diff --git a/Enhancement/XenobladeX_219_GUI/2716141e287247da_0000000000000000_vs.txt b/Enhancement/XenobladeX_219_GUI/2716141e287247da_0000000000000000_vs.txt index 9b3c7107..c66ed3c0 100644 --- a/Enhancement/XenobladeX_219_GUI/2716141e287247da_0000000000000000_vs.txt +++ b/Enhancement/XenobladeX_219_GUI/2716141e287247da_0000000000000000_vs.txt @@ -2,7 +2,7 @@ #extension GL_ARB_texture_gather : enable #extension GL_ARB_shading_language_packing : enable // shader 2716141e287247da -//transport heat waves +//transport heat waves, desert uniform ivec4 uf_remappedVS[21]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; @@ -1288,7 +1288,7 @@ gl_Position = vec4(intBitsToFloat(R0i.x)*(origRatio / newRatio), intBitsToFloat( // export passParameterSem0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); // export -passParameterSem1 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); +passParameterSem1 = vec4(intBitsToFloat(R1i.x) *(origRatio / newRatio), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); // export passParameterSem2 = vec4(intBitsToFloat(R7i.x), intBitsToFloat(R7i.y), intBitsToFloat(R7i.z), intBitsToFloat(R7i.w)); // export diff --git a/Enhancement/XenobladeX_219_GUI/72387b8c3f18030f_0000000000000000_vs.txt b/Enhancement/XenobladeX_219_GUI/72387b8c3f18030f_0000000000000000_vs.txt new file mode 100644 index 00000000..e1526951 --- /dev/null +++ b/Enhancement/XenobladeX_219_GUI/72387b8c3f18030f_0000000000000000_vs.txt @@ -0,0 +1,65 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader 72387b8c3f18030f +//align heat shimmer fx +const float resScale = 8.0; //magic value, don't scale +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem0; +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); +uvec4 attrDecoder; +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder.xy = attrDataSem0.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +PV0f.x = -(R1f.y); +PV0f.x /= 2.0; +PV0f.y = R1f.x; +PV0f.y /= 2.0; +R1f.z = 0.0; +R1f.w = 1.0; +// 1 +PV1f.z = PV0f.x + 0.5; +PV1f.w = PV0f.y + 0.5; +// 2 +R0f.x = PV1f.w + intBitsToFloat(uf_remappedVS[0].x)/ resScale; +R0f.y = PV1f.z + intBitsToFloat(uf_remappedVS[0].y)/ resScale; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.z); +// 0 +} diff --git a/Enhancement/XenobladeX_219_GUI/a225baec4db6d89e_0000000000000000_vs.txt b/Enhancement/XenobladeX_219_GUI/a225baec4db6d89e_0000000000000000_vs.txt index 00f1115e..23e579b0 100644 --- a/Enhancement/XenobladeX_219_GUI/a225baec4db6d89e_0000000000000000_vs.txt +++ b/Enhancement/XenobladeX_219_GUI/a225baec4db6d89e_0000000000000000_vs.txt @@ -3,6 +3,7 @@ #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_packing : enable // shader a225baec4db6d89e +//flying trails desert uniform ivec4 uf_remappedVS[27]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; @@ -1374,8 +1375,11 @@ R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.w),intBitsToFloat(uf_re // 14 R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(uf_remappedVS[19].w))); } +float origRatio = 1.777f; +float newRatio = 2.370f; +// *(origRatio / newRatio) // export -gl_Position = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); +gl_Position = vec4(intBitsToFloat(R4i.x) *(origRatio / newRatio), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // export