CRt-Yee64 and yeetron now uses RSDK Decompilation code (#283)

* CRt-Yee64 and yeetron now uses RSDK Decompilation code

Which means its now humanly readable!

Hooray for reverse engineer!

* I think i got those mixed up so, here
This commit is contained in:
Matheus Silagi 2022-08-25 09:59:11 -03:00 committed by GitHub
parent d1a344c1ca
commit 914543309f
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 123 additions and 220 deletions

View file

@ -4,15 +4,28 @@
layout(push_constant) uniform Push
{
float viewSizeHD;
float brightness;
float intensityR;
float intensityG;
float intensityB;
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
#pragma parameter viewSizeHD "Min Dimming Res" 720.0 0.0 2190.0 1.0
int viewSizeHD = int(params.viewSizeHD);
#pragma parameter brightness "CRT Brightness" 1.5 0.0 5.0 0.1
#pragma parameter intensityR "Red Dimming Intensity" 1.2 0.0 2.0 0.1
#pragma parameter intensityG "Green Dimming Intensity" 0.9 0.0 2.0 0.1
#pragma parameter intensityB "Blue Dimming Intensity" 0.9 0.0 2.0 0.1
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 FinalViewportSize;
} global;
#pragma stage vertex
@ -22,8 +35,8 @@ layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
@ -33,139 +46,59 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
//Declare parameters
//pixelSize
vec4 c0 = params.SourceSize.xyzw;
//textureSize
const vec4 c1 = params.SourceSize.xyzw;
//viewSize
const vec4 c2 = params.OutputSize.xyzw;
//texDiffuse
const vec4 c3 = vec4(-1., 0.5, 1.25, 0.);
const vec4 c4 = vec4(0.5, -0.5, 1.5, -3.);
const vec4 c5 = vec4(-1., 1., -2., 2.);
const vec4 c6 = vec4(-3., -8., 720., 0.166666672);
const vec4 c7 = vec4(-0.333000004, -0.666000009, 0.899999976, 1.20000005);
const vec4 c8 = vec4(1.5, 0.5, 2.5, 0.899999976);
vec2 textureSize = params.SourceSize.xy; // Size of Internal Framebuffer
vec2 viewSize = global.FinalViewportSize.xy; // Size of final Viewport
vec2 pixelSize = params.OriginalSize.xy; // Size of Game resolution;
//Declare registers
vec4 r0, r1, r2, r3, r4, r5, r6, r7, r8, r9;
vec2 texelPos = (textureSize.xy / pixelSize.xy) * vTexCoord.xy;
vec4 size = (pixelSize.xy / textureSize.xy).xyxy * texelPos.xyxy;
vec2 exp = size.zw * textureSize.xy + -floor(size.zw * textureSize.xy) + -0.5;
//Code starts here
vec4 v0 = vTexCoord.xyyy;
//dcl_2d s0
r0.z = c3.w;
r1.x = 1.0 / c0.x;
r1.y = 1.0 / c0.y;
r1.xy = (r1 * c1).xy;
r1.xy = (r1 * v0).xy;
r2.x = 1.0 / c1.x;
r2.y = 1.0 / c1.y;
r1.zw = (r2.xyxy * c0.xyxy).zw;
r1.zw = (r1 * r1.xyxy).zw;
r1.xy = (r1 * c2).xy;
r2.zw = (r1 * c1.xyxy).zw;
r2.zw = fract(r2).zw;
r0.xy = (-r2.zwzw).xy;
