000000000003c9_ps.txt rename to Enthusiast/LostWorld_2880p/7658289ba65cb755_00000000000003c9_ps.txt diff --git a/Workaround/LostWorld_Brightness/971a39bb79e32fd1_0000000000001e71_ps.txt b/Enthusiast/LostWorld_2880p/971a39bb79e32fd1_0000000000001e71_ps.txt similarity index 100% rename from Workaround/LostWorld_Brightness/971a39bb79e32fd1_0000000000001e71_ps.txt rename to Enthusiast/LostWorld_2880p/971a39bb79e32fd1_0000000000001e71_ps.txt diff --git a/Workaround/LostWorld_Brightness/e1d2a971c93cd82a_0000000000001e71_ps.txt b/Enthusiast/LostWorld_2880p/e1d2a971c93cd82a_0000000000001e71_ps.txt similarity index 100% rename from Workaround/LostWorld_Brightness/e1d2a971c93cd82a_0000000000001e71_ps.txt rename to Enthusiast/LostWorld_2880p/e1d2a971c93cd82a_0000000000001e71_ps.txt diff --git a/Enthusiast/LostWorld_4320p/7658289ba65cb755_00000000000003c9_ps.txt b/Enthusiast/LostWorld_4320p/7658289ba65cb755_00000000000003c9_ps.txt new file mode 100644 index 00000000..d1f5d4f1 --- /dev/null +++ b/Enthusiast/LostWorld_4320p/7658289ba65cb755_00000000000003c9_ps.txt @@ -0,0 +1,58 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 1.75; +// shader 7658289ba65cb755 +uniform ivec4 uf_remappedPS[1]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem137; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 * bloomFactor); +// 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); +} diff --git a/Enthusiast/LostWorld_4320p/971a39bb79e32fd1_0000000000001e71_ps.txt b/Enthusiast/LostWorld_4320p/971a39bb79e32fd1_0000000000001e71_ps.txt new file mode 100644 index 00000000..2cfd22c3 --- /dev/null +++ b/Enthusiast/LostWorld_4320p/971a39bb79e32fd1_0000000000001e71_ps.txt @@ -0,0 +1,116 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 1.75; +// shader 971a39bb79e32fd1 +uniform ivec4 uf_remappedPS[8]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem136; +layout(location = 1) in vec4 passParameterSem137; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 * bloomFactor); +// 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); +} diff --git a/Enthusiast/LostWorld_4320p/e1d2a971c93cd82a_0000000000001e71_ps.txt b/Enthusiast/LostWorld_4320p/e1d2a971c93cd82a_0000000000001e71_ps.txt new file mode 100644 index 00000000..318b6f8a --- /dev/null +++ b/Enthusiast/LostWorld_4320p/e1d2a971c93cd82a_0000000000001e71_ps.txt @@ -0,0 +1,102 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 1.75; +// shader e1d2a971c93cd82a +uniform ivec4 uf_remappedPS[8]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem136; +layout(location = 1) in vec4 passParameterSem137; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 * bloomFactor); +// 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); +} diff --git a/Enthusiast/LostWorld_5760p/7658289ba65cb755_00000000000003c9_ps.txt b/Enthusiast/LostWorld_5760p/7658289ba65cb755_00000000000003c9_ps.txt new file mode 100644 index 00000000..d1f5d4f1 --- /dev/null +++ b/Enthusiast/LostWorld_5760p/7658289ba65cb755_00000000000003c9_ps.txt @@ -0,0 +1,58 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 1.75; +// shader 7658289ba65cb755 +uniform ivec4 uf_remappedPS[1]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem137; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 * bloomFactor); +// 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); +} diff --git a/Enthusiast/LostWorld_5760p/971a39bb79e32fd1_0000000000001e71_ps.txt b/Enthusiast/LostWorld_5760p/971a39bb79e32fd1_0000000000001e71_ps.txt new file mode 100644 index 00000000..2cfd22c3 --- /dev/null +++ b/Enthusiast/LostWorld_5760p/971a39bb79e32fd1_0000000000001e71_ps.txt @@ -0,0 +1,116 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 1.75; +// shader 971a39bb79e32fd1 +uniform ivec4 uf_remappedPS[8]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem136; +layout(location = 1) in vec4 passParameterSem137; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 * bloomFactor); +// 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); +} diff --git a/Enthusiast/LostWorld_5760p/e1d2a971c93cd82a_0000000000001e71_ps.txt b/Enthusiast/LostWorld_5760p/e1d2a971c93cd82a_0000000000001e71_ps.txt new file mode 100644 index 00000000..318b6f8a --- /dev/null +++ b/Enthusiast/LostWorld_5760p/e1d2a971c93cd82a_0000000000001e71_ps.txt @@ -0,0 +1,102 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 1.75; +// shader e1d2a971c93cd82a +uniform ivec4 uf_remappedPS[8]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem136; +layout(location = 1) in vec4 passParameterSem137; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 * bloomFactor); +// 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); +} diff --git a/Performance/LostWorld_360p/7658289ba65cb755_00000000000003c9_ps.txt b/Performance/LostWorld_360p/7658289ba65cb755_00000000000003c9_ps.txt new file mode 100644 index 00000000..d1f5d4f1 --- /dev/null +++ b/Performance/LostWorld_360p/7658289ba65cb755_00000000000003c9_ps.txt @@ -0,0 +1,58 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 1.75; +// shader 7658289ba65cb755 +uniform ivec4 uf_remappedPS[1]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem137; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 * bloomFactor); +// 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); +} diff --git a/Performance/LostWorld_360p/971a39bb79e32fd1_0000000000001e71_ps.txt b/Performance/LostWorld_360p/971a39bb79e32fd1_0000000000001e71_ps.txt new file mode 100644 index 00000000..2cfd22c3 --- /dev/null +++ b/Performance/LostWorld_360p/971a39bb79e32fd1_0000000000001e71_ps.txt @@ -0,0 +1,116 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 1.75; +// shader 971a39bb79e32fd1 +uniform ivec4 uf_remappedPS[8]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem136; +layout(location = 1) in vec4 passParameterSem137; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 * bloomFactor); +// 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); +} diff --git a/Performance/LostWorld_360p/e1d2a971c93cd82a_0000000000001e71_ps.txt b/Performance/LostWorld_360p/e1d2a971c93cd82a_0000000000001e71_ps.txt new file mode 100644 index 00000000..318b6f8a --- /dev/null +++ b/Performance/LostWorld_360p/e1d2a971c93cd82a_0000000000001e71_ps.txt @@ -0,0 +1,102 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 1.75; +// shader e1d2a971c93cd82a +uniform ivec4 uf_remappedPS[8]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem136; +layout(location = 1) in vec4 passParameterSem137; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 * bloomFactor); +// 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); +} diff --git a/Performance/LostWorld_540p/7658289ba65cb755_00000000000003c9_ps.txt b/Performance/LostWorld_540p/7658289ba65cb755_00000000000003c9_ps.txt new file mode 100644 index 00000000..d1f5d4f1 --- /dev/null +++ b/Performance/LostWorld_540p/7658289ba65cb755_00000000000003c9_ps.txt @@ -0,0 +1,58 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 1.75; +// shader 7658289ba65cb755 +uniform ivec4 uf_remappedPS[1]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem137; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 * bloomFactor); +// 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); +} diff --git