From df5829afeb0e9c0189f2d4af109a9a403e739860 Mon Sep 17 00:00:00 2001
From: Crementif <milanhekje@gmail.com>
Date: Tue, 26 Dec 2017 09:28:15 +0100
Subject: [PATCH] Added Yoshi's Wooly World blur fixes

Try every variable and you'll succeed eventually.
---
 .../b5082db8c1a44514_0000000000000079_ps.txt  | 124 ++++++++++++++++++
 .../f1f99f18ae69719b_0000000000000079_ps.txt  | 124 ++++++++++++++++++
 2 files changed, 248 insertions(+)
 create mode 100644 Source/WoollyWorld/b5082db8c1a44514_0000000000000079_ps.txt
 create mode 100644 Source/WoollyWorld/f1f99f18ae69719b_0000000000000079_ps.txt

diff --git a/Source/WoollyWorld/b5082db8c1a44514_0000000000000079_ps.txt b/Source/WoollyWorld/b5082db8c1a44514_0000000000000079_ps.txt
new file mode 100644
index 00000000..5b2a339e
--- /dev/null
+++ b/Source/WoollyWorld/b5082db8c1a44514_0000000000000079_ps.txt
@@ -0,0 +1,124 @@
+<?php 
+include 'Source/functions.php'; 
+$fullWidth = $argv[1]; 
+$fullHeight = $argv[2]; 
+$scaleFactorX = always_decimal_format($fullWidth / 1280.0); 
+$scaleFactorY = always_decimal_format($fullHeight / 720.0); 
+?>
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_separate_shader_objects : enable
+// shader b5082db8c1a44514
+// Used for vertical blur DoF
+const float resXScale = <?=$scaleFactorX?>; 
+const float resYScale = <?=$scaleFactorY?>; 
+
+uniform ivec4 uf_uniformRegisterPS[256];
+layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e14800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 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){ 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);
+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[1];
+bool activeMaskStackC[2];
+activeMaskStackC[0] = false;
+activeMaskStack[0] = true;
+activeMaskStackC[0] = true;
+activeMaskStackC[1] = true;
+vec3 cubeMapSTM;
+int cubeMapFaceId;
+R0i = floatBitsToInt(passParameterSem0);
+if( activeMaskStackC[1] == true ) {
+R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
+}
+if( activeMaskStackC[1] == true ) {
+// 0
+R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(uf_uniformRegisterPS[11].x)));
+R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(uf_uniformRegisterPS[11].x)));
+R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(uf_uniformRegisterPS[11].x)));
+R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(uf_uniformRegisterPS[11].x)));
+R0i.w = 0x00000001;
+PS0i = R0i.w;
+// 1
+R0i.z = uf_uniformRegisterPS[22].x + int(1);
+}
+while( activeMaskStackC[1] == true )
+{
+if( activeMaskStackC[1] == true ) {
+// 0
+R1i.x = (R0i.z > R0i.w)?int(0xFFFFFFFF):int(0x0);
+// 1
+predResult = (R1i.x != 0);
+if( predResult == false ) break;
+}
+if( activeMaskStackC[1] == true ) {
+// 0
+backupReg0i = R0i.w;
+backupReg0i = R0i.w;
+R0i.w = backupReg0i + int(1);
+R3i.z = floatBitsToInt(float(backupReg0i));
+PS0i = R3i.z;
+// 1
+tempResultf = intBitsToFloat(PS0i);
+tempResultf = floor(tempResultf);
+tempResultf = clamp(tempResultf, -256.0, 255.0);
+ARi.x = int(tempResultf);
+PV1i.x = floatBitsToInt(tempResultf);
+// 2
+R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.x)) + vec3(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y)/resYScale,-(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x))));
+R1i.w = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y)/resYScale));
+}
+if( activeMaskStackC[1] == true ) {
+R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyzw);
+R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.zw)).xyzw);
+}
+if( activeMaskStackC[1] == true ) {
+// 0
+tempResultf = intBitsToFloat(R3i.z);
+tempResultf = floor(tempResultf);
+tempResultf = clamp(tempResultf, -256.0, 255.0);
+ARi.x = int(tempResultf);
+PV0i.x = floatBitsToInt(tempResultf);
+// 1
+R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.z)));
+PV1i.x = R123i.x;
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.y)));
+PV1i.y = R123i.y;
+R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.w)));
+PV1i.z = R123i.z;
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.x)));
+PV1i.w = R123i.w;
+// 2
+R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.w)));
