mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
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104 lines
4.4 KiB
Plaintext
104 lines
4.4 KiB
Plaintext
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#version 430
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader d9f064ae204238df
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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#ifdef VULKAN
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layout(set = 1, binding = 1) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[4];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[4];
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2DArray textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 0) out vec4 passPixelColor0;
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// end of shader inputs/outputs
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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void main()
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{
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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R127i = ivec4(0);
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0i = floatBitsToInt(passParameterSem0);
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R1i = floatBitsToInt(passParameterSem1);
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// 0
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backupReg0i = R1i.z;
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R2i.x = ((intBitsToFloat(R0i.w) > 0.0)?int(0xFFFFFFFF):int(0x0));
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R1i.z = floatBitsToInt(roundEven(intBitsToFloat(backupReg0i)));
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R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, vec3(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z))).xyzw);
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// 0
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R123i.z = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(uf_remappedPS[0].y) + intBitsToFloat(uf_remappedPS[1].y)));
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PV0i.z = R123i.z;
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R123i.w = floatBitsToInt((intBitsToFloat(R1i.x) * intBitsToFloat(uf_remappedPS[0].x) + intBitsToFloat(uf_remappedPS[1].x)));
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PV0i.w = R123i.w;
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// 1
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backupReg0i = R0i.x;
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PV1i.x = floatBitsToInt(intBitsToFloat(R1i.w) * intBitsToFloat(uf_remappedPS[0].w));
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R123i.y = floatBitsToInt((intBitsToFloat(R1i.z) * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[1].z)));
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PV1i.y = R123i.y;
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R127i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PV0i.w));
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R127i.w = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(PV0i.z));
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// 2
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R127i.x = floatBitsToInt(intBitsToFloat(R0i.z) * intBitsToFloat(PV1i.y));
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R127i.y = floatBitsToInt(intBitsToFloat(R0i.w) * intBitsToFloat(PV1i.x));
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R123i.z = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(uf_remappedPS[2].y) + intBitsToFloat(uf_remappedPS[3].y)));
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PV0i.z = R123i.z;
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R123i.w = floatBitsToInt((intBitsToFloat(R1i.x) * intBitsToFloat(uf_remappedPS[2].x) + intBitsToFloat(uf_remappedPS[3].x)));
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PV0i.w = R123i.w;
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// 3
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backupReg0i = R0i.x;
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PV1i.x = floatBitsToInt(intBitsToFloat(R1i.w) * intBitsToFloat(uf_remappedPS[2].w));
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R123i.y = floatBitsToInt((intBitsToFloat(R1i.z) * intBitsToFloat(uf_remappedPS[2].z) + intBitsToFloat(uf_remappedPS[3].z)));
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PV1i.y = R123i.y;
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PV1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PV0i.w));
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PV1i.w = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(PV0i.z));
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// 4
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backupReg0i = R0i.z;
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PV0i.x = floatBitsToInt(-(intBitsToFloat(R0i.w)) * intBitsToFloat(PV1i.x));
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R0i.y = ((R2i.x == 0)?(PV1i.w):(R127i.w));
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PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PV1i.y));
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R0i.x = ((R2i.x == 0)?(PV1i.z):(R127i.z));
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PS0i = R0i.x;
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// 5
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R0i.z = ((R2i.x == 0)?(PV0i.z):(R127i.x));
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R0i.w = ((R2i.x == 0)?(PV0i.x):(R127i.y));
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// export
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passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), 0.);
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}
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