a/Performance/LostWorld_540p/971a39bb79e32fd1_0000000000001e71_ps.txt b/Performance/LostWorld_540p/971a39bb79e32fd1_0000000000001e71_ps.txt new file mode 100644 index 00000000..2cfd22c3 --- /dev/null +++ b/Performance/LostWorld_540p/971a39bb79e32fd1_0000000000001e71_ps.txt @@ -0,0 +1,116 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 1.75; +// shader 971a39bb79e32fd1 +uniform ivec4 uf_remappedPS[8]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem136; +layout(location = 1) in vec4 passParameterSem137; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 * bloomFactor); +// 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); +} diff --git a/Performance/LostWorld_540p/e1d2a971c93cd82a_0000000000001e71_ps.txt b/Performance/LostWorld_540p/e1d2a971c93cd82a_0000000000001e71_ps.txt new file mode 100644 index 00000000..318b6f8a --- /dev/null +++ b/Performance/LostWorld_540p/e1d2a971c93cd82a_0000000000001e71_ps.txt @@ -0,0 +1,102 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 1.75; +// shader e1d2a971c93cd82a +uniform ivec4 uf_remappedPS[8]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem136; +layout(location = 1) in vec4 passParameterSem137; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 * bloomFactor); +// 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); +} diff --git a/Quality/LostWorld_1080p/7658289ba65cb755_00000000000003c9_ps.txt b/Quality/LostWorld_1080p/7658289ba65cb755_00000000000003c9_ps.txt new file mode 100644 index 00000000..d1f5d4f1 --- /dev/null +++ b/Quality/LostWorld_1080p/7658289ba65cb755_00000000000003c9_ps.txt @@ -0,0 +1,58 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 1.75; +// shader 7658289ba65cb755 +uniform ivec4 uf_remappedPS[1]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem137; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 * bloomFactor); +// 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); +} diff --git a/Quality/LostWorld_1080p/971a39bb79e32fd1_0000000000001e71_ps.txt b/Quality/LostWorld_1080p/971a39bb79e32fd1_0000000000001e71_ps.txt new file mode 100644 index 00000000..2cfd22c3 --- /dev/null +++ b/Quality/LostWorld_1080p/971a39bb79e32fd1_0000000000001e71_ps.txt @@ -0,0 +1,116 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 1.75; +// shader 971a39bb79e32fd1 +uniform ivec4 uf_remappedPS[8]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem136; +layout(location = 1) in vec4 passParameterSem137; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 * bloomFactor); +// 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); +} diff --git a/Quality/LostWorld_1080p/e1d2a971c93cd82a_0000000000001e71_ps.txt b/Quality/LostWorld_1080p/e1d2a971c93cd82a_0000000000001e71_ps.txt new file mode 100644 index 00000000..318b6f8a --- /dev/null +++ b/Quality/LostWorld_1080p/e1d2a971c93cd82a_0000000000001e71_ps.txt @@ -0,0 +1,102 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 1.75; +// shader e1d2a971c93cd82a +uniform ivec4 uf_remappedPS[8]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem136; +layout(location = 1) in vec4 passParameterSem137; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 * bloomFactor); +// 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); +} diff --git a/Quality/LostWorld_1080pUW/7658289ba65cb755_00000000000003c9_ps.txt b/Quality/LostWorld_1080pUW/7658289ba65cb755_00000000000003c9_ps.txt new file mode 100644 index 00000000..d1f5d4f1 --- /dev/null +++ b/Quality/LostWorld_1080pUW/7658289ba65cb755_00000000000003c9_ps.txt @@ -0,0 +1,58 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 1.75; +// shader 7658289ba65cb755 +uniform ivec4 