r3.xy = (r1.zwzw * c1 + r0.xzzw).xy;
r4.yz = (r1.xzww * c1.xxyw + r0.xzyw).yz;
r3.z = r0.y + r3.y;
r5 = r3.xzxz + -c4.zyxy;
r3 = r3.xzxz + c8.xyzy;
r3 = r2.xyxy * r3;
r5 = r2.xyxy * r5;
r6 = texture(Source, r5.zw);
r5 = texture(Source, r5.xy);
r5.xyz = (r5 * c3.zzzz).xyz;
r7 = r1.zwzw * c1.xyxy + r0.xyxy;
r0.zw = (r1 * c1.xyxy + - r7).zw;
r8.x = c3.x;
r1.zw = (r1 * c1.xyxy + r8.xxxx).zw;
r1.zw = (r0.xyxy + r1).zw;
r4.x = r0.x + r4.y;
r4 = r4.xzxz + c4.xyxz;
r4 = r2.xyxy * r4;
r0.xy = (r1.zwzw + c3.yyyy).xy;
r0.xy = (r2 * r0).xy;
r8 = texture(Source, r0.xy);
r8.xyz = (r8 * c3.zzzz).xyz;
r0.xy = (r0.zwzw + -c3.yyyy).xy;
r9 = -r0.xxxx + c5;
r9 = r9 * r9;
r9 = r9 * c4.wwww;
r0.z = pow(2, r9.x);
r6.xyz = (r6 * r0.zzzz).xyz;
r6.xyz = (r6 * c3.zzzz).xyz;
r0.w = pow(2, r9.z);
r5.xyz = (r5 * r0.wwww + r6).xyz;
r0.w = r0.z + r0.w;
r6 = r7.zwzw + c4.zyxx;
r7 = r7 + c4.yzzz;
r7 = r2.xyxy * r7;
r2 = r2.xyxy * r6;
r6 = texture(Source, r2.zw);
r2 = texture(Source, r2.xy);
r2.xyz = (r2 * c3.zzzz).xyz;
r1.zw = (r0.xyxy * r0.xyxy).zw;
r0.xy = (-r0.yyyy + c5).xy;
r0.xy = (r0 * r0).xy;
r0.xy = (r0 * c6.yyyy).xy;
r1.zw = (r1 * c6.xyxy).zw;
r1.z = pow(2, r1.z);
r1.w = pow(2, r1.w);
r6.xyz = (r6 * r1.zzzz).xyz;
r5.xyz = (r6 * c3.zzzz + r5).xyz;
r6 = texture(Source, r3.xy);
r3 = texture(Source, r3.zw);
r3.xyz = (r3 * c3.zzzz).xyz;
r2.w = pow(2, r9.y);
r3.w = pow(2, r9.w);
r6.xyz = (r6 * r2.wwww).xyz;
r5.xyz = (r6 * c3.zzzz + r5).xyz;
r3.xyz = (r3 * r3.wwww + r5).xyz;
r0.w = r0.w + r1.z;
r0.w = r2.w + r0.w;
r0.w = r3.w + r0.w;
r0.w = 1.0 / r0.w;
r3.xyz = (r0.wwww * r3).xyz;
r3.xyz = (r1.wwww * r3).xyz;
r5 = texture(Source, r4.xy);
r4 = texture(Source, r4.zw);
r4.xyz = (r1.zzzz * r4).xyz;
r4.xyz = (r4 * c3.zzzz).xyz;
r5.xyz = (r5 * c3.zzzz).xyz;
r5.xyz = (r1.zzzz * r5).xyz;
r0.w = r0.z + r1.z;
r0.w = r2.w + r0.w;
r0.w = 1.0 / r0.w;
r5.xyz = (r8 * r0.zzzz + r5).xyz;
r2.xyz = (r2 * r2.wwww + r5).xyz;
r2.xyz = (r0.wwww * r2).xyz;
r0.x = pow(2, r0.x);
r0.y = pow(2, r0.y);
r2.xyz = (r2 * r0.xxxx + r3).xyz;
r3 = texture(Source, r7.xy);
r5 = texture(Source, r7.zw);
r5.xyz = (r2.wwww * r5).xyz;
r3.xyz = (r0.zzzz * r3).xyz;
r3.xyz = (r3 * c3.zzzz + r4).xyz;
r3.xyz = (r5 * c3.zzzz + r3).xyz;
r0.xzw = (r0.wwww * r3.xyyz).xzw;
r0.xyz = (r0.xzww * r0.yyyy + r2).xyz;
r1.zw = fract(r1.xyxy).zw;
r1.xy = (-r1.zwzw + r1).xy;
r1.xy = (r1 + c3.yyyy).xy;
r0.w = (r1.y * -c4.w + r1.x);
r0.w = r0.w * c6.w;
r0.w = fract(r0.w);
r1.xy = (r0.wwww + c7).xy;
r2.yz = (r1.y >= 0 ? c7.xzww : c7.xwzw).yz;
r2.x = c8.w;
r1.xyz = (r1.x >= 0 ? r2 : c7.wzzw).xyz;
r1.xyz = (r0 * r1).xyz;
r2.z = c6.z;
