cemu_graphic_packs/Mods/WindWakerHD_RemoveHUD/d80a321ea97e9415_0000000000000079_ps.txt

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#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader d80a321ea97e9415: text shadow
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.z, 1.0/gl_FragCoord.w)
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
{
uniform ivec4 uf_remappedPS[2];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[2];
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
float PV0fx = 0.0, PV0fy = 0.0, PV0fz = 0.0, PV0fw = 0.0, PV1fx = 0.0, PV1fy = 0.0, PV1fz = 0.0, PV1fw = 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;
R0f = passParameterSem0;
R1f = passParameterSem2;
R1f.xyzw = (texture(textureUnitPS0, vec2(R1f.x,R1f.y)).xyzw);
// 0
PV0fx = intBitsToFloat(uf_remappedPS[0].w) * 0.99609375;
PV0fy = intBitsToFloat(uf_remappedPS[0].z) * 0.99609375;
PV0fz = intBitsToFloat(uf_remappedPS[0].y) * 0.99609375;
PV0fw = intBitsToFloat(uf_remappedPS[0].x) * 0.99609375;
// 1
PV1fx = fract(PV0fw);
R127f.y = fract(PV0fx);
R127f.z = fract(PV0fy);
PV1fw = fract(PV0fz);
R127f.w = intBitsToFloat(uf_remappedPS[1].x) * 0.99609375;
// 2
R127f.x = intBitsToFloat(uf_remappedPS[1].w) * 0.99609375;
PV0fy = intBitsToFloat(uf_remappedPS[1].z) * 0.99609375;
PV0fz = intBitsToFloat(uf_remappedPS[1].y) * 0.99609375;
R126f.w = PV1fx * intBitsToFloat(0x3f808081);
R126f.x = PV1fw * intBitsToFloat(0x3f808081);
// 3
R125f.x = R127f.y * intBitsToFloat(0x3f808081);
PV1fy = fract(R127f.w);
PV1fz = fract(PV0fz);
R127f.w = R127f.z * intBitsToFloat(0x3f808081);
PS1f = fract(PV0fy);
// 4
PV0fx = fract(R127f.x);
R123f.y = PS1f * intBitsToFloat(0x3f808081) + -(R127f.w);
R123f.z = PV1fz * intBitsToFloat(0x3f808081) + -(R126f.x);
R123f.w = PV1fy * intBitsToFloat(0x3f808081) + -(R126f.w);
// 5
backupReg0f = R123f.y;
backupReg1f = R123f.z;
R123f.x = mul_nonIEEE(R123f.w,R1f.x) + R126f.w;
R123f.x = clamp(R123f.x, 0.0, 1.0);
R123f.y = PV0fx * intBitsToFloat(0x3f808081) + -(R125f.x);
R123f.z = mul_nonIEEE(backupReg0f,R1f.z) + R127f.w;
R123f.z = clamp(R123f.z, 0.0, 1.0);
R123f.w = mul_nonIEEE(backupReg1f,R1f.y) + R126f.x;
R123f.w = clamp(R123f.w, 0.0, 1.0);
// 6
backupReg0f = R123f.x;
R123f.x = mul_nonIEEE(R123f.y,R1f.w) + R125f.x;
R123f.x = clamp(R123f.x, 0.0, 1.0);
R1f.y = mul_nonIEEE(R0f.y, R123f.w);
R1f.y = clamp(R1f.y, 0.0, 1.0);
R1f.z = mul_nonIEEE(R0f.z, R123f.z);
R1f.z = clamp(R1f.z, 0.0, 1.0);
R1f.x = mul_nonIEEE(R0f.x, backupReg0f);
R1f.x = clamp(R1f.x, 0.0, 1.0);
// 7
R1f.w = mul_nonIEEE(R0f.w, R123f.x);
R1f.w = clamp(R1f.w, 0.0, 1.0);
// export
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, 0.0);
}