From 9fb957875c0b159effbac6ee37e29144d45a887d Mon Sep 17 00:00:00 2001
From: Michael <goldtextwitch@outlook.com>
Date: Fri, 19 Jan 2018 21:21:42 -0800
Subject: [PATCH] [BotW] add no DoF pack no more need for other packs that
 remove it, hopefully this does the job

---
 .../bb50d2ee4fa87bc2_0000000000000000_vs.txt  | 172 +++++++++++++++
 .../c92c1c4c0a2fb839_0000000000001e49_ps.txt  | 157 ++++++++++++++
 .../c9f2fd37115b0ee1_0000000000000000_vs.txt  | 199 ++++++++++++++++++
 .../cb0e6e8cbec4502a_0000000000000079_ps.txt  |  28 +++
 Enhancement/BreathOfTheWild_!NoDoF/rules.txt  |   4 +
 5 files changed, 560 insertions(+)
 create mode 100644 Enhancement/BreathOfTheWild_!NoDoF/bb50d2ee4fa87bc2_0000000000000000_vs.txt
 create mode 100644 Enhancement/BreathOfTheWild_!NoDoF/c92c1c4c0a2fb839_0000000000001e49_ps.txt
 create mode 100644 Enhancement/BreathOfTheWild_!NoDoF/c9f2fd37115b0ee1_0000000000000000_vs.txt
 create mode 100644 Enhancement/BreathOfTheWild_!NoDoF/cb0e6e8cbec4502a_0000000000000079_ps.txt
 create mode 100644 Enhancement/BreathOfTheWild_!NoDoF/rules.txt

diff --git a/Enhancement/BreathOfTheWild_!NoDoF/bb50d2ee4fa87bc2_0000000000000000_vs.txt b/Enhancement/BreathOfTheWild_!NoDoF/bb50d2ee4fa87bc2_0000000000000000_vs.txt
new file mode 100644
index 00000000..6e5c1065
--- /dev/null
+++ b/Enhancement/BreathOfTheWild_!NoDoF/bb50d2ee4fa87bc2_0000000000000000_vs.txt
@@ -0,0 +1,172 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_shading_language_packing : enable
+// shader bb50d2ee4fa87bc2
+// Fixed radius blur
+// in multi target scene - not sure 2 - h+v
+const float resXScale = 0;
+const float resYScale = 0;
+
+uniform ivec4 uf_remappedVS[5];
+uniform vec2 uf_windowSpaceToClipSpaceTransform;
+layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
+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 passParameterSem2;
+layout(location = 0) out vec4 passParameterSem0;
+layout(location = 2) out vec4 passParameterSem6;
+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()
+{
+ivec4 R0i = ivec4(0);
+ivec4 R1i = ivec4(0);
+ivec4 R2i = ivec4(0);
+ivec4 R3i = ivec4(0);
+ivec4 R4i = ivec4(0);
+ivec4 R123i = ivec4(0);
+ivec4 R125i = ivec4(0);
+ivec4 R126i = ivec4(0);
+ivec4 R127i = ivec4(0);
+uvec4 attrDecoder;
+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 = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
+attrDecoder.xyzw = attrDataSem0.xyzw;
+attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
+attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
+R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
+attrDecoder.x = attrDataSem1.x;
+attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
+attrDecoder.y = 0;
+attrDecoder.z = 0;
+attrDecoder.w = 0;
+attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
+if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
+if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
+if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
+attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
+attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
+attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
+attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
+R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
+// 0
+backupReg0i = R0i.x;
+PV0i.x = 0x3f800000;
+PV0i.y = 0x40400000;
+PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
+R127i.w = 0x3f800000;
+R127i.x = 0xbf800000;
+PS0i = R127i.x;
+// 1
+PV1i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081));
+R0i.y = 0;
+R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
+PV1i.z = R123i.z;
+R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
+PV1i.w = R123i.w;
+R2i.w = 0x3f800000;
+PS1i = R2i.w;
+// 2
+R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
+PV0i.x = R2i.x;
+R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
+PV0i.y = R2i.y;
+R2i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5));
+R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
+R0i.w = 0x3d2aaaab;
+R1i.x = 0x3e000000;
+PS0i = R1i.x;
+// 3
+R3i.x = uf_remappedVS[1].z;
+R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
+R1i.y = 0;
+R1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
+R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
+R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0);
+R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
+PS1i = R4i.x;
+R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x);
+R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
+// export
+gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
+// export
+passParameterSem2 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
+// 0
+R127i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
+R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5));
+PV0i.y = R4i.y;
+PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
+PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
+PV0i.w = R2i.x;
+PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
+R126i.x = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
+PS0i = R126i.x;
+// 1
+R125i.x = uf_remappedVS[3].y;
+R125i.x = floatBitsToInt(intBitsToFloat(R125i.x) * 2.0);
+R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
