cemu_graphic_packs/Resolutions/BreathOfTheWild_Resolution/44b73ce02e05c2e6_0000000000000000_vs.txt

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2017-11-21 22:30:35 +01:00
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_shading_language_packing : enable
// shader 44b73ce02e05c2e6
// Used for: Vertical Self-Shadowing Mask Fix Blur
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
2017-11-21 22:30:35 +01:00
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
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);
vec4 R3f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = 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(0xbf5fdfe0);
R1f.w = 1.0;
R127f.x = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x3fb13a93) / resYScale;
PS0f = R127f.x;
// 1
R126f.x = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x404ec4f0) / resYScale;
PV1f.x = R126f.x;
R3f.y = R2f.y;
R3f.z = R2f.x;
R2f.w = R2f.y;
PV1f.w = R2f.w;
R2f.z = R2f.y + PS0f;
PS1f = R2f.z;
// 2
R0f.x = R2f.x;
R0f.y = R2f.y + -(R127f.x);
R0f.z = PS1f;
R0f.w = PV1f.w;
R2f.z = R2f.y + PV1f.x;
PS0f = R2f.z;
// 3
backupReg0f = R2f.y;
backupReg0f = R2f.y;
R2f.y = backupReg0f + -(R126f.x);
R2f.w = backupReg0f;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
// skipped export to semanticId 255
}