diff --git a/Source/XenobladeX/2dc235c41abee590_0000000000000000_vs.txt b/Source/XenobladeX/2dc235c41abee590_0000000000000000_vs.txt deleted file mode 100644 index 7906deaf..00000000 --- a/Source/XenobladeX/2dc235c41abee590_0000000000000000_vs.txt +++ /dev/null @@ -1,109 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#extension GL_ARB_shading_language_packing : enable -// shader 2dc235c41abee590 - -// shadow maskng alignment, haloing compromise -//fixes most Y at cost of slightly worse X -uniform ivec4 uf_remappedVS[6]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -layout(location = 0) in uvec4 attrDataSem0; -layout(location = 1) in uvec4 attrDataSem1; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 3) out vec4 passParameterSem3; -layout(location = 0) out vec4 passParameterSem0; -layout(location = 1) out vec4 passParameterSem1; -layout(location = 2) out vec4 passParameterSem2; -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); -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.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xy = attrDataSem1.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -PV0f.x = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].w)); -PV0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].z)); -PV0f.z = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].y)); -PV0f.w = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].x)); -R4f.x = R2f.x; -PS0f = R4f.x; -// 1 -R123f.x = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].w)) + PV0f.x); -PV1f.x = R123f.x; -R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].z)) + PV0f.y); -PV1f.y = R123f.y; -R123f.z = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].y)) + PV0f.z); -PV1f.z = R123f.z; -R123f.w = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].x)) + PV0f.w); -PV1f.w = R123f.w; -R4f.y = R2f.y; -PS1f = R4f.y; -// 2 -R123f.x = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].z)) + PV1f.y); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].w)) + PV1f.x); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].y)) + PV1f.z); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].x)) + PV1f.w); -PV0f.w = R123f.w; -// 3 -R2f.x = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].x)) + PV0f.w); -R2f.y = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].y)) + PV0f.z); -R2f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].z)) + PV0f.x); -R2f.w = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.y); -// 4 -R3f.x = (mul_nonIEEE(R4f.x,intBitsToFloat(uf_remappedVS[4].x)) + intBitsToFloat(uf_remappedVS[4].z)*1.5); -R3f.y = (mul_nonIEEE(R4f.y,intBitsToFloat(uf_remappedVS[4].y)) + intBitsToFloat(uf_remappedVS[4].w)/4); -// 5 -R0f.x = (mul_nonIEEE(R4f.x,intBitsToFloat(uf_remappedVS[5].x)) + intBitsToFloat(uf_remappedVS[5].z)); -R0f.y = (mul_nonIEEE(R4f.y,intBitsToFloat(uf_remappedVS[5].y)) + intBitsToFloat(uf_remappedVS[5].w)); -// export -gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); -// export -passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); -// export -passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.z); -// export -passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.z); -// export -passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.z); -// 0 -} diff --git a/Source/XenobladeX/3cf2d31fbf321520_0000000000000000_vs.txt b/Source/XenobladeX/3cf2d31fbf321520_0000000000000000_vs.txt deleted file mode 100644 index 57b14549..00000000 --- a/Source/XenobladeX/3cf2d31fbf321520_0000000000000000_vs.txt +++ /dev/null @@ -1,60 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#extension GL_ARB_shading_language_packing : enable -// shader 3cf2d31fbf321520 -//bloom align last merge -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -layout(location = 0) in uvec4 attrDataSem0; -layout(location = 1) in uvec4 attrDataSem1; -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 R1f = vec4(0.0); -vec4 R2f = 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; -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xy = attrDataSem1.