From ee77e0b5047d937526ce4859249bf4be0b10985b Mon Sep 17 00:00:00 2001
From: JoelAlone <joel.lasota@outlook.com>
Date: Tue, 26 Sep 2017 01:06:29 +0200
Subject: [PATCH] [BOTW][2160p][1440p] Add shader edit to fix dof when focused
 on enemy

before:
https://cdn.discordapp.com/attachments/186102414317846529/362008127085871114/unknown.png
after:
https://cdn.discordapp.com/attachments/186102414317846529/362008294186811393/unknown.png
---
 .../cb0e6e8cbec4502a_0000000000000079_ps.txt  | 68 +++++++++++++++++++
 .../cb0e6e8cbec4502a_0000000000000079_ps.txt  | 68 +++++++++++++++++++
 2 files changed, 136 insertions(+)
 create mode 100644 Quality/BreathOfTheWild_1440p/cb0e6e8cbec4502a_0000000000000079_ps.txt
 create mode 100644 Quality/BreathOfTheWild_2160p/cb0e6e8cbec4502a_0000000000000079_ps.txt

diff --git a/Quality/BreathOfTheWild_1440p/cb0e6e8cbec4502a_0000000000000079_ps.txt b/Quality/BreathOfTheWild_1440p/cb0e6e8cbec4502a_0000000000000079_ps.txt
new file mode 100644
index 00000000..25286a03
--- /dev/null
+++ b/Quality/BreathOfTheWild_1440p/cb0e6e8cbec4502a_0000000000000079_ps.txt
@@ -0,0 +1,68 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+// shader cb0e6e8cbec4502a
+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;
+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 R123f = 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 = passParameterSem3;
+
+const float offset = 0.7;
+R0f.z = (R0f.z + 0.00052083333333333 * offset); // horizontal move
+R0f.y = (R0f.y - 0.00092592592592593 * offset); // vertical move
+R0f.x = (R0f.x - 0.00052083333333333 * offset); // second horizontal move
+R0f.w = (R0f.w + 0.00092592592592593 * offset); // second vertical move
+
+R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
+R2f.xyz = (texture(textureUnitPS0, R0f.zy).xyz);
+R3f.xyz = (texture(textureUnitPS0, R0f.xw).xyz);
+R0f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
+// 0
+PV0f.x = R1f.x + R2f.x;
+PV0f.x /= 2.0;
+PV0f.z = R1f.z + R2f.z;
+PV0f.z /= 2.0;
+PV0f.w = R1f.y + R2f.y;
+PV0f.w /= 2.0;
+R1f.w = 0.0;
+PS0f = R1f.w;
+// 1
+R123f.x = (R3f.y * 0.5 + PV0f.w);
+PV1f.x = R123f.x;
+R123f.y = (R3f.x * 0.5 + PV0f.x);
+PV1f.y = R123f.y;
+R123f.w = (R3f.z * 0.5 + PV0f.z);
+PV1f.w = R123f.w;
+// 2
+R1f.x = (R0f.x * 0.5 + PV1f.y)/2.0;
+R1f.y = (R0f.y * 0.5 + PV1f.x)/2.0;
+R1f.z = (R0f.z * 0.5 + PV1f.w)/2.0;
+// export
+passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
+}
diff --git a/Quality/BreathOfTheWild_2160p/cb0e6e8cbec4502a_0000000000000079_ps.txt b/Quality/BreathOfTheWild_2160p/cb0e6e8cbec4502a_0000000000000079_ps.txt
new file mode 100644
index 00000000..eb79dfa3
--- /dev/null
+++ b/Quality/BreathOfTheWild_2160p/cb0e6e8cbec4502a_0000000000000079_ps.txt
@@ -0,0 +1,68 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+// shader cb0e6e8cbec4502a
+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;
+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 R123f = 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 = passParameterSem3;
+
+const float offset = 0.95;
+R0f.z = (R0f.z + 0.00052083333333333 * offset); // horizontal move
+R0f.y = (R0f.y - 0.00092592592592593 * offset); // vertical move
+R0f.x = (R0f.x - 0.00052083333333333 * offset); // second horizontal move
+R0f.w = (R0f.w + 0.00092592592592593 * offset); // second vertical move
+
+R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
+R2f.xyz = (texture(textureUnitPS0, R0f.zy).xyz);
+R3f.xyz = (texture(textureUnitPS0, R0f.xw).xyz);
+R0f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
+// 0
+PV0f.x = R1f.x + R2f.x;
+PV0f.x /= 2.0;
+PV0f.z = R1f.z + R2f.z;
+PV0f.z /= 2.0;
+PV0f.w = R1f.y + R2f.y;
+PV0f.w /= 2.0;
+R1f.w = 0.0;
+PS0f = R1f.w;
+// 1
+R123f.x = (R3f.y * 0.5 + PV0f.w);
+PV1f.x = R123f.x;
+R123f.y = (R3f.x * 0.5 + PV0f.x);
+PV1f.y = R123f.y;
+R123f.w = (R3f.z * 0.5 + PV0f.z);
+PV1f.w = R123f.w;
+// 2
+R1f.x = (R0f.x * 0.5 + PV1f.y)/2.0;
+R1f.y = (R0f.y * 0.5 + PV1f.x)/2.0;
+R1f.z = (R0f.z * 0.5 + PV1f.w)/2.0;
+// export
+passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
+}