From 5f6725df662e3bf1493be93cf7a00f16c4d8b685 Mon Sep 17 00:00:00 2001 From: getdls Date: Sun, 17 Dec 2017 18:17:40 +0100 Subject: [PATCH] [XCX] ambient occlusion scaling Add - Scaling of AO noise, blur steps and partial coverage --- .../5098356af9ebfe85_0000000000000079_ps.txt | 118 +++++ .../5b5c7c2a52ed1459_0000000000000079_ps.txt | 121 +++++ .../986b29629873321d_00000000000003c9_ps.txt | 455 ++++++++++++++++++ .../_fe436d1abf8cc6f6_000000000000000f_ps.txt | 61 +++ 4 files changed, 755 insertions(+) create mode 100644 Source/XenobladeX/5098356af9ebfe85_0000000000000079_ps.txt create mode 100644 Source/XenobladeX/5b5c7c2a52ed1459_0000000000000079_ps.txt create mode 100644 Source/XenobladeX/986b29629873321d_00000000000003c9_ps.txt create mode 100644 Source/XenobladeX/_fe436d1abf8cc6f6_000000000000000f_ps.txt diff --git a/Source/XenobladeX/5098356af9ebfe85_0000000000000079_ps.txt b/Source/XenobladeX/5098356af9ebfe85_0000000000000079_ps.txt new file mode 100644 index 00000000..069aba61 --- /dev/null +++ b/Source/XenobladeX/5098356af9ebfe85_0000000000000079_ps.txt @@ -0,0 +1,118 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 5098356af9ebfe85 +//AO pass 3 vertical blur +const float resScale = ; +//const float resScale = 4.0; +uniform ivec4 uf_remappedPS[2]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5911000 res 640x360x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 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){ 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 R123f = vec4(0.0); +vec4 R125f = 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 = passParameterSem0; +// 0 +PV0f.x = -(intBitsToFloat(uf_remappedPS[0].y)/ resScale); +PV0f.x /= 2.0; +R127f.y = intBitsToFloat(uf_remappedPS[0].y) / resScale; +R127f.y /= 2.0; +R127f.z = 0.0; +PV0f.z = R127f.z; +PV0f.w = intBitsToFloat(uf_remappedPS[0].y) / resScale * intBitsToFloat(0xbfc00000); +R126f.z = intBitsToFloat(uf_remappedPS[0].y) / resScale*1.5;// *1.5; +PS0f = R126f.z; +// 1 +R1f.x = PV0f.z + R0f.x; +R1f.y = PV0f.w + R0f.y; +R0f.z = PV0f.z + R0f.x; +R0f.w = PV0f.x + R0f.y; +R2f.x = PV0f.z + R0f.x; +PS1f = R2f.x; +// 2 +backupReg0f = R0f.x; +R0f.x = intBitsToFloat(uf_remappedPS[1].z) * intBitsToFloat(0x40100000); +R2f.y = R127f.y + R0f.y; +R1f.z = intBitsToFloat(uf_remappedPS[1].z) * 0.25; +R3f.w = R127f.z + backupReg0f; +R3f.y = R126f.z + R0f.y; +PS0f = R3f.y; +R1f.x = (texture(textureUnitPS0, R1f.xy).x); +R3f.x = (texture(textureUnitPS0, R0f.zw).x); +R2f.x = (texture(textureUnitPS0, R2f.xy).x); +R4f.x = (texture(textureUnitPS0, R3f.wy).x); +// 0 +R127f.x = -(R1f.x) + 1.0; +R127f.y = -(R1f.z) * intBitsToFloat(0x3fb8aa3b); +PV0f.z = -(R0f.x) * intBitsToFloat(0x3fb8aa3b); +R127f.w = -(R3f.x) + 1.0; +R0f.w = 1.0; +PS0f = R0f.w; +// 