diff --git a/Workaround/SuperMario3DWorld_Bloom/46575655811a12b7_0000000000000079_ps.txt b/Workaround/SuperMario3DWorld_Bloom/4102408f48cb6b94_0000000000000079_ps.txt similarity index 86% rename from Workaround/SuperMario3DWorld_Bloom/46575655811a12b7_0000000000000079_ps.txt rename to Workaround/SuperMario3DWorld_Bloom/4102408f48cb6b94_0000000000000079_ps.txt index 25b85443..09c4caca 100644 --- a/Workaround/SuperMario3DWorld_Bloom/46575655811a12b7_0000000000000079_ps.txt +++ b/Workaround/SuperMario3DWorld_Bloom/4102408f48cb6b94_0000000000000079_ps.txt @@ -1,8 +1,8 @@ #version 420 #extension GL_ARB_texture_gather : enable const float bloomFactor = 0.00; -// shader 46575655811a12b7 -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4f0c000 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +// 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; @@ -40,13 +40,13 @@ int cubeMapFaceId; R0f = passParameterSem0; R1f = passParameterSem1; R2f = passParameterSem2; -R3f.xyzw = (texture(textureUnitPS0, R1f.yx).xyzw); -R4f.xyzw = (texture(textureUnitPS0, R2f.yx).xyzw); -R5f.xyzw = (texture(textureUnitPS0, R0f.yx).xyzw); -R6f.xyzw = (texture(textureUnitPS0, R0f.wx).xyzw); -R0f.xyzw = (texture(textureUnitPS0, R0f.zx).xyzw); -R1f.xyzw = (texture(textureUnitPS0, R1f.zx).xyzw); -R2f.xyzw = (texture(textureUnitPS0, R2f.zx).xyzw); +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);