uf_remappedPS[1]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem137; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 * bloomFactor); +// 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); +} diff --git a/Quality/LostWorld_1080pUW/971a39bb79e32fd1_0000000000001e71_ps.txt b/Quality/LostWorld_1080pUW/971a39bb79e32fd1_0000000000001e71_ps.txt new file mode 100644 index 00000000..2cfd22c3 --- /dev/null +++ b/Quality/LostWorld_1080pUW/971a39bb79e32fd1_0000000000001e71_ps.txt @@ -0,0 +1,116 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 1.75; +// shader 971a39bb79e32fd1 +uniform ivec4 uf_remappedPS[8]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem136; +layout(location = 1) in vec4 passParameterSem137; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 * bloomFactor); +// 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); +} diff --git a/Quality/LostWorld_1080pUW/e1d2a971c93cd82a_0000000000001e71_ps.txt b/Quality/LostWorld_1080pUW/e1d2a971c93cd82a_0000000000001e71_ps.txt new file mode 100644 index 00000000..318b6f8a --- /dev/null +++ b/Quality/LostWorld_1080pUW/e1d2a971c93cd82a_0000000000001e71_ps.txt @@ -0,0 +1,102 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 1.75; +// shader e1d2a971c93cd82a +uniform ivec4 uf_remappedPS[8]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem136; +layout(location = 1) in vec4 passParameterSem137; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 * bloomFactor); +// 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); +} diff --git a/Quality/LostWorld_1440p/7658289ba65cb755_00000000000003c9_ps.txt b/Quality/LostWorld_1440p/7658289ba65cb755_00000000000003c9_ps.txt new file mode 100644 index 00000000..d1f5d4f1 --- /dev/null +++ b/Quality/LostWorld_1440p/7658289ba65cb755_00000000000003c9_ps.txt @@ -0,0 +1,58 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 1.75; +// shader 7658289ba65cb755 +uniform ivec4 uf_remappedPS[1]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem137; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 * bloomFactor); +// 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); +} diff --git a/Quality/LostWorld_1440p/971a39bb79e32fd1_0000000000001e71_ps.txt b/Quality/LostWorld_1440p/971a39bb79e32fd1_0000000000001e71_ps.txt new file mode 100644 index 00000000..2cfd22c3 --- /dev/null +++ b/Quality/LostWorld_1440p/971a39bb79e32fd1_0000000000001e71_ps.txt @@ -0,0 +1,116 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 1.75; +// shader 971a39bb79e32fd1 +uniform ivec4 uf_remappedPS[8]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem136; +layout(location = 1) in vec4 passParameterSem137; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 * bloomFactor); +// 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); +} diff --git a/Quality/LostWorld_1440p/e1d2a971c93cd82a_0000000000001e71_ps.txt b/Quality/LostWorld_1440p/e1d2a971c93cd82a_0000000000001e71_ps.txt new file mode 100644 index 00000000..318b6f8a --- /dev/null +++ b/Quality/LostWorld_1440p/e1d2a971c93cd82a_0000000000001e71_ps.txt @@ -0,0 +1,102 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 1.75; +// shader e1d2a971c93cd82a +uniform ivec4 uf_remappedPS[8]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem136; +layout(location = 1) in vec4 passParameterSem137; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 * bloomFactor); +// 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); +} diff --git a/Quality/LostWorld_1800p/7658289ba65cb755_00000000000003c9_ps.txt b/Quality/LostWorld_1800p/7658289ba65cb755_00000000000003c9_ps.txt new file mode 100644 index 00000000..d1f5d4f1 --- /dev/null +++ b/Quality/LostWorld_1800p/7658289ba65cb755_00000000000003c9_ps.txt @@ -0,0 +1,58 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 1.75; +// shader 7658289ba65cb755 +uniform ivec4 uf_remappedPS[1]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem137; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 * bloomFactor); +// 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); +} diff --git a/Quality/LostWorld_1800p/971a39bb79e32fd1_0000000000001e71_ps.txt b/Quality/LostWorld_1800p/971a39bb79e32fd1_0000000000001e71_ps.txt new file mode 100644 index 00000000..2cfd22c3 --- /dev/null +++ b/Quality/LostWorld_1800p/971a39bb79e32fd1_0000000000001e71_ps.txt @@ -0,0 +1,116 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 1.75; +// shader 971a39bb79e32fd1 +uniform ivec4 uf_remappedPS[8]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem136; +layout(location = 1) in vec4 passParameterSem137; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 * bloomFactor); +// 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); +} diff --git a/Quality/LostWorld_1800p/e1d2a971c93cd82a_0000000000001e71_ps.txt b/Quality/LostWorld_1800p/e1d2a971c93cd82a_0000000000001e71_ps.txt new file mode 100644 index 00000000..318b6f8a --- /dev/null +++ b/Quality/LostWorld_1800p/e1d2a971c93cd82a_0000000000001e71_ps.txt @@ -0,0 +1,102 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 1.75; +// shader e1d2a971c93cd82a +uniform ivec4 uf_remappedPS[8]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem136; +layout(location = 1) in vec4 passParameterSem137; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 * bloomFactor); +// 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); +} diff --git a/Quality/LostWorld_2160p/7658289ba65cb755_00000000000003c9_ps.txt b/Quality/LostWorld_2160p/7658289ba65cb755_00000000000003c9_ps.txt new file mode 100644 index 00000000..d1f5d4f1 --- /dev/null +++ b/Quality/LostWorld_2160p/7658289ba65cb755_00000000000003c9_ps.txt @@ -0,0 +1,58 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 1.75; +// shader 7658289ba65cb755 +uniform ivec4 uf_remappedPS[1]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem137; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 * bloomFactor); +// 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); +} diff --git a/Quality/LostWorld_2160p/971a39bb79e32fd1_0000000000001e71_ps.txt b/Quality/LostWorld_2160p/971a39bb79e32fd1_0000000000001e71_ps.txt new file mode 100644 index 00000000..2cfd22c3 --- /dev/null +++ b/Quality/LostWorld_2160p/971a39bb79e32fd1_0000000000001e71_ps.txt @@ -0,0 +1,116 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 1.75; +// shader 971a39bb79e32fd1 +uniform ivec4 uf_remappedPS[8]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem136; +layout(location = 1) in vec4 passParameterSem137; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 * bloomFactor); +// 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); +} diff --git a/Quality/LostWorld_2160p/e1d2a971c93cd82a_0000000000001e71_ps.txt b/Quality/LostWorld_2160p/e1d2a971c93cd82a_0000000000001e71_ps.txt new file mode 100644 index 00000000..318b6f8a --- /dev/null +++ b/Quality/LostWorld_2160p/e1d2a971c93cd82a_0000000000001e71_ps.txt @@ -0,0 +1,102 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 1.75; +// shader e1d2a971c93cd82a +uniform ivec4 uf_remappedPS[8]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem136; +layout(location = 1) in vec4 passParameterSem137; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 * bloomFactor); +// 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); +} diff --git