1 +R126f.x = -(R2f.x) + 1.0; +R126f.y = -(R4f.x) + 1.0; +R125f.w = exp2(PV0f.z); +PS1f = R125f.w; +// 2 +PV0f.y = PS1f + 0.0; +R123f.z = (R127f.x * PS1f + 0.0); +PV0f.z = R123f.z; +R126f.w = exp2(R127f.y); +PS0f = R126f.w; +// 3 +R123f.y = (R127f.w * PS0f + PV0f.z); +PV1f.y = R123f.y; +PV1f.z = PV0f.y + PS0f; +// 4 +PV0f.z = R126f.w + PV1f.z; +R123f.w = (R126f.w * R126f.x + PV1f.y); +PV0f.w = R123f.w; +// 5 +backupReg0f = R125f.w; +PV1f.x = R125f.w + PV0f.z; +R125f.w = (backupReg0f * R126f.y + PV0f.w); +// 6 +PS0f = 1.0 / PV1f.x; +// 7 +PV1f.y = R125f.w * PS0f; +// 8 +R0f.x = (-(PV1f.y) * intBitsToFloat(uf_remappedPS[1].y) + 1.0); +R0f.x = clamp(R0f.x, 0.0, 1.0); +// export +passPixelColor0 = vec4(R0f.x, R0f.x, R0f.x, R0f.w); +} diff --git a/Source/XenobladeX/5b5c7c2a52ed1459_0000000000000079_ps.txt b/Source/XenobladeX/5b5c7c2a52ed1459_0000000000000079_ps.txt new file mode 100644 index 00000000..54de1def --- /dev/null +++ b/Source/XenobladeX/5b5c7c2a52ed1459_0000000000000079_ps.txt @@ -0,0 +1,121 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 5b5c7c2a52ed1459 +// AO step 2 horizontal blur +const float resScale = ; +//const float resScale = 4.0; +uniform ivec4 uf_remappedPS[2]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf589e000 res 640x360x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 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){ 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 R123f = vec4(0.0); +vec4 R125f = 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 = passParameterSem0; +// 0 +PV0f.x = -(intBitsToFloat(uf_remappedPS[0].x) / resScale); +PV0f.x /= 2.0 ; +PV0f.y = 0.0; +R126f.z = 0.0; +PV0f.z = R126f.z; +PV0f.w = intBitsToFloat(uf_remappedPS[0].x) / resScale * intBitsToFloat(0xbfc00000) ; //-1.5 +R127f.z = intBitsToFloat(uf_remappedPS[0].x) / resScale; +R127f.z /= 2.0 ; +PS0f = R127f.z ; +// 1 +R1f.x = R0f.x + PV0f.w ; +R1f.y = R0f.y + PV0f.z ; +R0f.z = R0f.x + PV0f.x ; +R0f.w = R0f.y + PV0f.y ; +PS1f = 0.0; +// 2 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +PV0f.x = intBitsToFloat(uf_remappedPS[1].z) * 0.25; +PV0f.y = intBitsToFloat(uf_remappedPS[1].z) * intBitsToFloat(0x40100000); //2.25 +R1f.z = backupReg0f + R127f.z; +R1f.w = backupReg1f + PS1f; +PS0f = intBitsToFloat(uf_remappedPS[0].x) / resScale*1.5;// *1.5; +// 3 +R3f.x = -(PV0f.x) * intBitsToFloat(0x3fb8aa3b); //1.442695 +R2f.y = R0f.y + R126f.z; +R2f.z = R0f.x + PS0f; +R2f.w = -(PV0f.y) * intBitsToFloat(0x3fb8aa3b); //1.442695 +R5f.y = 0.0; +PS1f = R5f.y; + + +R1f.x = (texture(textureUnitPS0, R1f.xy).x); +R0f.x = (texture(textureUnitPS0, R0f.zw).x); +R2f.x = (texture(textureUnitPS0, R1f.zw).x); +R4f.x = (texture(textureUnitPS0, R2f.zy).x); +// 0 +R127f.x = -(R2f.x) + 1.0; +PV0f.z = -(R1f.x) + 