r0.w = r2.z + -c2.y;
FragColor.xyz = (r0.w >= 0 ? r0 : r1).xyz;
FragColor.w = -c3.x;
vec4 factor =vec4(0.0,0.0,0.0,0.0);
factor.x = pow(2.0, pow(-1.0 - exp.x, 2.0) * (-3.0));
factor.y = pow(2.0, pow( 1.0 - exp.x, 2.0) * (-3.0));
factor.z = pow(2.0, pow(-2.0 - exp.x, 2.0) * (-3.0));
factor.w = pow(2.0, pow( 2.0 - exp.x, 2.0) * (-3.0));
float factor2 = pow(2.0, pow(exp.x, 2.0) * -3.0); // used for the same stuff as 'factor', just doesn't fit in a vec4 :)
vec3 power = vec3(0.0,0.0,0.0);
power.x = pow(2.0, pow(exp.y, 2.0) * -8.0);
power.y = pow(2.0, pow(-exp.y + -1.0, 2.0) * -8.0);
power.z = pow(2.0, pow(-exp.y + 1.0, 2.0) * -8.0);
vec2 viewPos = floor(texelPos.xy * viewSize.xy) + 0.5;
float intencityPos = fract((viewPos.y * 3.0 + viewPos.x) * 0.166667);
vec3 intencity = vec3(params.intensityR, params.intensityG, params.intensityB);
vec4 scanlineIntencity = vec4(0.0,0.0,0.0,0.0);
if (intencityPos < 0.333)
scanlineIntencity.rgb = intencity.xyz;
else if (intencityPos < 0.666)
scanlineIntencity.rgb = intencity.zxy;
else
scanlineIntencity.rgb = intencity.yzx;
vec3 color1 = texture(Source, (floor(size.zw * textureSize.xy + vec2( 1, -1)) + 0.5) / textureSize.xy).rgb * factor.y * params.brightness;
vec3 color2 = texture(Source, (floor(size.zw * textureSize.xy + vec2(-2, 0)) + 0.5) / textureSize.xy).rgb * factor.z * params.brightness;
vec3 color3 = texture(Source, (floor(size.zw * textureSize.xy + vec2(-1, 0)) + 0.5) / textureSize.xy).rgb * factor.x * params.brightness;
vec3 color4 = texture(Source, (floor(size.zw * textureSize.xy + vec2( 1, 0)) + 0.5) / textureSize.xy).rgb * factor.y * params.brightness;
vec3 color5 = texture(Source, (floor(size.zw * textureSize.xy + 0) + 0.5) / textureSize.xy).rgb * factor2 * params.brightness;
vec3 color6 = texture(Source, (floor(size.zw * textureSize.xy + vec2(-1, 1)) + 0.5) / textureSize.xy).rgb * factor.x * params.brightness;
vec3 color7 = texture(Source, (floor(size.zw * textureSize.xy + vec2( 2, 0)) + 0.5) / textureSize.xy).rgb * factor.w * params.brightness;
vec3 color8 = texture(Source, (floor(size.zw * textureSize.xy + -1) + 0.5) / textureSize.xy).rgb * factor.x * params.brightness;
vec3 color9 = texture(Source, (floor(size.zw * textureSize.xy + vec2( 0, -1)) + 0.5) / textureSize.xy).rgb * factor2 * params.brightness;
vec3 color10 = texture(Source, (floor(size.zw * textureSize.xy + 1) + 0.5) / textureSize.xy).rgb * factor.y * params.brightness;
vec3 color11 = texture(Source, (floor(size.xy * textureSize.xy + vec2( 0, 1)) + 0.5) / textureSize.xy).rgb * factor2 * params.brightness;
vec3 final =