a/Quality/LostWorld_2160pUW/7658289ba65cb755_00000000000003c9_ps.txt b/Quality/LostWorld_2160pUW/7658289ba65cb755_00000000000003c9_ps.txt new file mode 100644 index 00000000..d1f5d4f1 --- /dev/null +++ b/Quality/LostWorld_2160pUW/7658289ba65cb755_00000000000003c9_ps.txt @@ -0,0 +1,58 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 1.75; +// shader 7658289ba65cb755 +uniform ivec4 uf_remappedPS[1]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem137; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 * bloomFactor); +// 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); +} diff --git a/Quality/LostWorld_2160pUW/971a39bb79e32fd1_0000000000001e71_ps.txt b/Quality/LostWorld_2160pUW/971a39bb79e32fd1_0000000000001e71_ps.txt new file mode 100644 index 00000000..2cfd22c3 --- /dev/null +++ b/Quality/LostWorld_2160pUW/971a39bb79e32fd1_0000000000001e71_ps.txt @@ -0,0 +1,116 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 1.75; +// shader 971a39bb79e32fd1 +uniform ivec4 uf_remappedPS[8]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem136; +layout(location = 1) in vec4 passParameterSem137; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 * bloomFactor); +// 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); +} diff --git a/Quality/LostWorld_2160pUW/e1d2a971c93cd82a_0000000000001e71_ps.txt b/Quality/LostWorld_2160pUW/e1d2a971c93cd82a_0000000000001e71_ps.txt new file mode 100644 index 00000000..318b6f8a --- /dev/null +++ b/Quality/LostWorld_2160pUW/e1d2a971c93cd82a_0000000000001e71_ps.txt @@ -0,0 +1,102 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +const float bloomFactor = 1.75; +// shader e1d2a971c93cd82a +uniform ivec4 uf_remappedPS[8]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 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 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x171f8800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem136; +layout(location = 1) in vec4 passParameterSem137; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +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 * bloomFactor); +// 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); +} diff --git a/Workaround/CaptainToad_Bloom/0457fe3efc9a772f_0000000000000079_ps.txt b/Workaround/CaptainToad_Bloom/0457fe3efc9a772f_0000000000000079_ps.txt deleted file mode 100644 index db50a10c..00000000 --- a/Workaround/CaptainToad_Bloom/0457fe3efc9a772f_0000000000000079_ps.txt +++ /dev/null @@ -1,115 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -const float bloomFactor = 0.00; -// shader 0457fe3efc9a772f -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4faf800 res 160x90x1 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: 1 -layout(location = 0) in vec4 passParameterSem0; -layout(location = 1) in vec4 passParameterSem1; -layout(location = 2) in vec4 passParameterSem2; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; -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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } -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); -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 = passParameterSem0; -R1f = passParameterSem1; -R2f = passParameterSem2; -R3f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw); -R4f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); -R5f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); -R6f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw); -R0f.xyzw = (texture(textureUnitPS0, R0f.xz).xyzw); -R1f.xyzw = (texture(textureUnitPS0, R1f.xz).xyzw); -R2f.xyzw = (texture(textureUnitPS0, R2f.xz).xyzw); -// 0 -R123f.x = (R3f.w * intBitsToFloat(0x3b500000) + 0.0); -PV0f.x = R123f.x; -R123f.y = (R3f.z * intBitsToFloat(0x3b500000) + 0.0); -PV0f.y = R123f.y; -R123f.z = (R3f.y * intBitsToFloat(0x3b500000) + 0.0); -PV0f.z = R123f.z; -R123f.w = (R3f.x * intBitsToFloat(0x3b500000) + 0.0); -PV0f.w = R123f.w; -// 1 -R123f.x = (R4f.w * intBitsToFloat(0x3d8f0000) + PV0f.x); -PV1f.x = R123f.x; -R123f.y = (R4f.z * intBitsToFloat(0x3d8f0000) + PV0f.y); -PV1f.y = R123f.y; -R123f.z = (R4f.y * intBitsToFloat(0x3d8f0000) + PV0f.z); -PV1f.z = R123f.z; -R123f.w = (R4f.x * intBitsToFloat(0x3d8f0000) + PV0f.w); -PV1f.w = R123f.w; -// 2 -R123f.x = (R5f.w * intBitsToFloat(0x3ea0e000) + PV1f.x); -PV0f.x = R123f.x; -R123f.y = (R5f.z * intBitsToFloat(0x3ea0e000) + PV1f.y); -PV0f.y = R123f.y; -R123f.z = (R5f.y * intBitsToFloat(0x3ea0e000) + PV1f.z); -PV0f.z = R123f.z; -R123f.w = (R5f.x * intBitsToFloat(0x3ea0e000) + PV1f.w); -PV0f.w = R123f.w; -// 3 -R123f.x = (R6f.w * intBitsToFloat(0x3e670000) + PV0f.x); -PV1f.x = R123f.x; -R123f.y = (R6f.z * intBitsToFloat(0x3e670000) + PV0f.y); -PV1f.y = R123f.y; -R123f.z = (R6f.y * intBitsToFloat(0x3e670000) + PV0f.z); -PV1f.z = R123f.z; -R123f.w = (R6f.x * intBitsToFloat(0x3e670000) + PV0f.w); -PV1f.w = R123f.w; -// 4 -R123f.x = (R0f.w * intBitsToFloat(0x3ea0e000) + PV1f.x); -PV0f.x = R123f.x; -R123f.y = (R0f.z * intBitsToFloat(0x3ea0e000) + PV1f.y); -PV0f.y = R123f.y; -R123f.z = (R0f.y * intBitsToFloat(0x3ea0e000) + PV1f.z); -PV0f.z = R123f.z; -R123f.w = (R0f.x * intBitsToFloat(0x3ea0e000) + PV1f.w); -PV0f.w = R123f.w; -// 5 -R123f.x = (R1f.w * intBitsToFloat(0x3d8f0000) + PV0f.x); -PV1f.x = R123f.x; -R123f.y = (R1f.z * intBitsToFloat(0x3d8f0000) + PV0f.y); -PV1f.y = R123f.y; -R123f.z = (R1f.y * intBitsToFloat(0x3d8f0000) + PV0f.z); -PV1f.z = R123f.z; -R123f.w = (R1f.x * intBitsToFloat(0x3d8f0000) + PV0f.w); -PV1f.w = R123f.w; -// 6 -backupReg0f = R2f.x; -backupReg1f = R2f.y; -backupReg2f = R2f.z; -backupReg3f = R2f.w; -R2f.x = (backupReg0f * intBitsToFloat(0x3b500000) + PV1f.w * bloomFactor); -R2f.y = (backupReg1f * intBitsToFloat(0x3b500000) + PV1f.z * bloomFactor); -R2f.z = (backupReg2f * intBitsToFloat(0x3b500000) + PV1f.y * bloomFactor); -R2f.w = (backupReg3f * intBitsToFloat(0x3b500000) + PV1f.x * bloomFactor); -// export -passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); -} diff --git a/Workaround/CaptainToad_Bloom/rules.txt b/Workaround/CaptainToad_Bloom/rules.txt deleted file mode 100644 index db072f86..00000000 --- a/Workaround/CaptainToad_Bloom/rules.txt +++ /dev/null @@ -1,4 +0,0 @@ -[Definition] -titleIds = 0005000010180600,0005000010180700,0005000010180500 -name = "Captain Toad: Treasure Tracker - Reduce Bloom Artifacts" -version = 2 \ No newline at end of file diff --git a/Workaround/LostWorld_Brightness/rules.txt b/Workaround/LostWorld_Brightness/rules.txt deleted file mode 100644 index 6c19abf6..00000000 --- a/Workaround/LostWorld_Brightness/rules.txt +++ /dev/null @@ -1,4 +0,0 @@ -[Definition] -titleIds = 0005000010135700,000500001012B100,0005000010128F00,0005000210128F01 -name = "Sonic Lost World - Brightness Fix" -version = 2 \ No newline at end of file diff --git a/Workaround/SuperMario3DWorld_Bloom/4102408f48cb6b94_0000000000000079_ps.txt b/Workaround/SuperMario3DWorld_Bloom/4102408f48cb6b94_0000000000000079_ps.txt deleted file mode 100644 index 09c4caca..00000000 --- a/Workaround/SuperMario3DWorld_Bloom/4102408f48cb6b94_0000000000000079_ps.txt +++ /dev/null @@ -1,111 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -const float bloomFactor = 0.00; -// shader 4102408f48cb6b94 -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5229000 