2021-02-01 23:01:32 +01:00
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#version 430
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2019-04-12 23:25:42 +02:00
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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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2021-02-01 23:01:32 +01:00
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// shader 3952c3a52c87c267
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2021-02-02 01:50:15 +01:00
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const float arScale = (((float($gameHeight)/float($height))*float($width))/float($gameWidth));
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2021-02-01 23:01:32 +01:00
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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2020-01-01 19:47:11 +01:00
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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 gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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2021-02-01 23:01:32 +01:00
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#define SET_POSITION(_v) gl_Position = _v
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2020-01-01 19:47:11 +01:00
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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 SET_POSITION(_v) gl_Position = _v
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#endif
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2021-02-01 23:01:32 +01:00
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#ifdef VULKAN
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#else
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#endif
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2020-01-01 19:47:11 +01:00
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ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
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ATTR_LAYOUT(0, 1) in uvec4 attrDataSem8;
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2019-04-12 23:25:42 +02:00
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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layout(location = 0) out vec4 passParameterSem136;
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2021-02-01 23:01:32 +01:00
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// end of shader inputs/outputs
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2019-04-12 23:25:42 +02:00
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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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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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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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem8.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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backupReg0f = R2f.x;
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backupReg1f = R2f.y;
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R2f.x = backupReg0f;
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R2f.y = backupReg1f;
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// export
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2021-02-01 23:01:32 +01:00
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SET_POSITION(vec4(R1f.x*arScale, R1f.y, R1f.z, R1f.w));
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2019-04-12 23:25:42 +02:00
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// export
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passParameterSem136 = vec4(R2f.x, R2f.y, R2f.z, R2f.z);
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// 0
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}
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