1.0; +R127f.w = -(R0f.x) + 1.0; +R126f.x = exp2(R2f.w); +PS0f = R126f.x; +// 1 +R125f.x = -(R4f.x) + 1.0; +R123f.y = (PV0f.z * PS0f + 0.0); +PV1f.y = R123f.y; +PV1f.z = PS0f + 0.0; +R5f.w = 1.0; +R126f.z = exp2(R3f.x); +PS1f = R126f.z; +// 2 +R123f.y = (R127f.w * PS1f + PV1f.y); +PV0f.y = R123f.y; +PV0f.w = PV1f.z + PS1f; +// 3 +R123f.y = (R126f.z * R127f.x + PV0f.y); +PV1f.y = R123f.y; +PV1f.z = R126f.z + PV0f.w; +// 4 +PV0f.y = R126f.x + PV1f.z; +R127f.w = (R126f.x * R125f.x + PV1f.y); +// 5 +PS1f = 1.0 / PV0f.y; +// 6 +PV0f.z = R127f.w * PS1f; +// 7 +R5f.x = -(PV0f.z) + 1.0; +// export +passPixelColor0 = vec4(R5f.x, R5f.y, R5f.y, R5f.w); +} diff --git a/Source/XenobladeX/986b29629873321d_00000000000003c9_ps.txt b/Source/XenobladeX/986b29629873321d_00000000000003c9_ps.txt new file mode 100644 index 00000000..e790370d --- /dev/null +++ b/Source/XenobladeX/986b29629873321d_00000000000003c9_ps.txt @@ -0,0 +1,455 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 986b29629873321d +/// AO 1st pass detection + +const float AOScale = 1.5; // AO detail vs volume 1.5 as a compromise 1.0 default. Scale to res = 100% detail but sharp and tiny. lines 357, 360 for comments: Needs blur++ +const float noiseScale = ; +//const float noiseScale = 4.0; //multiple of noise texture samples ie banding vs details + +uniform ivec4 uf_remappedPS[4]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5f0a000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5984000 res 4x4x1 dim 1 tm: 2 format 081e compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +void main() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R5i = ivec4(0); +ivec4 R6i = ivec4(0); +ivec4 R7i = ivec4(0); +ivec4 R8i = ivec4(0); +ivec4 R9i = ivec4(0); +ivec4 R10i = ivec4(0); +ivec4 R11i = ivec4(0); +ivec4 R12i = ivec4(0); +ivec4 R13i = ivec4(0); +ivec4 R14i = ivec4(0); +ivec4 R15i = ivec4(0); +ivec4 R16i = ivec4(0); +ivec4 R17i = ivec4(0); +ivec4 R18i = ivec4(0); +ivec4 R19i = ivec4(0); +ivec4 R20i = ivec4(0); +ivec4 R21i = ivec4(0); +ivec4 R22i = ivec4(0); +ivec4 R23i = ivec4(0); +ivec4 R24i = ivec4(0); +ivec4 R25i = ivec4(0); +ivec4 R26i = ivec4(0); +ivec4 R27i = ivec4(0); +ivec4 R28i = ivec4(0); +ivec4 R29i = ivec4(0); +ivec4 R30i = ivec4(0); +ivec4 R31i = ivec4(0); +ivec4 R32i = ivec4(0); +ivec4 R33i = ivec4(0); +ivec4 R34i = ivec4(0); +ivec4 R35i = ivec4(0); +ivec4 R36i = ivec4(0); +ivec4 R37i = ivec4(0); +ivec4 R38i = ivec4(0); +ivec4 R39i = ivec4(0); +ivec4 R40i = ivec4(0); +ivec4 R41i = ivec4(0); +ivec4 R42i = ivec4(0); +ivec4 R43i = ivec4(0); +ivec4 R44i = ivec4(0); +ivec4 R45i = ivec4(0); +ivec4 R46i = ivec4(0); +ivec4 R47i = ivec4(0); +ivec4 R48i = ivec4(0); +ivec4 R49i = ivec4(0); +ivec4 R50i = ivec4(0); +ivec4 R51i = ivec4(0); +ivec4 R52i = ivec4(0); +ivec4 R53i = ivec4(0); +ivec4 R54i = ivec4(0); +ivec4 R55i = ivec4(0); +ivec4 R56i = ivec4(0); +ivec4 R57i = ivec4(0); +ivec4 R58i = ivec4(0); +ivec4 R59i = ivec4(0); +ivec4 R60i = ivec4(0); +ivec4 R61i = ivec4(0); +ivec4 R62i = ivec4(0); +ivec4 R63i = ivec4(0); +ivec4 R64i = ivec4(0); +ivec4 R65i = ivec4(0); +ivec4 R66i = ivec4(0); +ivec4 R67i = ivec4(0); +ivec4 R68i = ivec4(0); +ivec4 R69i = ivec4(0); +ivec4 R70i = ivec4(0); +ivec4 R71i = ivec4(0); +ivec4 R72i = ivec4(0); +ivec4 R73i = ivec4(0); +ivec4 R74i = ivec4(0); +ivec4 R75i = ivec4(0); +ivec4 R76i = ivec4(0); +ivec4 R77i = ivec4(0); +ivec4 R78i = ivec4(0); +ivec4 R79i = ivec4(0); +ivec4 R80i = ivec4(0); +ivec4 R81i = ivec4(0); +ivec4 R82i = ivec4(0); +ivec4 R83i = ivec4(0); +ivec4 R84i = ivec4(0); +ivec4 R85i = ivec4(0); +ivec4 R86i = ivec4(0); +ivec4 R87i = ivec4(0); +ivec4 R88i = ivec4(0); +ivec4 R89i = ivec4(0); +ivec4 R90i = ivec4(0); +ivec4 R91i = ivec4(0); +ivec4 R92i = ivec4(0); +ivec4 R93i = ivec4(0); +ivec4 R94i = ivec4(0); +ivec4 R95i = ivec4(0); +ivec4 R96i = ivec4(0); +ivec4 R97i = ivec4(0); +ivec4 R98i = ivec4(0); +ivec4 R99i = ivec4(0); +ivec4 R100i = ivec4(0); +ivec4 R101i = ivec4(0); +ivec4 R102i = ivec4(0); +ivec4 R103i = ivec4(0); +ivec4 R104i = ivec4(0); +ivec4 R105i = ivec4(0); +ivec4 R106i = ivec4(0); +ivec4 R107i = ivec4(0); +ivec4 R108i = ivec4(0); +ivec4 R109i = ivec4(0); +ivec4 R110i = ivec4(0); +ivec4 R111i = ivec4(0); +ivec4 R112i = ivec4(0); +ivec4 R113i = ivec4(0); +ivec4 R114i = ivec4(0); +ivec4 R115i = ivec4(0); +ivec4 R116i = ivec4(0); +ivec4 R117i = ivec4(0); +ivec4 R118i = ivec4(0); +ivec4 R119i = ivec4(0); +ivec4 R120i = ivec4(0); +ivec4 R121i = ivec4(0); +ivec4 R122i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R124i = ivec4(0); +ivec4 R125i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +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; + +R0i = floatBitsToInt(passParameterSem0 ); + + +if( activeMaskStackC[1] == true ) { +R9i.xy = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy) ).xx); +} +if( activeMaskStackC[1] == true ) { + +R1i.x = 0xbe000000; +R1i.y = 0x3e5db3c0 ; // to be tweaked later, cut off points +R0i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[0].z) * intBitsToFloat(0x3c75c28f)); //n +PV0i.z = R0i.z; +R2i.x = 0xbe800000; +PS0i = R2i.x; +// 1 +R3i.x = 0x3f400000; +R2i.y = 0xbeddb3e1; // NNN +R0i.w = floatBitsToInt((intBitsToFloat(uf_remappedPS[1].w) * intBitsToFloat(0x3c75c28f) + intBitsToFloat(PV0i.z))); //n +R3i.y = 0x3f000000; +PS1i = R3i.y; + +R4i.x = 0x3e304eb9 ; // to be tweaked later, cut off points +R5i.x = 0x3e474d45; +PS0i = R5i.x; +// 3 +R6i.x = 0x3e157895; //NN +PS1i = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedPS[0].x));//n +PS1i = floatBitsToInt(intBitsToFloat(PS1i) / 2.0); +// 4 +R10i.x = 0x3ff7d5aa; +R123i.w = floatBitsToInt((intBitsToFloat(R0i.x) * intBitsToFloat(uf_remappedPS[0].x) + -(intBitsToFloat(PS1i))));//N +PV0i.w = R123i.w; +PS0i = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedPS[0].y)); +PS0i = floatBitsToInt(intBitsToFloat(PS0i) / 2.0); +// 5 +R7i.x = 0x3fdda0c7; +R1i.z = floatBitsToInt((intBitsToFloat(R0i.y) * intBitsToFloat(uf_remappedPS[0].y) + -(intBitsToFloat(PS0i))));//N +R4i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 0.25*noiseScale); //NNN +R8i.x = 0x3fa95400; /// to be tweaked later, cut off points +PS1i = R8i.x; +// 6 +R13i.x = R1i.x; +R13i.y = R1i.y; +// 7 +R14i.x = R2i.x; +R14i.y = R2i.y; +// 8 +R15i.x = R3i.x; +R15i.y = R3i.y; +// 9 +R16i.x = R4i.x; +// 10 +R17i.x = R5i.x; +// 11 +R18i.x = R6i.x; +// 12 +R19i.x = R10i.x; +// 13 +R20i.x = R7i.x; +// 14 +R4i.y = floatBitsToInt(intBitsToFloat(R1i.z) * 0.25*noiseScale); +} +if( activeMaskStackC[1] == true ) { +R3i.xy = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R4i.wy)).xy);// insert better noise here.. some day +} + + +if( activeMaskStackC[1] == true ) { +activeMaskStack[1] = activeMaskStack[0]; +activeMaskStackC[2] = activeMaskStackC[1]; +// 0 +R21i.x = R8i.x; +// 1 +R4i.x = floatBitsToInt(-(intBitsToFloat(R3i.x))); //pos + +R1i.y = R3i.y ; //Don't scale here + + // 2 +predResult = (intBitsToFloat(R9i.x) >= intBitsToFloat(R0i.w)); +activeMaskStack[1] = predResult; +activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; +} +else { +activeMaskStack[1] = false; +activeMaskStackC[2] = false; +} +if( activeMaskStackC[2] == true ) { +// 0 +R0i.x = 0x3f800000; +R0i.y = 0; +} +activeMaskStack[1] = activeMaskStack[1] == false; +activeMaskStackC[2] = activeMaskStack[1] == true && activeMaskStackC[1] == true; +if( activeMaskStackC[2] == true ) { +// 0 +R127i.x = floatBitsToInt(intBitsToFloat(R9i.y) + 1.0); +PV0i.y = floatBitsToInt(intBitsToFloat(R9i.y) * intBitsToFloat(uf_remappedPS[2].z));//n +PV0i.z = uf_remappedPS[2].y;//n +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0); +R5i.x = 0; +PS0i = R5i.x; +// 1 +R6i.x = PV0i.z; +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[2].z)));//n +R6i.y = PV0i.z; +PS1i = R6i.y; +// 2 +R0i.w = floatBitsToInt(min(intBitsToFloat(PV1i.y), intBitsToFloat(0x42c80000))); +PS0i = floatBitsToInt(1.0 / intBitsToFloat(R127i.x)); +// 3 +PV1i.y = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(uf_remappedPS[1].x));//prob +R3i.w = floatBitsToInt(intBitsToFloat(PS0i) * intBitsToFloat(uf_remappedPS[1].z)); //*4 prob +R3i.w = clampFI32(R3i.w); +// 4 +PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.y), intBitsToFloat(0x3cf5c28f))); +// 5 +R3i.z = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(0x3e19999a))); +} +while( activeMaskStackC[2] == true ) +{ +if( activeMaskStackC[2] == true ) { +// 0 +R1i.z = (0x00000003 > R5i.x)?int(0xFFFFFFFF):int(0x0); +// 1 +predResult = (R1i.z != 0); +if( predResult == false ) break; +} +if( activeMaskStackC[2] == true ) { +// 0 +R2i.x = R5i.x; +R1i.x = R5i.x + 0x00000006; //5? +PS0i = R1i.x; +// 1 +tempResulti = R2i.x; +tempResulti = clamp(tempResulti, -256, 255); +ARi.x = tempResulti; +PV1i.x = tempResulti; +// 2 +R2i.x = ((ARi.x==0)?R13i.x:(ARi.x==1)?R14i.x:(ARi.x==2)?R15i.x:(ARi.x==3)?R16i.x:(ARi.x==4)?R17i.x:(ARi.x==5)?R18i.x:(ARi.x==6)?R19i.x:(ARi.x==7)?R20i.x:(ARi.x==8)?R21i.x:(ARi.x==110)?R123i.x:(ARi.x==113)?R126i.x:(ARi.x==114)?R127i.x:0); +R2i.y = ((ARi.x==0)?R13i.y:(ARi.x==1)?R14i.y:(ARi.x==2)?R15i.y:(ARi.x==3)?R16i.y:(ARi.x==4)?R17i.y:(ARi.x==5)?R18i.y:(ARi.x==6)?R19i.y:(ARi.x==7)?R20i.y:(ARi.x==8)?R21i.y:(ARi.x==110)?R123i.y:(ARi.x==113)?R126i.y:(ARi.x==114)?R127i.y:0); +// 3 +tempResulti = R1i.x; +tempResulti = clamp(tempResulti, -256, 255); +ARi.x = tempResulti; +PV1i.x = tempResulti; +// 4 +R1i.x = ((ARi.x==0)?R13i.x:(ARi.x==1)?R14i.x:(ARi.x==2)?R15i.x:(ARi.x==3)?R16i.x:(ARi.x==4)?R17i.x:(ARi.x==5)?R18i.x:(ARi.x==6)?R19i.x:(ARi.x==7)?R20i.x:(ARi.x==8)?R21i.x:(ARi.x==110)?R123i.x:(ARi.x==113)?R126i.x:(ARi.x==114)?R127i.x:0); +// 5 +backupReg0i = R0i.w; +PV1i.x = floatBitsToInt(intBitsToFloat(R4i.x) * intBitsToFloat(R2i.y)); +PV1i.y = R1i.x; +PV1i.w = floatBitsToInt(intBitsToFloat(R1i.y) * intBitsToFloat(R2i.y)); +R2i.w = floatBitsToInt(1.0 / intBitsToFloat(backupReg0i)); +PS1i = R2i.w; +// 6 +backupReg0i = R5i.x; +R1i.x = R5i.x + 0x00000003; // //3 +R123i.y = floatBitsToInt((intBitsToFloat(R2i.x) * intBitsToFloat(R3i.x) + intBitsToFloat(PV1i.w))); +PV0i.y = R123i.y; +R123i.z = floatBitsToInt((intBitsToFloat(R2i.x) * intBitsToFloat(R3i.y) + intBitsToFloat(PV1i.x))); +PV0i.z = R123i.z; +PV0i.w = floatBitsToInt(intBitsToFloat(R3i.z) * intBitsToFloat(PV1i.y)); +R5i.x = backupReg0i + int(1); +PS0i = R5i.x; +// 7 +PV1i.z = PV0i.y; +PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(uf_remappedPS[1].y)/AOScale); +PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w)); +// 8 +//scale here +PV0i.x = floatBitsToInt(intBitsToFloat(R3i.z) * intBitsToFloat(PV1i.w) / AOScale); +PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x40400000) * AOScale);//intensity +PV0i.w = floatBitsToInt(intBitsToFloat(R3i.z) * intBitsToFloat(PV1i.z) / AOScale); // +// 9 +R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.x) / AOScale); +R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.w) / AOScale); // +R1i.z = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(PV0i.x) / AOScale)); +R1i.w = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(PV0i.w) / AOScale)); +R2i.z = floatBitsToInt(intBitsToFloat(R3i.w) * intBitsToFloat(PV0i.z)* AOScale); +PS1i = R2i.z; +} +if( activeMaskStackC[2] == true ) { +R2i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).x); +R2i.y = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.zw)).x); +} +if( activeMaskStackC[2] == true ) { +// 0 +tempResulti = R1i.x; +tempResulti = clamp(tempResulti, -256, 255); +ARi.x = tempResulti; +PV0i.x = tempResulti; +// 1 +R1i.x = ((ARi.x==0)?R13i.x:(ARi.x==1)?R14i.x:(ARi.x==2)?R15i.x:(ARi.x==3)?R16i.x:(ARi.x==4)?R17i.x:(ARi.x==5)?R18i.x:(ARi.x==6)?R19i.x:(ARi.x==7)?R20i.x:(ARi.x==8)?R21i.x:(ARi.x==110)?R123i.x:(ARi.x==113)?R126i.x:(ARi.x==114)?R127i.x:0); +// 2 +PV0i.y = floatBitsToInt(-(intBitsToFloat(R9i.y)) + intBitsToFloat(R2i.x)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R9i.y)) + intBitsToFloat(R2i.y)); +// 3 +R127i.x = floatBitsToInt((intBitsToFloat(R2i.z) * intBitsToFloat(PV0i.y) + 0.5)); +R127i.x = clampFI32(R127i.x); +PV1i.x = R127i.x; +R127i.y = floatBitsToInt((intBitsToFloat(R2i.z) * intBitsToFloat(PV0i.w) + 0.5)); +R127i.y = clampFI32(R127i.y); +PV1i.y = R127i.y; +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +// 4 +PV0i.x = floatBitsToInt(intBitsToFloat(R0i.w) + -(intBitsToFloat(PV1i.w))); +PV0i.y = floatBitsToInt(intBitsToFloat(R0i.w) + -(intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(-(intBitsToFloat(PV1i.y)) + 1.0); +PV0i.w = floatBitsToInt(-(intBitsToFloat(PV1i.x)) + 1.0); +// 5 +R126i.x = floatBitsToInt(intBitsToFloat(PV0i.y) * intBitsToFloat(R2i.w)); +R126i.x = clampFI32(R126i.x); +PV1i.x = R126i.x; +PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + -(0.5)); +R127i.z = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(R2i.w)); +R127i.z = clampFI32(R127i.z); +PV1i.z = R127i.z; +PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + -(0.5)); +// 6 +R126i.y = floatBitsToInt((intBitsToFloat(PV1i.y) * intBitsToFloat(PV1i.x) + 0.5)); +PV0i.y = R126i.y; +R127i.w = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(PV1i.z) + 0.5)); +PV0i.w = R127i.w; +// 7 +PV1i.y = floatBitsToInt(intBitsToFloat(R127i.y) + -(intBitsToFloat(PV0i.w))); +PV1i.z = floatBitsToInt(intBitsToFloat(R127i.x) + -(intBitsToFloat(PV0i.y))); +// 8 +R123i.z = floatBitsToInt((intBitsToFloat(PV1i.y) * intBitsToFloat(R126i.x) + intBitsToFloat(R127i.w))); +PV0i.z = R123i.z; +R123i.w = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(R127i.z) + intBitsToFloat(R126i.y))); +PV0i.w = R123i.w; +// 9 +backupReg0i = R6i.x; +backupReg1i = R6i.y; +R6i.x = floatBitsToInt((intBitsToFloat(PV0i.w) * intBitsToFloat(R1i.x) + intBitsToFloat(backupReg0i))); +R6i.y = floatBitsToInt((intBitsToFloat(PV0i.z) * intBitsToFloat(R1i.x) + intBitsToFloat(backupReg1i))); +} +} +if( activeMaskStackC[2] == true ) { +// 0 +backupReg0i = R0i.z; +PV0i.x = floatBitsToInt(intBitsToFloat(R6i.y) + -(0.5)); +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.x = clampFI32(PV0i.x); +PV0i.y = floatBitsToInt(intBitsToFloat(R6i.x) + -(0.5)); +PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0); +PV0i.y = clampFI32(PV0i.y); +PV0i.z = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(R9i.y)); +// 1 +PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(uf_remappedPS[3].x) ); //nope +PV1i.y = clampFI32(PV1i.y); +PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(PV0i.x)); +PV1i.w = clampFI32(PV1i.w); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(PV1i.y)); +PV0i.x = clampFI32(PV0i.x); +// 3 +tempResultf = log2(intBitsToFloat(PV0i.x)); +if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; +PS1i = floatBitsToInt(tempResultf); +// 4 +PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(uf_remappedPS[2].w)); //nope +// 5 +R0i.y = 0; +R0i.x = floatBitsToInt(exp2(intBitsToFloat(PV0i.z))); +PS1i = R0i.x; +} +activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; +// export +passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.y), intBitsToFloat(R0i.y)); + +//passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.y), intBitsToFloat(R0i.y)); + +} diff --git a/Source/XenobladeX/_fe436d1abf8cc6f6_000000000000000f_ps.txt b/Source/XenobladeX/_fe436d1abf8cc6f6_000000000000000f_ps.txt new file mode 100644 index 00000000..3726873a --- /dev/null +++ b/Source/XenobladeX/_fe436d1abf8cc6f6_000000000000000f_ps.txt @@ -0,0 +1,61 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader fe436d1abf8cc6f6 +//noise texture for AO, don't scale, use AO sahder. +const float resScale = 1.0; +uniform ivec4 uf_uniformRegisterPS[256]; +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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +void main() +{ +ivec4 R0i = ivec4(0); +ivec4 R127i = ivec4(0); +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = floatBitsToInt(passParameterSem0); +// 0 +R127i.y = R0i.x; +R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 4.0/ resScale); +R0i.z = 0; +PV0i.w = R0i.y; +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 4.0/ resScale); +// 1 +PS1i = int(intBitsToFloat(PV0i.w)); +// 2 +PV0i.y = PS1i << 0x00000002; +PS0i = int(intBitsToFloat(R127i.y)); +// 3 +PV1i.x = PS0i + PV0i.y; +// 4 +R127i.w = floatBitsToInt(float(PV1i.x)); +PS0i = R127i.w; +// 5 +tempResultf = intBitsToFloat(PS0i); +tempResultf = floor(tempResultf); +tempResultf = clamp(tempResultf, -256.0, 255.0); +ARi.x = int(tempResultf); +PV1i.x = floatBitsToInt(tempResultf); +// 6 +R0i.x = uf_uniformRegisterPS[ARi.x+0].x; +R0i.y = uf_uniformRegisterPS[ARi.x+0].y; +// export +passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.z)); +}