res 320x180x1 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: 1 -layout(location = 0) in vec4 passParameterSem0; -layout(location = 1) in vec4 passParameterSem1; -layout(location = 2) in vec4 passParameterSem2; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; -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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } -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); -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 = passParameterSem0; -R1f = passParameterSem1; -R2f = passParameterSem2; -R3f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); -R4f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw); -R5f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); -R6f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw); -R0f.xyzw = (texture(textureUnitPS0, R0f.xz).xyzw); -R1f.xyzw = (texture(textureUnitPS0, R1f.xz).xyzw); -R2f.xyzw = (texture(textureUnitPS0, R2f.xz).xyzw); -// 0 -PV0f.x = R3f.w * intBitsToFloat(0x3d8f0000); -PV0f.y = R3f.z * intBitsToFloat(0x3d8f0000); -PV0f.z = R3f.y * intBitsToFloat(0x3d8f0000); -PV0f.w = R3f.x * intBitsToFloat(0x3d8f0000); -// 1 -R123f.x = (R4f.w * intBitsToFloat(0x3b500000) + PV0f.x); -PV1f.x = R123f.x; -R123f.y = (R4f.z * intBitsToFloat(0x3b500000) + PV0f.y); -PV1f.y = R123f.y; -R123f.z = (R4f.y * intBitsToFloat(0x3b500000) + PV0f.z); -PV1f.z = R123f.z; -R123f.w = (R4f.x * intBitsToFloat(0x3b500000) + PV0f.w); -PV1f.w = R123f.w; -// 2 -R123f.x = (R5f.w * intBitsToFloat(0x3ea0e000) + PV1f.x); -PV0f.x = R123f.x; -R123f.y = (R5f.z * intBitsToFloat(0x3ea0e000) + PV1f.y); -PV0f.y = R123f.y; -R123f.z = (R5f.y * intBitsToFloat(0x3ea0e000) + PV1f.z); -PV0f.z = R123f.z; -R123f.w = (R5f.x * intBitsToFloat(0x3ea0e000) + PV1f.w); -PV0f.w = R123f.w; -// 3 -R123f.x = (R6f.w * intBitsToFloat(0x3e670000) + PV0f.x); -PV1f.x = R123f.x; -R123f.y = (R6f.z * intBitsToFloat(0x3e670000) + PV0f.y); -PV1f.y = R123f.y; -R123f.z = (R6f.y * intBitsToFloat(0x3e670000) + PV0f.z); -PV1f.z = R123f.z; -R123f.w = (R6f.x * intBitsToFloat(0x3e670000) + PV0f.w); -PV1f.w = R123f.w; -// 4 -R123f.x = (R0f.w * intBitsToFloat(0x3ea0e000) + PV1f.x); -PV0f.x = R123f.x; -R123f.y = (R0f.z * intBitsToFloat(0x3ea0e000) + PV1f.y); -PV0f.y = R123f.y; -R123f.z = (R0f.y * intBitsToFloat(0x3ea0e000) + PV1f.z); -PV0f.z = R123f.z; -R123f.w = (R0f.x * intBitsToFloat(0x3ea0e000) + PV1f.w); -PV0f.w = R123f.w; -// 5 -R123f.x = (R1f.w * intBitsToFloat(0x3d8f0000) + PV0f.x); -PV1f.x = R123f.x; -R123f.y = (R1f.z * intBitsToFloat(0x3d8f0000) + PV0f.y); -PV1f.y = R123f.y; -R123f.z = (R1f.y * intBitsToFloat(0x3d8f0000) + PV0f.z); -PV1f.z = R123f.z; -R123f.w = (R1f.x * intBitsToFloat(0x3d8f0000) + PV0f.w); -PV1f.w = R123f.w; -// 6 -backupReg0f = R2f.x; -backupReg1f = R2f.y; -backupReg2f = R2f.z; -backupReg3f = R2f.w; -R2f.x = (backupReg0f * intBitsToFloat(0x3b500000) + PV1f.w * bloomFactor); -R2f.y = (backupReg1f * intBitsToFloat(0x3b500000) + PV1f.z * bloomFactor); -R2f.z = (backupReg2f * intBitsToFloat(0x3b500000) + PV1f.y * bloomFactor); -R2f.w = (backupReg3f * intBitsToFloat(0x3b500000) + PV1f.x * bloomFactor); -// export -passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); -} diff --git a/Workaround/SuperMario3DWorld_Bloom/rules.txt b/Workaround/SuperMario3DWorld_Bloom/rules.txt deleted file mode 100644 index 074e97ea..00000000 --- a/Workaround/SuperMario3DWorld_Bloom/rules.txt +++ /dev/null @@ -1,4 +0,0 @@ -[Definition] -titleIds = 0005000010145d00,0005000010145c00,0005000010106100 -name = "Super Mario 3D World - Reduce Bloom Artifacts" -version = 2 \ No newline at end of file