power.x * (color2 + color3 + color4 + color5 + color7) / (factor.z + factor.x + factor.y + factor2 + factor.w) +
power.y * (color1 + color8 + color9) / (factor.y + factor.x + factor2) +
power.z * (color10 + color6 + color11) / (factor.y + factor.x + factor2);
vec4 outColor = vec4(0.0,0.0,0.0,0.0);
outColor.xyz = params.viewSizeHD < viewSize.y ? (scanlineIntencity.rgb * final.rgb) : final.rgb;
outColor.w = 1.0;
FragColor.xyzw = outColor.xyzw;
}

View file

@ -4,15 +4,26 @@
layout(push_constant) uniform Push
{
float viewSizeHD;
float intensityR;
float intensityG;
float intensityB;
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
#pragma parameter viewSizeHD "Min Dimming Res" 720.0 0.0 2190.0 1.0
int viewSizeHD = int(params.viewSizeHD);
#pragma parameter intensityR "Red Dimming Intensity" 1.2 0.0 2.0 0.1
#pragma parameter intensityG "Green Dimming Intensity" 0.9 0.0 2.0 0.1
#pragma parameter intensityB "Blue Dimming Intensity" 0.9 0.0 2.0 0.1
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 FinalViewportSize;
} global;
#pragma stage vertex
@ -31,94 +42,53 @@ layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
vec4 cmp(vec4 src0, vec4 src1, vec4 src2) {
return vec4(
src0.x >= 0 ? src1.x : src2.x,
src0.y >= 0 ? src1.y : src2.y,
src0.z >= 0 ? src1.z : src2.z,
src0.w >= 0 ? src1.w : src2.w
);
}
void main()
{
//Declare parameters
//pixelSize
vec4 c0 = params.SourceSize.xyzw;
//textureSize
const vec4 c1 = params.SourceSize.xyzw;
//viewSize
const vec4 c2 = params.OutputSize.xyzw;
//Declare constants
const vec4 c3 = vec4(1.5, 0.800000012, 1.25, 0.75);
const vec4 c4 = vec4(6.28318548, -3.14159274, 0.25, -0.25);
const vec4 c5 = vec4(1., 0.5, 720., 3.);
const vec4 c6 = vec4(0.166666672, -0.333000004, -0.666000009, 0.899999976);
const vec4 c7 = vec4(0.899999976, 1.10000002, 0., 0.);
const vec4 c8 = vec4(-0.5, -0.25, 2., 0.5);
float RSDK_PI = 3.14159;
vec2 textureSize = params.SourceSize.xy; // Size of Internal Framebuffer
vec2 viewSize = global.FinalViewportSize.xy; // Size of final Viewport
vec2 pixelSize = params.OriginalSize.xy; // Size of Game resolution;
vec2 viewPos = floor((textureSize.xy / pixelSize.xy) * vTexCoord.xy * viewSize.xy) + 0.5;
float intencityPos = fract((viewPos.y * 3.0 + viewPos.x) * 0.166667);
//Declare registers
vec4 r0, r1, r2, r3, r4, r5, r6, r7, r8, r9;
vec3 intencity = vec3(params.intensityR, params.intensityG, params.intensityB);
vec4 scanlineIntencity = vec4(0.0,0.0,0.0,0.0);
if (intencityPos < 0.333)
scanlineIntencity.rgb = intencity.xyz;
else if (intencityPos < 0.666)
scanlineIntencity.rgb = intencity.zxy;
else
scanlineIntencity.rgb = intencity.yzx;