+R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.y)));
+R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.x)));
+R4i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.z)));
+}
+}
+// export
+passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
+}
diff --git a/Source/WoollyWorld/f1f99f18ae69719b_0000000000000079_ps.txt b/Source/WoollyWorld/f1f99f18ae69719b_0000000000000079_ps.txt
new file mode 100644
index 00000000..8b02780a
--- /dev/null
+++ b/Source/WoollyWorld/f1f99f18ae69719b_0000000000000079_ps.txt
@@ -0,0 +1,124 @@
+<?php 
+include 'Source/functions.php'; 
+$fullWidth = $argv[1]; 
+$fullHeight = $argv[2]; 
+$scaleFactorX = always_decimal_format($fullWidth / 1280.0); 
+$scaleFactorY = always_decimal_format($fullHeight / 720.0); 
+?>
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_separate_shader_objects : enable
+// shader f1f99f18ae69719b
+// Used for horizontal blur DoF
+const float resXScale = <?=$scaleFactorX?>; 
+const float resYScale = <?=$scaleFactorY?>; 
+
+uniform ivec4 uf_uniformRegisterPS[256];
+layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf59d2000 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 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){ 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);
+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[1];
+bool activeMaskStackC[2];
+activeMaskStackC[0] = false;
+activeMaskStack[0] = true;
+activeMaskStackC[0] = true;
+activeMaskStackC[1] = true;
+vec3 cubeMapSTM;
+int cubeMapFaceId;
+R0i = floatBitsToInt(passParameterSem0);
+if( activeMaskStackC[1] == true ) {
+R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
+}
+if( activeMaskStackC[1] == true ) {
+// 0
+R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(uf_uniformRegisterPS[11].x)));
+R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(uf_uniformRegisterPS[11].x)));
+R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(uf_uniformRegisterPS[11].x)));
+R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(uf_uniformRegisterPS[11].x)));
+R0i.w = 0x00000001;
+PS0i = R0i.w;
+// 1
+R0i.z = uf_uniformRegisterPS[22].x + int(1);
+}
+while( activeMaskStackC[1] == true )
+{
+if( activeMaskStackC[1] == true ) {
+// 0
+R1i.x = (R0i.z > R0i.w)?int(0xFFFFFFFF):int(0x0);
+// 1
+predResult = (R1i.x != 0);
+if( predResult == false ) break;
+}
+if( activeMaskStackC[1] == true ) {
+// 0
+backupReg0i = R0i.w;
+backupReg0i = R0i.w;
+R0i.w = backupReg0i + int(1);
+R3i.z = floatBitsToInt(float(backupReg0i));
+PS0i = R3i.z;
+// 1
+tempResultf = intBitsToFloat(PS0i);
+tempResultf = floor(tempResultf);
+tempResultf = clamp(tempResultf, -256.0, 255.0);
+ARi.x = int(tempResultf);
+PV1i.x = floatBitsToInt(tempResultf);
+// 2
+R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.x)) + vec3(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x)/resXScale,intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y),-(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x)/resXScale)));
+R1i.w = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y)));
+}
+if( activeMaskStackC[1] == true ) {
+R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyzw);
+R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.zw)).xyzw);
+}
+if( activeMaskStackC[1] == true ) {
+// 0
+tempResultf = intBitsToFloat(R3i.z);
+tempResultf = floor(tempResultf);
+tempResultf = clamp(tempResultf, -256.0, 255.0);
+ARi.x = int(tempResultf);
+PV0i.x = floatBitsToInt(tempResultf);
+// 1
+R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.z)));
+PV1i.x = R123i.x;
+R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.y)));
+PV1i.y = R123i.y;
+R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.w)));
+PV1i.z = R123i.z;
+R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.x)));
+PV1i.w = R123i.w;
+// 2
+R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.w)));
+R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.y)));
+R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.x)));
+R4i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.z)));
+}
+}
+// export
+passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
+}