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -backupReg0f = R2f.x; -backupReg1f = R2f.y; -R2f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[0].x)) + (intBitsToFloat(uf_remappedVS[0].z)*1.3)); -R2f.y = (mul_nonIEEE(backupReg1f,intBitsToFloat(uf_remappedVS[0].y)) + (intBitsToFloat(uf_remappedVS[0].w)*1.3)); -// export -gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); -// export -passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.z); -// 0 -} diff --git a/Source/XenobladeX/497a209b49886520_0000000000000000_vs.txt b/Source/XenobladeX/497a209b49886520_0000000000000000_vs.txt index ac0b2625..7f483858 100644 --- a/Source/XenobladeX/497a209b49886520_0000000000000000_vs.txt +++ b/Source/XenobladeX/497a209b49886520_0000000000000000_vs.txt @@ -1,7 +1,9 @@ #version 420 #extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_packing : enable -// shader 497a209b49886520 // magic value hack aligment issue 1-> 1/2 +// shader 497a209b49886520 +//align water depth uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0xf545c000 res 1x1x1 dim 1 tm: 2 format 081e compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 0 @@ -23,7 +25,7 @@ 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)); } +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); @@ -59,14 +61,12 @@ backupReg1f = R2f.y; R2f.x = backupReg0f; R2f.y = backupReg1f; R0f.z = intBitsToFloat(0x3f000000); -R0f.w = (backupReg0f * intBitsToFloat(uf_remappedVS[0].x) + intBitsToFloat(uf_remappedVS[0].z)); -R0f.y = (backupReg1f * intBitsToFloat(uf_remappedVS[0].y) + intBitsToFloat(uf_remappedVS[0].w)); +R0f.w = (mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedVS[0].x)) +intBitsToFloat(uf_remappedVS[0].z)*3); +R0f.y = (mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedVS[0].y)) +intBitsToFloat(uf_remappedVS[0].w)*3); PS0f = R0f.y; R3f.xy = (textureLod(textureUnitVS0, R0f.zz,0.0).xy); // export -//gl_Position = vec4(R1f.x, R1f.y - 0.001, R1f.z, R1f.w*1.0040); - -gl_Position = vec4(R1f.x, R1f.y-0.0015, R1f.z, R1f.w*1.0040); +gl_Position = vec4(R1f.x*(1.0 / 1.004), R1f.y*(1.0 / 1.006), R1f.z, R1f.w); // export passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.z); // export diff --git a/Source/XenobladeX/4cb7bbd82d381167_0000000000000000_vs.txt b/Source/XenobladeX/4cb7bbd82d381167_0000000000000000_vs.txt deleted file mode 100644 index 18851d43..00000000 --- a/Source/XenobladeX/4cb7bbd82d381167_0000000000000000_vs.txt +++ /dev/null @@ -1,72 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_shading_language_packing : enable -// shader 4cb7bbd82d381167 // cutscene specular highlight dof align -const float constScale = 8.0; -uniform ivec4 uf_remappedVS[1]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0xf545c000 res 1x1x1 dim 1 tm: 2 format 081e compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 0 -layout(location = 0) in uvec4 attrDataSem0; -layout(location = 1) in uvec4 attrDataSem1; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 1) out vec4 passParameterSem1; -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){ 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); -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.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xy = attrDataSem1.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -backupReg0f = R2f.x; -backupReg1f = R2f.y; -R2f.x = (backupReg0f * intBitsToFloat(uf_remappedVS[0].x) + (intBitsToFloat(uf_remappedVS[0].z)/ constScale)); -R2f.y = (backupReg1f * intBitsToFloat(uf_remappedVS[0].y) + (intBitsToFloat(uf_remappedVS[0].w)/ constScale)); -R0f.z = intBitsToFloat(0x3f000000); -R0f.xy = (textureLod(textureUnitVS0, R0f.zz,0.0).xy); -// export -gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); -// export -passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.z); -// 0 -backupReg0f = R0f.x; -backupReg1f = R0f.y; -R0f.x = backupReg0f; -R0f.y = backupReg1f; -// export -passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.z); -// 0 -} diff --git a/Source/XenobladeX/4f557f00a56c6358_0000000000000000_vs.txt b/Source/XenobladeX/4f557f00a56c6358_0000000000000000_vs.txt index b4b10011..c7663c2a 100644 --- a/Source/XenobladeX/4f557f00a56c6358_0000000000000000_vs.txt +++ b/Source/XenobladeX/4f557f00a56c6358_0000000000000000_vs.txt @@ -3,7 +3,7 @@ #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_packing : enable // shader 4f557f00a56c6358 -//vs shadow mask +//test align edge alpha shadow uniform ivec4 uf_remappedVS[4]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; @@ -86,7 +86,7 @@ R2f.y = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].y)) + PV0f.x); R2f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].z)) + PV0f.w); R2f.w = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.z); // export -gl_Position = vec4(R1f.x*0.999, R1f.y, R1f.z, R1f.w);//magic align shadows +gl_Position = vec4(R1f.x*(1/1.001), R1f.y*(1 / 1.001), R1f.z, R1f.w); // export passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // export diff --git a/Source/XenobladeX/72387b8c3f18030f_0000000000000000_vs.txt b/Source/XenobladeX/72387b8c3f18030f_0000000000000000_vs.txt deleted file mode 100644 index 12e798b2..00000000 --- a/Source/XenobladeX/72387b8c3f18030f_0000000000000000_vs.txt +++ /dev/null @@ -1,64 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#extension GL_ARB_shading_language_packing : enable -// shader 72387b8c3f18030f -//skell view align bloom -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)/8; //const align -R0f.y = PV1f.z + intBitsToFloat(uf_remappedVS[0].y)/8; -// 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/Source/XenobladeX/94d235f07b93ad2f_0000000000000000_vs.txt b/Source/XenobladeX/94d235f07b93ad2f_0000000000000000_vs.txt deleted file mode 100644 index b6a8bcee..00000000 --- a/Source/XenobladeX/94d235f07b93ad2f_0000000000000000_vs.txt +++ /dev/null @@ -1,109 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#extension GL_ARB_shading_language_packing : enable -// shader 94d235f07b93ad2f -// shadow masking alignment, haloing compromise -//fixes most Y at cost of slightly worse X - -uniform ivec4 uf_remappedVS[6]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -layout(location = 0) in uvec4 attrDataSem0; -layout(location = 1) in uvec4 attrDataSem1; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 3) out vec4 passParameterSem3; -layout(location = 0) out vec4 passParameterSem0; -layout(location = 1) out vec4 passParameterSem1; -layout(location = 2) out vec4 passParameterSem2; -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); -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.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xy = attrDataSem1.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -PV0f.x = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].w)); -PV0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].z)); -PV0f.z = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].y)); -PV0f.w = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].x)); -R4f.x = R2f.x; -PS0f = R4f.x; -// 1 -R123f.x = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].w)) + PV0f.x); -PV1f.x = R123f.x; -R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].z)) + PV0f.y); -PV1f.y = R123f.y; -R123f.z = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].y)) + PV0f.z); -PV1f.z = R123f.z; -R123f.w = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].x)) + PV0f.w); -PV1f.w = R123f.w; -R4f.y = R2f.y; -PS1f = R4f.y; -// 2 -R123f.x = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].z)) + PV1f.y); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].w)) + PV1f.x); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].y)) + PV1f.z); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].x)) + PV1f.w); -PV0f.w = R123f.w; -// 3 -R2f.x = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].x)) + PV0f.w); -R2f.y = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].y)) + PV0f.z); -R2f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].z)) + PV0f.x); -R2f.w = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.y); -// 4 -R3f.x = (mul_nonIEEE(R4f.x,intBitsToFloat(uf_remappedVS[4].x)) + intBitsToFloat(uf_remappedVS[4].z)); -R3f.y = (mul_nonIEEE(R4f.y,intBitsToFloat(uf_remappedVS[4].y)) + intBitsToFloat(uf_remappedVS[4].w)/4); //2 -// 5 -R0f.x = (mul_nonIEEE(R4f.x,intBitsToFloat(uf_remappedVS[5].x)) + intBitsToFloat(uf_remappedVS[5].z)); -R0f.y = (mul_nonIEEE(R4f.y,intBitsToFloat(uf_remappedVS[5].y)) + intBitsToFloat(uf_remappedVS[5].w)); -// export -gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); -// export -passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); -// export -passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.z); -// export -passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.z); -// export -passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.z); -// 0 -} diff --git a/Source/XenobladeX/9dc2d340255dee89_0000000000000000_vs.txt b/Source/XenobladeX/9dc2d340255dee89_0000000000000000_vs.txt index e493a653..69823731 100644 --- a/Source/XenobladeX/9dc2d340255dee89_0000000000000000_vs.txt +++ b/Source/XenobladeX/9dc2d340255dee89_0000000000000000_vs.txt @@ -1,14 +1,13 @@ #version 420 #extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_packing : enable -// shader 9dc2d340255dee89 //aligment vs -const float constvs = 8.0; - +// shader 9dc2d340255dee89 +//align bloom 1 uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; layout(location = 1) in uvec4 attrDataSem1; - out gl_PerVertex { vec4 gl_Position; @@ -23,7 +22,7 @@ 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)); } +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } void main() { vec4 R1f = vec4(0.0); @@ -51,10 +50,10 @@ R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y) // 0 backupReg0f = R2f.x; backupReg1f = R2f.y; -R2f.x = (backupReg0f * intBitsToFloat(uf_remappedVS[0].x) + (intBitsToFloat(uf_remappedVS[0].z)/constvs)); -R2f.y = (backupReg1f * intBitsToFloat(uf_remappedVS[0].y) + (intBitsToFloat(uf_remappedVS[0].w)/constvs)); +R2f.x = (mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedVS[0].x)));// +intBitsToFloat(uf_remappedVS[0].z) / 8); +R2f.y = (mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedVS[0].y)));// +intBitsToFloat(uf_remappedVS[0].w) / 8); // export -gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +gl_Position = vec4(R1f.x*(1.0/1.006), R1f.y*(1.0/1.006), R1f.z, R1f.w); // export passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.z); // 0 diff --git a/Source/XenobladeX/cf4eda5057e1a527_0000000000000000_vs.txt b/Source/XenobladeX/_cf4eda5057e1a527_0000000000000000_vs.txt similarity index 100% rename from Source/XenobladeX/cf4eda5057e1a527_0000000000000000_vs.txt rename to Source/XenobladeX/_cf4eda5057e1a527_0000000000000000_vs.txt diff --git a/Source/XenobladeX/dd1a35baa9bbe69b_0000000000000000_vs.txt b/Source/XenobladeX/dd1a35baa9bbe69b_0000000000000000_vs.txt deleted file mode 100644 index 7f1adea2..00000000 --- a/Source/XenobladeX/dd1a35baa9bbe69b_0000000000000000_vs.txt +++ /dev/null @@ -1,109 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#extension GL_ARB_shading_language_packing : enable -// shader dd1a35baa9bbe69b -// shadow maskng alignment, haloing compromise -//fixes most Y at cost of slightly worse X - -uniform ivec4 uf_remappedVS[6]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -layout(location = 0) in uvec4 attrDataSem0; -layout(location = 1) in uvec4 attrDataSem1; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 3) out vec4 passParameterSem3; -layout(location = 0) out vec4 passParameterSem0; -layout(location = 1) out vec4 passParameterSem1; -layout(location = 2) out vec4 passParameterSem2; -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); -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.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xy = attrDataSem1.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -PV0f.x = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].w)); -PV0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].z)); -PV0f.z = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].y)); -PV0f.w = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].x)); -R4f.x = R2f.x; -PS0f = R4f.x; -// 1 -R123f.x = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].w)) + PV0f.x); -PV1f.x = R123f.x; -R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].z)) + PV0f.y); -PV1f.y = R123f.y; -R123f.z = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].y)) + PV0f.z); -PV1f.z = R123f.z; -R123f.w = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].x)) + PV0f.w); -PV1f.w = R123f.w; -R4f.y = R2f.y; -PS1f = R4f.y; -// 2 -R123f.x = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].z)) + PV1f.y); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].w)) + PV1f.x); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].y)) + PV1f.z); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].x)) + PV1f.w); -PV0f.w = R123f.w; -// 3 -R2f.x = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].x)) + PV0f.w); -R2f.y = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].y)) + PV0f.z); -R2f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].z)) + PV0f.x); -R2f.w = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.y); -// 4 -R3f.x = (mul_nonIEEE(R4f.x,intBitsToFloat(uf_remappedVS[4].x)) + intBitsToFloat(uf_remappedVS[4].z)); -R3f.y = (mul_nonIEEE(R4f.y,intBitsToFloat(uf_remappedVS[4].y)) + intBitsToFloat(uf_remappedVS[4].w)/4); -// 5 -R0f.x = (mul_nonIEEE(R4f.x,intBitsToFloat(uf_remappedVS[5].x)) + intBitsToFloat(uf_remappedVS[5].z)); -R0f.y = (mul_nonIEEE(R4f.y,intBitsToFloat(uf_remappedVS[5].y)) + intBitsToFloat(uf_remappedVS[5].w)); -// export -gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); -// export -passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); -// export -passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.z); -// export -passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.z); -// export -passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.z); -// 0 -} diff --git a/Source/XenobladeX/e412d30f981be3b5_0000000000000000_vs.txt b/Source/XenobladeX/e412d30f981be3b5_0000000000000000_vs.txt index 6c01dc7b..b0beea91 100644 --- a/Source/XenobladeX/e412d30f981be3b5_0000000000000000_vs.txt +++ b/Source/XenobladeX/e412d30f981be3b5_0000000000000000_vs.txt @@ -1,9 +1,10 @@ #version 420 #extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_packing : enable -// shader e412d30f981be3b5 //char select VS persp +// shader e412d30f981be3b5 +//char select dof uniform ivec4 uf_remappedVS[1]; -const float constvs = 8.0; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; layout(location = 1) in uvec4 attrDataSem1; @@ -21,7 +22,7 @@ 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)); } +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } void main() { vec4 R1f = vec4(0.0); @@ -49,10 +50,11 @@ R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y) // 0 backupReg0f = R2f.x; backupReg1f = R2f.y; -R2f.x = (backupReg0f * intBitsToFloat(uf_remappedVS[0].x) + (intBitsToFloat(uf_remappedVS[0].z)/constvs)); -R2f.y = (backupReg1f * intBitsToFloat(uf_remappedVS[0].y) + (intBitsToFloat(uf_remappedVS[0].w)/constvs)); +R2f.x = (mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedVS[0].x)));// +intBitsToFloat(uf_remappedVS[0].z)); +R2f.y = (mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedVS[0].y)));// +intBitsToFloat(uf_remappedVS[0].w)); // export -gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +gl_Position = vec4(R1f.x*(1.0 / 1.004), R1f.y*(1.0 / 1.006), R1f.z, R1f.w); +//gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // export passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.z); // 0 diff --git a/Source/XenobladeX/fb7df308052b5222_0000000000000000_vs.txt b/Source/XenobladeX/fb7df308052b5222_0000000000000000_vs.txt deleted file mode 100644 index 18fbdd8b..00000000 --- a/Source/XenobladeX/fb7df308052b5222_0000000000000000_vs.txt +++ /dev/null @@ -1,67 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_shading_language_packing : enable -// shader fb7df308052b5222 //align cut-scene -uniform ivec4 uf_remappedVS[2]; -const float constvs = 8.0; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -layout(location = 0) in uvec4 attrDataSem0; -layout(location = 1) in uvec4 attrDataSem1; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 0) out vec4 passParameterSem0; -layout(location = 1) out vec4 passParameterSem1; -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); -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.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xy = attrDataSem1.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -R0f.x = (R2f.x * intBitsToFloat(uf_remappedVS[0].x) + intBitsToFloat(uf_remappedVS[0].z)/constvs); -R0f.y = (R2f.y * intBitsToFloat(uf_remappedVS[0].y) + intBitsToFloat(uf_remappedVS[0].w)/constvs); -// 1 -backupReg0f = R2f.x; -backupReg1f = R2f.y; -R2f.x = (backupReg0f * intBitsToFloat(uf_remappedVS[1].x) + intBitsToFloat(uf_remappedVS[1].z)); -R2f.y = (backupReg1f * intBitsToFloat(uf_remappedVS[1].y) + intBitsToFloat(uf_remappedVS[1].w)); -// export -gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); -// export -passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.z); -// export -passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.z); -// 0 -}