+R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
+PV1i.y = R126i.y;
+R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y)));
+PV1i.z = R123i.z;
+PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x));
+R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w));
+PS1i = R127i.z;
+// 2
+PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R126i.x));
+PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R127i.x));
+R126i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w) / resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y)));
+R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z) / resXScale  * 2.0 + intBitsToFloat(R4i.x)));
+PV0i.w = R123i.w;
+R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.w)));
+PS0i = R127i.y;
+// 3
+backupReg0i = R127i.x;
+R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R127i.z)));
+R123i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z) / resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x)));
+PV1i.y = R123i.y;
+R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y)));
+R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(backupReg0i));
+R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.x)));
+PS1i = R125i.z;
+// 4
+R3i.x = PV1i.y;
+PV0i.z = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R126i.x));
+R3i.w = R126i.z;
+R4i.z = R127i.y;
+PS0i = R4i.z;
+// 5
+R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w)));
+R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.z)));
+R1i.z = R127i.z;
+R4i.w = R127i.x;
+R1i.w = R125i.z;
+PS1i = R1i.w;
+// export
+passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
+// export
+// skipped export to semanticId 255
+// export
+passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w));
+}
diff --git a/Enhancement/BreathOfTheWild_!NoDoF/c92c1c4c0a2fb839_0000000000001e49_ps.txt b/Enhancement/BreathOfTheWild_!NoDoF/c92c1c4c0a2fb839_0000000000001e49_ps.txt
new file mode 100644
index 00000000..e0d53552
--- /dev/null
+++ b/Enhancement/BreathOfTheWild_!NoDoF/c92c1c4c0a2fb839_0000000000001e49_ps.txt
@@ -0,0 +1,157 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+// shader c92c1c4c0a2fb839
+// Fixed radius blur
+// in camera dof, samples from 2 mips
+const float resXScale = 0;
+const float resYScale = 0;
+
+uniform ivec4 uf_remappedPS[5];
+layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf46ac800 res 640x360x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4813000 res 640x360x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
+layout(location = 0) in vec4 passParameterSem2;
+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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
+void main()
+{
+ivec4 R0i = ivec4(0);
+ivec4 R1i = ivec4(0);
+ivec4 R2i = ivec4(0);
+ivec4 R3i = ivec4(0);
+ivec4 R4i = ivec4(0);
+ivec4 R123i = 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(passParameterSem2);
+if( activeMaskStackC[1] == true ) {
+R1i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).x);
+R1i.z = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R0i.xy)).x);
+}
+if( activeMaskStackC[1] == true ) {
+// 0
+R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)));
+R123i.x = clampFI32(R123i.x);
+PV0i.x = R123i.x;
+// 1
+R0i.z = floatBitsToInt(max(intBitsToFloat(R1i.z), intBitsToFloat(PV0i.x)));
+PV1i.z = R0i.z;
+// 2
+R1i.y = ((intBitsToFloat(PV1i.z) != 0.0)?int(0xFFFFFFFF):int(0x0));
+PV0i.y = R1i.y;
+// 3
+if(  (PV0i.y == 0)) discard;
+}
+if( activeMaskStackC[1] == true ) {
+activeMaskStack[1] = activeMaskStack[0];
+activeMaskStackC[2] = activeMaskStackC[1];
+// 0
+predResult = (R1i.y != 0);
+activeMaskStack[1] = predResult;
+activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
+}
+else {
+activeMaskStack[1] = false;
+activeMaskStackC[2] = false;
+}
+if( activeMaskStackC[2] == true ) {
+// 0
+PV0i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].y) + -(1.0));
+// 1
+R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R0i.z)) + 1.0));
+PV1i.z = R123i.z;
+// 2
+tempResultf = log2(intBitsToFloat(PV1i.z));
+PS0i = floatBitsToInt(tempResultf);
+// 3
+R127i.x = floatBitsToInt(intBitsToFloat(PS0i) + -(1.0));
+PV1i.x = R127i.x;
+// 4
+R2i.z = PV1i.x;
+R1i.w = PV1i.x;
+PS0i = floatBitsToInt(exp2(intBitsToFloat(PV1i.x)));
+// 5
+PV1i.z = floatBitsToInt(intBitsToFloat(PS0i) + intBitsToFloat(uf_remappedPS[3].w));
+R3i.w = R127i.x;
+R4i.w = R127i.x;
+PS1i = R4i.w;
+// 6
+backupReg0i = R127i.x;
+R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].y)));
+PV0i.x = R127i.x;
+PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].x) / resXScale));
+R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].w) / resYScale));
+R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[4].z)));
+PV0i.w = R127i.w;
+R2i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + 1.0);
+R2i.w = clampFI32(R2i.w);
+PS0i = R2i.w;
+// 7
+R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.y));
+R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV0i.x));
+R3i.z = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV0i.w));
+R2i.x = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(PV0i.y)));
+PS1i = R2i.x;
+// 8
+R3i.x = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(R127i.z));
+R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.x)));
+R4i.z = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(R127i.w)));
+R4i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(R127i.z)));
+PS0i = R4i.y;
+}
+if( activeMaskStackC[2] == true ) {
+R1i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R1i.xy),intBitsToFloat(R1i.w)).xyz);
+R2i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.xy),intBitsToFloat(R2i.z)).xyz);
+R3i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R3i.zx),intBitsToFloat(R3i.w)).xyz);
+R4i.xyz = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R4i.zy),intBitsToFloat(R4i.w)).xyz);
+}
+if( activeMaskStackC[2] == true ) {
+// 0
+PV0i.y = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R2i.z));
+PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
+PV0i.z = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R2i.y));
+PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
+PV0i.w = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R2i.x));
+PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0);
+// 1
+R123i.x = floatBitsToInt((intBitsToFloat(R3i.x) * 0.5 + intBitsToFloat(PV0i.w)));
+PV1i.x = R123i.x;
+R123i.z = floatBitsToInt((intBitsToFloat(R3i.z) * 0.5 + intBitsToFloat(PV0i.y)));
+PV1i.z = R123i.z;
+R123i.w = floatBitsToInt((intBitsToFloat(R3i.y) * 0.5 + intBitsToFloat(PV0i.z)));
+PV1i.w = R123i.w;
+// 2
+R2i.x = floatBitsToInt((intBitsToFloat(R4i.x) * 0.5 + intBitsToFloat(PV1i.x))/2.0);
+R2i.y = floatBitsToInt((intBitsToFloat(R4i.y) * 0.5 + intBitsToFloat(PV1i.w))/2.0);
+R2i.z = floatBitsToInt((intBitsToFloat(R4i.z) * 0.5 + intBitsToFloat(PV1i.z))/2.0);
+}
+activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
+// export
+passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
+}
diff --git a/Enhancement/BreathOfTheWild_!NoDoF/c9f2fd37115b0ee1_0000000000000000_vs.txt b/Enhancement/BreathOfTheWild_!NoDoF/c9f2fd37115b0ee1_0000000000000000_vs.txt
new file mode 100644
index 00000000..ba8b52e2
--- /dev/null
+++ b/Enhancement/BreathOfTheWild_!NoDoF/c9f2fd37115b0ee1_0000000000000000_vs.txt
@@ -0,0 +1,199 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_shading_language_packing : enable
+// shader c9f2fd37115b0ee1
+// Fixed radius blur
+// in multi target scene - not sure - h+v
+const float resXScale = 0;
+const float resYScale = 0;
+
+uniform ivec4 uf_remappedVS[5];
+uniform vec2 uf_windowSpaceToClipSpaceTransform;
+layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
+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 passParameterSem2;
+layout(location = 2) out vec4 passParameterSem6;
+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()
+{
+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 R123i = ivec4(0);
+ivec4 R124i = ivec4(0);
+ivec4 R125i = ivec4(0);
+ivec4 R126i = ivec4(0);
+ivec4 R127i = ivec4(0);
+uvec4 attrDecoder;
+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 = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
+attrDecoder.xyzw = attrDataSem0.xyzw;
+attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
+attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
+R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
+attrDecoder.x = attrDataSem1.x;
+attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
+attrDecoder.y = 0;
+attrDecoder.z = 0;
+attrDecoder.w = 0;
+attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
+if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
+if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
+if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
+attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
+attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
+attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
+attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
+R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
+// 0
+backupReg0i = R0i.x;
+PV0i.x = 0x3f800000;
+PV0i.y = 0x40400000;
+PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
+R127i.w = 0x3f800000;
+R127i.x = 0xbf800000;
+PS0i = R127i.x;
+// 1
+R3i.x = uf_remappedVS[0].z;
+R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
+PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081));
+R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
+PV1i.z = R123i.z;
+R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
+PV1i.w = R123i.w;
+R2i.w = 0x3f800000;
+PS1i = R2i.w;
+// 2
+R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
+R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
+PV0i.y = R2i.y;
+R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5));
+R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
+R0i.w = 0x3ec00000;
+R0i.y = 0;
+PS0i = R0i.y;
+// 3
+R1i.xyz = ivec3(0x3eeaaaab,0,0x3d2aaaab);
+R1i.w = 0;
+R0i.x = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
+PS1i = R0i.x;
+R5i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).xyz);
+R4i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
+R1i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.zw)).y);
+// export
+gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
+// 0
+R127i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
