From df5829afeb0e9c0189f2d4af109a9a403e739860 Mon Sep 17 00:00:00 2001 From: Crementif Date: Tue, 26 Dec 2017 09:28:15 +0100 Subject: [PATCH] Added Yoshi's Wooly World blur fixes Try every variable and you'll succeed eventually. --- .../b5082db8c1a44514_0000000000000079_ps.txt | 124 ++++++++++++++++++ .../f1f99f18ae69719b_0000000000000079_ps.txt | 124 ++++++++++++++++++ 2 files changed, 248 insertions(+) create mode 100644 Source/WoollyWorld/b5082db8c1a44514_0000000000000079_ps.txt create mode 100644 Source/WoollyWorld/f1f99f18ae69719b_0000000000000079_ps.txt diff --git a/Source/WoollyWorld/b5082db8c1a44514_0000000000000079_ps.txt b/Source/WoollyWorld/b5082db8c1a44514_0000000000000079_ps.txt new file mode 100644 index 00000000..5b2a339e --- /dev/null +++ b/Source/WoollyWorld/b5082db8c1a44514_0000000000000079_ps.txt @@ -0,0 +1,124 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader b5082db8c1a44514 +// Used for vertical blur DoF +const float resXScale = ; +const float resYScale = ; + +uniform ivec4 uf_uniformRegisterPS[256]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e14800 res 640x360x1 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(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() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R123i = ivec4(0); +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +bool activeMaskStack[1]; +bool activeMaskStackC[2]; +activeMaskStackC[0] = false; +activeMaskStack[0] = true; +activeMaskStackC[0] = true; +activeMaskStackC[1] = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = floatBitsToInt(passParameterSem0); +if( activeMaskStackC[1] == true ) { +R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); +} +if( activeMaskStackC[1] == true ) { +// 0 +R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(uf_uniformRegisterPS[11].x))); +R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(uf_uniformRegisterPS[11].x))); +R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(uf_uniformRegisterPS[11].x))); +R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(uf_uniformRegisterPS[11].x))); +R0i.w = 0x00000001; +PS0i = R0i.w; +// 1 +R0i.z = uf_uniformRegisterPS[22].x + int(1); +} +while( activeMaskStackC[1] == true ) +{ +if( activeMaskStackC[1] == true ) { +// 0 +R1i.x = (R0i.z > R0i.w)?int(0xFFFFFFFF):int(0x0); +// 1 +predResult = (R1i.x != 0); +if( predResult == false ) break; +} +if( activeMaskStackC[1] == true ) { +// 0 +backupReg0i = R0i.w; +backupReg0i = R0i.w; +R0i.w = backupReg0i + int(1); +R3i.z = floatBitsToInt(float(backupReg0i)); +PS0i = R3i.z; +// 1 +tempResultf = intBitsToFloat(PS0i); +tempResultf = floor(tempResultf); +tempResultf = clamp(tempResultf, -256.0, 255.0); +ARi.x = int(tempResultf); +PV1i.x = floatBitsToInt(tempResultf); +// 2 +R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.x)) + vec3(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y)/resYScale,-(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x)))); +R1i.w = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y)/resYScale)); +} +if( activeMaskStackC[1] == true ) { +R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyzw); +R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.zw)).xyzw); +} +if( activeMaskStackC[1] == true ) { +// 0 +tempResultf = intBitsToFloat(R3i.z); +tempResultf = floor(tempResultf); +tempResultf = clamp(tempResultf, -256.0, 255.0); +ARi.x = int(tempResultf); +PV0i.x = floatBitsToInt(tempResultf); +// 1 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.z))); +PV1i.x = R123i.x; +R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.y))); +PV1i.y = R123i.y; +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.w))); +PV1i.z = R123i.z; +R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.x))); +PV1i.w = R123i.w; +// 2 +R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.w))); +R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.y))); +R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.x))); +R4i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.z))); +} +} +// export +passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); +} diff --git a/Source/WoollyWorld/f1f99f18ae69719b_0000000000000079_ps.txt b/Source/WoollyWorld/f1f99f18ae69719b_0000000000000079_ps.txt new file mode 100644 index 00000000..8b02780a --- /dev/null +++ b/Source/WoollyWorld/f1f99f18ae69719b_0000000000000079_ps.txt @@ -0,0 +1,124 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader f1f99f18ae69719b +// Used for horizontal blur DoF +const float resXScale = ; +const float resYScale = ; + +uniform ivec4 uf_uniformRegisterPS[256]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf59d2000 res 640x360x1 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(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() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R123i = ivec4(0); +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +bool activeMaskStack[1]; +bool activeMaskStackC[2]; +activeMaskStackC[0] = false; +activeMaskStack[0] = true; +activeMaskStackC[0] = true; +activeMaskStackC[1] = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = floatBitsToInt(passParameterSem0); +if( activeMaskStackC[1] == true ) { +R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); +} +if( activeMaskStackC[1] == true ) { +// 0 +R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(uf_uniformRegisterPS[11].x))); +R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(uf_uniformRegisterPS[11].x))); +R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(uf_uniformRegisterPS[11].x))); +R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(uf_uniformRegisterPS[11].x))); +R0i.w = 0x00000001; +PS0i = R0i.w; +// 1 +R0i.z = uf_uniformRegisterPS[22].x + int(1); +} +while( activeMaskStackC[1] == true ) +{ +if( activeMaskStackC[1] == true ) { +// 0 +R1i.x = (R0i.z > R0i.w)?int(0xFFFFFFFF):int(0x0); +// 1 +predResult = (R1i.x != 0); +if( predResult == false ) break; +} +if( activeMaskStackC[1] == true ) { +// 0 +backupReg0i = R0i.w; +backupReg0i = R0i.w; +R0i.w = backupReg0i + int(1); +R3i.z = floatBitsToInt(float(backupReg0i)); +PS0i = R3i.z; +// 1 +tempResultf = intBitsToFloat(PS0i); +tempResultf = floor(tempResultf); +tempResultf = clamp(tempResultf, -256.0, 255.0); +ARi.x = int(tempResultf); +PV1i.x = floatBitsToInt(tempResultf); +// 2 +R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.x)) + vec3(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x)/resXScale,intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y),-(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x)/resXScale))); +R1i.w = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y))); +} +if( activeMaskStackC[1] == true ) { +R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyzw); +R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.zw)).xyzw); +} +if( activeMaskStackC[1] == true ) { +// 0 +tempResultf = intBitsToFloat(R3i.z); +tempResultf = floor(tempResultf); +tempResultf = clamp(tempResultf, -256.0, 255.0); +ARi.x = int(tempResultf); +PV0i.x = floatBitsToInt(tempResultf); +// 1 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.z))); +PV1i.x = R123i.x; +R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.y))); +PV1i.y = R123i.y; +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.w))); +PV1i.z = R123i.z; +R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.x))); +PV1i.w = R123i.w; +// 2 +R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.w))); +R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.y))); +R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.x))); +R4i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.z))); +} +} +// export +passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); +}