From 957724ba8de6b51c8825e58c4230995afd26a493 Mon Sep 17 00:00:00 2001 From: getdls Date: Fri, 29 Dec 2017 02:11:57 +0100 Subject: [PATCH] [WW] - Shadows, AO, bloom restore Add - Initial scale fix for AO, and shadows Fix - Restore bloom by excluding 0x816 --- .../1f83c0d47b1c4c34_0000000000000000_vs.txt | 84 +++++++++++++ .../4c426260188ace42_0000000000000000_vs.txt | 113 +++++++++++++++++ .../d283b9338c6b10c5_0000000000000000_vs.txt | 84 +++++++++++++ .../d9c81460d6984bb2_0000000000000000_vs.txt | 116 ++++++++++++++++++ Source/WindWakerHD/rules.txt | 28 ++++- 5 files changed, 423 insertions(+), 2 deletions(-) create mode 100644 Source/WindWakerHD/1f83c0d47b1c4c34_0000000000000000_vs.txt create mode 100644 Source/WindWakerHD/4c426260188ace42_0000000000000000_vs.txt create mode 100644 Source/WindWakerHD/d283b9338c6b10c5_0000000000000000_vs.txt create mode 100644 Source/WindWakerHD/d9c81460d6984bb2_0000000000000000_vs.txt diff --git a/Source/WindWakerHD/1f83c0d47b1c4c34_0000000000000000_vs.txt b/Source/WindWakerHD/1f83c0d47b1c4c34_0000000000000000_vs.txt new file mode 100644 index 00000000..d4df7046 --- /dev/null +++ b/Source/WindWakerHD/1f83c0d47b1c4c34_0000000000000000_vs.txt @@ -0,0 +1,84 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 1f83c0d47b1c4c34 // half res blur + +const float resScale = ; +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 passParameterSem3; +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); +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 = R1f.x; +backupReg1f = R1f.y; +R1f.x = backupReg0f; +R1f.x *= 2.0; +R1f.y = backupReg1f; +R1f.y *= 2.0; +R1f.z = intBitsToFloat(0xbf800000); +R1f.w = 1.0; +PS0f = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x)/resScale); +// 1 +backupReg0f = R2f.y; +backupReg1f = R2f.x; +PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y) / resScale); +R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y) / resScale; +R2f.z = PS0f; +R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x) / resScale; +PS1f = R2f.x; +// 2 +R2f.w = PV1f.x; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// 0 +} diff --git a/Source/WindWakerHD/4c426260188ace42_0000000000000000_vs.txt b/Source/WindWakerHD/4c426260188ace42_0000000000000000_vs.txt new file mode 100644 index 00000000..3f929510 --- /dev/null +++ b/Source/WindWakerHD/4c426260188ace42_0000000000000000_vs.txt @@ -0,0 +1,113 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader 4c426260188ace42 +// shadows pyramid blend 2nd downscale +const float resScale = ; +uniform ivec4 uf_remappedVS[5]; +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); +vec4 R126f = vec4(0.0); +vec4 R127f = 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))); +// 0 +R127f.x = -(R1f.y); +PV0f.x = R127f.x; +R127f.y = (R1f.x > 0.0)?1.0:0.0; +R127f.y /= 2.0; +R126f.z = (0.0 > R1f.x)?1.0:0.0; +R126f.z /= 2.0; +R127f.w = 1.0; +PV0f.w = R127f.w; +R126f.x = intBitsToFloat(uf_remappedVS[0].w) * intBitsToFloat(0x3fae8a72)/ resScale; +PS0f = R126f.x; +// 1 +R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); +PV1f.x = R0f.x; +PV1f.y = R0f.x; +PV1f.z = R0f.x; +PV1f.w = R0f.x; +R127f.z = (PV0f.x > 0.0)?1.0:0.0; +R127f.z /= 2.0; +PS1f = R127f.z; +// 2 +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R0f.y = tempf.x; +PS0f = (0.0 > R127f.x)?1.0:0.0; +PS0f /= 2.0; +// 3 +backupReg0f = R127f.z; +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R0f.z = tempf.x; +R127f.z = backupReg0f + -(PS0f); +PS1f = R127f.z; +// 4 +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R0f.w = tempf.x; +PS0f = R127f.y + -(R126f.z); +// 5 +R1f.x = PS0f + 0.5; +PV1f.y = R127f.z + 0.5; +// 6 +R1f.y = PV1f.y + -(R126f.x); +R1f.z = PV1f.y + R126f.x; +R1f.w = PV1f.y; +// export +gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// 0 +} diff --git a/Source/WindWakerHD/d283b9338c6b10c5_0000000000000000_vs.txt b/Source/WindWakerHD/d283b9338c6b10c5_0000000000000000_vs.txt new file mode 100644 index 00000000..8afe0827 --- /dev/null +++ b/Source/WindWakerHD/d283b9338c6b10c5_0000000000000000_vs.txt @@ -0,0 +1,84 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader d283b9338c6b10c5 //AO noise/de-banding scaling +const float resScale = ; +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 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){ 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); +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 = R1f.x; +backupReg1f = R1f.y; +R1f.x = backupReg0f; +R1f.x *= 2.0; +R1f.y = backupReg1f; +R1f.y *= 2.0; +R1f.z = 0.0; +R1f.w = 1.0; +PS0f = 1.0 / intBitsToFloat(uf_remappedVS[0].x)*resScale; +// 1 +PV1f.w = mul_nonIEEE(R2f.x, PS0f); +PS1f = 1.0 / intBitsToFloat(uf_remappedVS[0].y)*resScale; +// 2 +PV0f.y = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedVS[0].w)); +PV0f.z = mul_nonIEEE(R2f.y, PS1f); +// 3 +PV1f.x = mul_nonIEEE(PV0f.z, intBitsToFloat(uf_remappedVS[0].w)); +R2f.z = PV0f.y; +// 4 +R2f.w = PV1f.x; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +// 0 +} diff --git a/Source/WindWakerHD/d9c81460d6984bb2_0000000000000000_vs.txt b/Source/WindWakerHD/d9c81460d6984bb2_0000000000000000_vs.txt new file mode 100644 index 00000000..9c9e31d4 --- /dev/null +++ b/Source/WindWakerHD/d9c81460d6984bb2_0000000000000000_vs.txt @@ -0,0 +1,116 @@ + +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_shading_language_packing : enable +// shader d9c81460d6984bb2 +//blur shadows step 1 +const float resScale = ; +uniform ivec4 uf_remappedVS[5]; +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); +vec4 R126f = vec4(0.0); +vec4 R127f = 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))); +// 0 +R127f.x = (R1f.x > 0.0)?1.0:0.0; +R127f.x /= 2.0; +R127f.y = -(R1f.y); +PV0f.y = R127f.y; +R127f.z = (0.0 > R1f.x)?1.0:0.0; +R127f.z /= 2.0; +R127f.w = 1.0; +PV0f.w = R127f.w; +R126f.x = intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3fae8a72)/ resScale;// fix all... +PS0f = R126f.x; +// 1 +R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); +PV1f.x = R0f.x; +PV1f.y = R0f.x; +PV1f.z = R0f.x; +PV1f.w = R0f.x; +R126f.w = (PV0f.y > 0.0)?1.0:0.0; +R126f.w /= 2.0; +PS1f = R126f.w; +// 2 +backupReg0f = R127f.y; +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R0f.y = tempf.x; +R127f.y = (0.0 > backupReg0f)?1.0:0.0; +R127f.y /= 2.0; +PS0f = R127f.y; +// 3 +backupReg0f = R127f.x; +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R0f.z = tempf.x; +R127f.x = backupReg0f + -(R127f.z); +PS1f = R127f.x; +// 4 +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R0f.w = tempf.x; +PS0f = R126f.w + -(R127f.y); +// 5 +PV1f.y = PS0f + 0.5; +PV1f.z = R127f.x + 0.5; +// 6 +R1f.x = PV1f.y; +R1f.y = PV1f.z + -(R126f.x); +R1f.z = PV1f.z + R126f.x; +R1f.w = PV1f.z; +// export +gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// 0 +} diff --git a/Source/WindWakerHD/rules.txt b/Source/WindWakerHD/rules.txt index 99f7eaa1..e0e8be69 100644 --- a/Source/WindWakerHD/rules.txt +++ b/Source/WindWakerHD/rules.txt @@ -20,15 +20,16 @@ overwriteWidth = overwriteHeight = -[TextureRedefine] # game half res upscaling +[TextureRedefine] # Shadow projection width = 960 height = 540 overwriteWidth = overwriteHeight = -[TextureRedefine] # game quarter res upscaling +[TextureRedefine] # shadow blur, Bloom pyarmid start width = 480 height = 270 +formatsExcluded = 0x816 # bloom texture lod fix overwriteWidth = overwriteHeight = @@ -37,3 +38,26 @@ width = 854 height = 480 overwriteWidth = overwriteHeight = + +[TextureRedefine] # last shadow blur. Bloom pyramid 2 +width = 240 +height = 135 +formatsExcluded = 0x816 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] # Bloom pyramid 3 +width = 120 +height = 67 +formatsExcluded = 0x816 +overwriteWidth = +overwriteHeight = +#should scale to 480x270 texture not 268 integer for 2880p + +[TextureRedefine] # Bloom pyramid 4 last step +width = 60 +height = 33 +formatsExcluded = 0x816 +overwriteWidth = +overwriteHeight = +#240x135x texture , not 132 integer for 2880p \ No newline at end of file