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https://github.com/cemu-project/cemu_graphic_packs.git
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62 lines
1.8 KiB
Plaintext
62 lines
1.8 KiB
Plaintext
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader fe436d1abf8cc6f6
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//noise texture for AO, don't scale, use AO sahder.
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const float resScale = 1.0;
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uniform ivec4 uf_uniformRegisterPS[256];
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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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 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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// 0
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R127i.y = R0i.x;
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R127i.y = floatBitsToInt(intBitsToFloat(R127i.y) * 4.0/ resScale);
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R0i.z = 0;
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PV0i.w = R0i.y;
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PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 4.0/ resScale);
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// 1
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PS1i = int(intBitsToFloat(PV0i.w));
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// 2
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PV0i.y = PS1i << 0x00000002;
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PS0i = int(intBitsToFloat(R127i.y));
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// 3
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PV1i.x = PS0i + PV0i.y;
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// 4
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R127i.w = floatBitsToInt(float(PV1i.x));
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PS0i = R127i.w;
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// 5
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tempResultf = intBitsToFloat(PS0i);
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tempResultf = floor(tempResultf);
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tempResultf = clamp(tempResultf, -256.0, 255.0);
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ARi.x = int(tempResultf);
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PV1i.x = floatBitsToInt(tempResultf);
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// 6
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R0i.x = uf_uniformRegisterPS[ARi.x+0].x;
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R0i.y = uf_uniformRegisterPS[ARi.x+0].y;
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// export
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passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.z));
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}
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