//Code starts here
vec4 v0 = vTexCoord.xyyy;
//dcl_2d s0
r0.x = 1.0 / c0.x;
r0.y = 1.0 / c0.y;
r0.xy = (r0 * c1).xy;
r0.xy = (r0 * v0).xy;
r0.xy = (r0 * c2).xy;
r0.zw = fract(r0.xyxy).zw;
r0.xy = (-r0.zwzw + r0).xy;
r0.xy = (r0 + c8.wwww).xy;
r0.x = r0.y * c5.w + r0.x;
r0.x = r0.x * c6.x;
r0.x = fract(r0.x);
r0.xy = (r0.xxxx + c6.yzzw).xy;
r1.yz = (r0.y >= 0 ? c7.xxyw : c7.xyxw).yz;
r1.x = c6.w;
r0.xyz = (r0.x >= 0 ? r1 : c7.yxxw).xyz;
r1.xy = (c1 * v0).xy;
r0.w = r1.y * c8.w + c8.w;
r0.w = fract(r0.w);
r0.w = r0.w * c4.x + c4.y;
r2.y = sin(r0.w);
r1.zw = (abs(r2).yyyy + c4).zw;
r1.z = clamp(r1.z, 0.0, 1.0);
r0.w = r1.w >= 0 ? r1.z : c8.w;
r2 = fract(r1.xyxy);
r1.xy = (r1 + -r2.zwzw).xy;
r2 = r2 + c8.xxyy;
r1.zw = (r1.xyxy + c8.wwww).zw;
r1.zw = (v0.xyxy * -c1.xyxy + r1).zw;
r1.w = r1.w + r1.w;
r1.z = r1.z * c8.w;
r1.z = -abs(r1).z + c3.x;
r3.x = max(c3.y, r1.z);
r4.x = min(r3.x, c3.z);
r1.zw = (-abs(r1).wwww + c3).zw;
r1.z = clamp(r1.z, 0.0, 1.0);
r1.z = r1.w >= 0 ? r1.z : c8.w;
r4.y = r0.w + r1.z;
r0.w = r0.w * r4.x;
r1.z = r1.z * r4.x;
r3.xy = (r4 * c5).xy;
r1.w = r3.y * r3.x;
r2.z = cmp(r2, r2.xyxy, c8.yyyy).z;
r3.xy = max(c8.yyyy, -r2.zwzw).xy;
r2.xy = (r2 + r3).xy;
r1.xy = (r2 * c8.zzzz + r1).xy;
r1.xy = (r1 + c8.wwww).xy;
r2.x = 1.0 / c1.x;
r2.y = 1.0 / c1.y;
r1.xy = (r1 * r2).xy;
r2 = texture(Source, r1.xy);
r3.x = r0.w * r2.x;
r3.yz = (r1.xzww * r2).yz;
FragColor.w = r2.w;
r0.xyz = (r0 * r3).xyz;
r1.z = c5.z;
r0.w = r1.z + -c2.y;
FragColor.xyz = (r0.w >= 0 ? r3 : r0).xyz;
vec2 pixelPos = vTexCoord.xy * textureSize.xy;
vec2 roundedPixelPos = floor(pixelPos.xy);
scanlineIntencity.a = clamp(abs(sin(pixelPos.y * RSDK_PI)) + 0.25, 0.5, 1.0);
pixelPos.xy = fract(pixelPos.xy) + -0.5;
vec2 invTexPos = -vTexCoord.xy * textureSize.xy + (roundedPixelPos + 0.5);
vec2 newTexPos = vec2(0.0,0.0);
newTexPos.x = clamp(-abs(invTexPos.x * 0.5) + 1.5, 0.8, 1.25);
newTexPos.y = clamp(-abs(invTexPos.y * 2.0) + 1.25, 0.5, 1.0);
vec2 colorMod;
colorMod.x = newTexPos.x * newTexPos.y;
colorMod.y = newTexPos.x * ((scanlineIntencity.a + newTexPos.y) * 0.5);
scanlineIntencity.w *= newTexPos.x;
vec2 texPos = ((pixelPos.xy + -clamp(pixelPos.xy, -0.25, 0.25)) * 2.0 + roundedPixelPos + 0.5) / textureSize.xy;
vec4 texColor = texture(Source, texPos.xy);
vec3 blendedColor = vec3(0.0,0.0,0.0);
blendedColor.x = scanlineIntencity.a * texColor.x;
blendedColor.yz = colorMod.xy * texColor.yz;
vec4 outColor;
outColor.xyz = viewSize.y >= params.viewSizeHD ? (scanlineIntencity.rgb * blendedColor.rgb) : blendedColor.xyz;
outColor.w = texColor.w;
FragColor = outColor.xyzw;
}