cemu_graphic_packs/Resolutions/HyruleWarriors_Resolution/492839ddc5f8f43e_0000000000000000_vs.txt

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
#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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#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 SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors.
// shader 492839ddc5f8f43e //3rd level dof
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
{
uniform ivec4 uf_uniformRegisterVS[256];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
};
#else
uniform ivec4 uf_uniformRegisterVS[256];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
#endif
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem128;
layout(location = 1) out vec4 passParameterSem129;
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()
{
ivec4 Ri[128];
Ri[0] = ivec4(0);
Ri[1] = ivec4(0);
Ri[2] = ivec4(0);
Ri[3] = ivec4(0);
Ri[4] = ivec4(0);
Ri[5] = ivec4(0);
Ri[6] = ivec4(0);
Ri[7] = ivec4(0);
Ri[8] = ivec4(0);
Ri[9] = ivec4(0);
Ri[10] = ivec4(0);
Ri[11] = ivec4(0);
Ri[12] = ivec4(0);
Ri[13] = ivec4(0);
Ri[14] = ivec4(0);
Ri[15] = ivec4(0);
Ri[16] = ivec4(0);
Ri[17] = ivec4(0);
Ri[18] = ivec4(0);
Ri[19] = ivec4(0);
Ri[20] = ivec4(0);
Ri[21] = ivec4(0);
Ri[22] = ivec4(0);
Ri[23] = ivec4(0);
Ri[24] = ivec4(0);
Ri[25] = ivec4(0);
Ri[26] = ivec4(0);
Ri[27] = ivec4(0);
Ri[28] = ivec4(0);
Ri[29] = ivec4(0);
Ri[30] = ivec4(0);
Ri[31] = ivec4(0);
Ri[32] = ivec4(0);
Ri[33] = ivec4(0);
Ri[34] = ivec4(0);
Ri[35] = ivec4(0);
Ri[36] = ivec4(0);
Ri[37] = ivec4(0);
Ri[38] = ivec4(0);
Ri[39] = ivec4(0);
Ri[40] = ivec4(0);
Ri[41] = ivec4(0);
Ri[42] = ivec4(0);
Ri[43] = ivec4(0);
Ri[44] = ivec4(0);
Ri[45] = ivec4(0);
Ri[46] = ivec4(0);
Ri[47] = ivec4(0);
Ri[48] = ivec4(0);
Ri[49] = ivec4(0);
Ri[50] = ivec4(0);
Ri[51] = ivec4(0);
Ri[52] = ivec4(0);
Ri[53] = ivec4(0);
Ri[54] = ivec4(0);
Ri[55] = ivec4(0);
Ri[56] = ivec4(0);
Ri[57] = ivec4(0);
Ri[58] = ivec4(0);
Ri[59] = ivec4(0);
Ri[60] = ivec4(0);
Ri[61] = ivec4(0);
Ri[62] = ivec4(0);
Ri[63] = ivec4(0);
Ri[64] = ivec4(0);
Ri[65] = ivec4(0);
Ri[66] = ivec4(0);
Ri[67] = ivec4(0);
Ri[68] = ivec4(0);
Ri[69] = ivec4(0);
Ri[70] = ivec4(0);
Ri[71] = ivec4(0);
Ri[72] = ivec4(0);
Ri[73] = ivec4(0);
Ri[74] = ivec4(0);
Ri[75] = ivec4(0);
Ri[76] = ivec4(0);
Ri[77] = ivec4(0);
Ri[78] = ivec4(0);
Ri[79] = ivec4(0);
Ri[80] = ivec4(0);
Ri[81] = ivec4(0);
Ri[82] = ivec4(0);
Ri[83] = ivec4(0);
Ri[84] = ivec4(0);
Ri[85] = ivec4(0);
Ri[86] = ivec4(0);
Ri[87] = ivec4(0);
Ri[88] = ivec4(0);
Ri[89] = ivec4(0);
Ri[90] = ivec4(0);
Ri[91] = ivec4(0);
Ri[92] = ivec4(0);
Ri[93] = ivec4(0);
Ri[94] = ivec4(0);
Ri[95] = ivec4(0);
Ri[96] = ivec4(0);
Ri[97] = ivec4(0);
Ri[98] = ivec4(0);
Ri[99] = ivec4(0);
Ri[100] = ivec4(0);
Ri[101] = ivec4(0);
Ri[102] = ivec4(0);
Ri[103] = ivec4(0);
Ri[104] = ivec4(0);
Ri[105] = ivec4(0);
Ri[106] = ivec4(0);
Ri[107] = ivec4(0);
Ri[108] = ivec4(0);
Ri[109] = ivec4(0);
Ri[110] = ivec4(0);
Ri[111] = ivec4(0);
Ri[112] = ivec4(0);
Ri[113] = ivec4(0);
Ri[114] = ivec4(0);
Ri[115] = ivec4(0);
Ri[116] = ivec4(0);
Ri[117] = ivec4(0);
Ri[118] = ivec4(0);
Ri[119] = ivec4(0);
Ri[120] = ivec4(0);
Ri[121] = ivec4(0);
Ri[122] = ivec4(0);
Ri[123] = ivec4(0);
Ri[124] = ivec4(0);
Ri[125] = ivec4(0);
Ri[126] = ivec4(0);
Ri[127] = ivec4(0);
uvec4 attrDecoder;
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;
Ri[0] = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder = attrDataSem0;
attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
Ri[1] = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.xy = attrDataSem1.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
Ri[2] = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0));
if( activeMaskStackC[1] == true ) {
// 0
Ri[3].y = 0;
PV0i.z = floatBitsToInt(intBitsToFloat(Ri[1].y) + intBitsToFloat(uf_uniformRegisterVS[0].y));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
PV0i.w = floatBitsToInt(intBitsToFloat(Ri[1].x) + intBitsToFloat(uf_uniformRegisterVS[0].x));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + -(1.0));
Ri[1].x = floatBitsToInt(intBitsToFloat(PV0i.w) + -(1.0));
PS1i = Ri[1].x;
// 2
Ri[1].y = floatBitsToInt(intBitsToFloat(PV1i.x) * -(1.0));
// 3
Ri[8].xyz = ivec3(Ri[1].x,Ri[1].y,Ri[1].z);
Ri[8].w = Ri[1].w;
}
while( activeMaskStackC[1] == true )
{
if( activeMaskStackC[1] == true ) {
// 0
Ri[0].z = (0x00000002 > Ri[3].y)?int(0xFFFFFFFF):int(0x0);
// 1
predResult = (Ri[0].z != 0);
if( predResult == false ) break;
}
if( activeMaskStackC[1] == true ) {
// 0
backupReg0i = Ri[3].y;
backupReg0i = Ri[3].y;
Ri[1].x = Ri[3].y + 0x00000003;
Ri[3].y = backupReg0i + int(1);
Ri[127].z = floatBitsToInt(float(backupReg0i));
PS0i = Ri[127].z;
// 1
tempResultf = intBitsToFloat(PS0i);
tempResultf = floor(tempResultf);
tempResultf = clamp(tempResultf, -256.0, 255.0);
ARi.x = int(tempResultf);
PV1i.x = floatBitsToInt(tempResultf);
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(Ri[2].y) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].y)/resXScale);
PV0i.y = floatBitsToInt(intBitsToFloat(Ri[2].x) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].x)/resXScale);
PV0i.z = floatBitsToInt(intBitsToFloat(Ri[2].y) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].w)/resXScale);
PV0i.w = floatBitsToInt(intBitsToFloat(Ri[2].x) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].z)/resXScale);
// 3
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_uniformRegisterVS[1].y)));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_uniformRegisterVS[1].x)));
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_uniformRegisterVS[1].x)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_uniformRegisterVS[1].y)));
// 4
Ri[0].xyz = floatBitsToInt(vec3(intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.w),intBitsToFloat(PV1i.z)) + vec3(intBitsToFloat(uf_uniformRegisterVS[1].z)/resXScale,intBitsToFloat(uf_uniformRegisterVS[1].w)/resXScale,intBitsToFloat(uf_uniformRegisterVS[1].z)/resXScale));
Ri[0].w = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(uf_uniformRegisterVS[1].w)/resXScale);
// 5
tempResulti = Ri[1].x;
tempResulti = clamp(tempResulti, -256, 255);
ARi.x = tempResulti;
PV1i.x = tempResulti;
// 6
Ri[6+ARi.x].x = Ri[0].x;
Ri[6+ARi.x].y = Ri[0].y;
Ri[6+ARi.x].z = Ri[0].z;
Ri[6+ARi.x].w = Ri[0].w;
}
}
if( activeMaskStackC[1] == true ) {
// 0
Ri[0].xyz = ivec3(Ri[8].x,Ri[8].y,Ri[8].z);
Ri[0].w = Ri[8].w;
// 1
Ri[1].xyz = ivec3(Ri[9].x,Ri[9].y,Ri[9].z);
Ri[1].w = Ri[9].w;
// 2
Ri[2].xyz = ivec3(Ri[10].x,Ri[10].y,Ri[10].z);
Ri[2].w = Ri[10].w;
}
// export
SET_POSITION(vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w)));
// export
passParameterSem128 = vec4(intBitsToFloat(Ri[1].x), intBitsToFloat(Ri[1].y), intBitsToFloat(Ri[1].z), intBitsToFloat(Ri[1].w));
// export
passParameterSem129 = vec4(intBitsToFloat(Ri[2].x), intBitsToFloat(Ri[2].y), intBitsToFloat(Ri[2].z), intBitsToFloat(Ri[2].w));
if( activeMaskStackC[1] == true ) {
// 0
}
}