mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-28 19:01:51 +01:00
101 lines
4.4 KiB
Plaintext
101 lines
4.4 KiB
Plaintext
|
#version 430
|
||
|
#extension GL_ARB_texture_gather : enable
|
||
|
#extension GL_ARB_separate_shader_objects : enable
|
||
|
// shader 62b20d3dab5b31f4
|
||
|
// Used for: Removing the red glanse from the red hearts
|
||
|
|
||
|
|
||
|
#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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||
|
#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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||
|
#endif
|
||
|
#ifdef VULKAN
|
||
|
layout(set = 1, binding = 2) uniform ufBlock
|
||
|
{
|
||
|
uniform ivec4 uf_remappedPS[3];
|
||
|
uniform vec4 uf_fragCoordScale;
|
||
|
};
|
||
|
#else
|
||
|
uniform ivec4 uf_remappedPS[3];
|
||
|
uniform vec2 uf_fragCoordScale;
|
||
|
#endif
|
||
|
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||
|
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
|
||
|
layout(location = 0) in vec4 passParameterSem0;
|
||
|
layout(location = 1) in vec4 passParameterSem1;
|
||
|
layout(location = 2) in vec4 passParameterSem2;
|
||
|
layout(location = 0) out vec4 passPixelColor0;
|
||
|
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 R0i = ivec4(0);
|
||
|
ivec4 R1i = ivec4(0);
|
||
|
ivec4 R2i = ivec4(0);
|
||
|
ivec4 R123i = ivec4(0);
|
||
|
ivec4 R127i = ivec4(0);
|
||
|
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;
|
||
|
vec3 cubeMapSTM;
|
||
|
int cubeMapFaceId;
|
||
|
R0i = floatBitsToInt(passParameterSem0);
|
||
|
R1i = floatBitsToInt(passParameterSem1);
|
||
|
R2i = floatBitsToInt(passParameterSem2);
|
||
|
R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyzw);
|
||
|
R2i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.xy)).xyzw);
|
||
|
// 0
|
||
|
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R2i.w)));
|
||
|
PV0i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + 1.0);
|
||
|
R127i.z = uf_remappedPS[0].x & 0x00000080;
|
||
|
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R2i.w)));
|
||
|
PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)));
|
||
|
// 1
|
||
|
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(PV0i.y)) + intBitsToFloat(PV0i.x)));
|
||
|
PV1i.x = R123i.x;
|
||
|
PV1i.y = floatBitsToInt(min(intBitsToFloat(R1i.w), intBitsToFloat(R2i.w)));
|
||
|
PV1i.z = floatBitsToInt(max(intBitsToFloat(R1i.w), intBitsToFloat(R2i.w)));
|
||
|
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(PV0i.y)) + intBitsToFloat(PV0i.w)));
|
||
|
PV1i.w = R123i.w;
|
||
|
R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(PV0i.y)) + intBitsToFloat(PS0i)));
|
||
|
PS1i = R127i.w;
|
||
|
// 2
|
||
|
R123i.x = ((R127i.z == 0)?(PV1i.z):(PV1i.y));
|
||
|
PV0i.x = R123i.x;
|
||
|
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(uf_remappedPS[1].y)) + intBitsToFloat(uf_remappedPS[2].y)));
|
||
|
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(uf_remappedPS[2].x)));
|
||
|
PV0i.w = R123i.w;
|
||
|
// 3
|
||
|
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[1].w)) + intBitsToFloat(uf_remappedPS[2].w)));
|
||
|
PV1i.x = R123i.x;
|
||
|
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.w),intBitsToFloat(uf_remappedPS[1].z)) + intBitsToFloat(uf_remappedPS[2].z)));
|
||
|
PV1i.y = R123i.y;
|
||
|
R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.x), intBitsToFloat(PV0i.w)));
|
||
|
PS1i = R1i.x;
|
||
|
// 4
|
||
|
R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(R127i.z)));
|
||
|
R1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(PV1i.y)));
|
||
|
R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), intBitsToFloat(PV1i.x)));
|
||
|
// export
|
||
|
passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), 0.0);
|
||
|
}
|