+R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
+PV0i.x = R127i.x;
+R0i.y = floatBitsToInt((intBitsToFloat(R0i.x) * 0.5 + 0.5));
+PV0i.y = R0i.y;
+R127i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
+R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0);
+R127i.w = R2i.x;
+R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
+R0i.x = floatBitsToInt((intBitsToFloat(R2i.x) * 0.5 + 0.5));
+PS0i = R0i.x;
+// 1
+R2i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
+R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) * 2.0);
+PV1i.x = R2i.x;
+R2i.y = uf_remappedVS[3].y;
+R2i.y = floatBitsToInt(intBitsToFloat(R2i.y) * 2.0);
+PV1i.y = R2i.y;
+R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y)));
+PV1i.z = R123i.z;
+R126i.w = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
+R125i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5));
+PS1i = R125i.x;
+// 2
+backupReg0i = R127i.z;
+R126i.x = floatBitsToInt(-(intBitsToFloat(PV1i.y)));
+R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0);
+PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
+PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
+R127i.z = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R3i.x));
+R127i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R127i.x));
+R126i.z = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(PS1i));
+PS0i = R126i.z;
+// 3
+R124i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R126i.w));
+R127i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.x)));
+R125i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.y)));
+R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z)/ resXScale * 2.0 + intBitsToFloat(R0i.x)));
+PV1i.w = R123i.w;
+R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R3i.x)) + intBitsToFloat(PV0i.y)));
+PS1i = R125i.w;
+// 4
+backupReg0i = R127i.x;
+R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R127i.w)));
+R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.z)));
+R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(backupReg0i)) + intBitsToFloat(R126i.x)));
+R127i.w = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R126i.w));
+R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R126i.z)));
+PS0i = R124i.w;
+// 5
+backupReg0i = R0i.y;
+backupReg1i = R125i.z;
+PV1i.x = floatBitsToInt(-(intBitsToFloat(R5i.z)) + intBitsToFloat(R4i.z));
+PV1i.y = floatBitsToInt(-(intBitsToFloat(R5i.y)) + intBitsToFloat(R4i.y));
+R125i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R125i.x));
+R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R124i.x)));
+R3i.w = backupReg1i;
+PS1i = R3i.w;
+// 6
+R3i.x = R127i.y;
+R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.y)));
+PV0i.z = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(R4i.x));
+R2i.w = R127i.z;
+R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.z)));
+PS0i = R1i.z;
+// 7
+R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.x)));
+R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R125i.z)));
+R2i.z = R125i.w;
+R0i.w = R127i.x;
+R0i.z = R126i.y;
+PS1i = R0i.z;
+// 8
+R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.w)));
+R5i.z = R126i.w;
+R5i.w = R124i.w;
+// export
+passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
+// export
+passParameterSem2 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
+// export
+// skipped export to semanticId 255
+// export
+// skipped export to semanticId 255
+// export
+passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w));
+}
diff --git a/Enhancement/BreathOfTheWild_!NoDoF/cb0e6e8cbec4502a_0000000000000079_ps.txt b/Enhancement/BreathOfTheWild_!NoDoF/cb0e6e8cbec4502a_0000000000000079_ps.txt
new file mode 100644
index 00000000..868abd69
--- /dev/null
+++ b/Enhancement/BreathOfTheWild_!NoDoF/cb0e6e8cbec4502a_0000000000000079_ps.txt
@@ -0,0 +1,28 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_arrays_of_arrays : enable
+// shader cb0e6e8cbec4502a 
+// DoF blur effect - Battle, Camera, Scope
+layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5c7b800 res 1280x720x1 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 passParameterSem3;
+layout(location = 0) out vec4 passPixelColor0;
+uniform vec2 uf_fragCoordScale;
+
+const float resScale = 0;
+const int radius = int(2*resScale);
+
+void main() {
+	vec2 center = (passParameterSem3.xy + passParameterSem3.zw) / 2;
+	vec2 step = passParameterSem3.xw - passParameterSem3.zy;
+	vec4 result = vec4(0.0);
+	float count = 0.0;
+	for (int x = -radius; x <= radius; x++) {
+		for (int y = -radius; y <= radius; y++) {
+			if (length(vec2(x, y)) <= radius) {
+				result += texture(textureUnitPS0, center + vec2(x, y)*step);
+				count += 1.0;
+			}
+		}
+	}
+	passPixelColor0 = result / count;
+}
\ No newline at end of file
diff --git a/Enhancement/BreathOfTheWild_!NoDoF/rules.txt b/Enhancement/BreathOfTheWild_!NoDoF/rules.txt
new file mode 100644
index 00000000..5b94dbe6
--- /dev/null
+++ b/Enhancement/BreathOfTheWild_!NoDoF/rules.txt
@@ -0,0 +1,4 @@
+[Definition]
+titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
+name = "The Legend of Zelda: Breath of the Wild - No Depth of Field"
+version = 2