mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-30 05:14:14 +01:00
97 lines
3.4 KiB
Plaintext
97 lines
3.4 KiB
Plaintext
|
#version 430
|
||
|
#extension GL_ARB_texture_gather : enable
|
||
|
#extension GL_ARB_separate_shader_objects : enable
|
||
|
// shader c673c0d44f779fc9 // replay DOF box blur
|
||
|
// start of shader inputs/outputs, predetermined by Cemu. Do not touch
|
||
|
#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 gl_VertexID gl_VertexIndex
|
||
|
#define gl_InstanceID gl_InstanceIndex
|
||
|
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||
|
#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
|
||
|
#endif
|
||
|
#ifdef VULKAN
|
||
|
layout(set = 0, binding = 0) uniform ufBlock
|
||
|
{
|
||
|
uniform ivec4 uf_remappedVS[1];
|
||
|
};
|
||
|
#else
|
||
|
uniform ivec4 uf_remappedVS[1];
|
||
|
#endif
|
||
|
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||
|
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
|
||
|
out gl_PerVertex
|
||
|
{
|
||
|
vec4 gl_Position;
|
||
|
};
|
||
|
layout(location = 0) out vec4 passParameterSem3;
|
||
|
// end of shader inputs/outputs
|
||
|
const float resScale = float($height)/float($gameHeight);
|
||
|
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);
|
||
|
uvec4 attrDecoder;
|
||
|
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
|
||
|
attrDecoder.xyz = attrDataSem0.xyz;
|
||
|
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
|
||
|
attrDecoder.w = 0;
|
||
|
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
|
||
|
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;
|
||
|
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
|
||
|
// 0
|
||
|
backupReg0f = R1f.x;
|
||
|
backupReg1f = R1f.y;
|
||
|
R1f.x = backupReg0f;
|
||
|
R1f.x *= 2.0;
|
||
|
R1f.y = backupReg1f;
|
||
|
R1f.y *= 2.0;
|
||
|
R1f.z = intBitsToFloat(0xbf800000);
|
||
|
R1f.w = 1.0;
|
||
|
PS0f = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x)/resScale);
|
||
|
// 1
|
||
|
backupReg0f = R2f.y;
|
||
|
backupReg1f = R2f.x;
|
||
|
PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)/resScale);
|
||
|
R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resScale;
|
||
|
R2f.z = PS0f;
|
||
|
R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x)/resScale;
|
||
|
PS1f = R2f.x;
|
||
|
// 2
|
||
|
R2f.w = PV1f.x;
|
||
|
// export
|
||
|
SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
|
||
|
// export
|
||
|
passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
||
|
// 0
|
||
|
}
|