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https://github.com/cemu-project/cemu_graphic_packs.git
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117 lines
3.6 KiB
Plaintext
117 lines
3.6 KiB
Plaintext
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#version 420
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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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// shader 8fdd009324e987ee
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// Used for: Blur
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const float resScale = (float($width)/float($gameWidth));
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uniform ivec4 uf_remappedPS[1];
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uniform vec2 uf_fragCoordScale;
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5b94000 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem128;
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layout(location = 0) out vec4 passPixelColor0;
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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 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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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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R0f = passParameterSem128;
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R4f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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// 0
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R126f.x = intBitsToFloat(uf_remappedPS[0].x) * (intBitsToFloat(0x404ec4ec)/resScale);
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PV0f.x = R126f.x;
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PV0f.y = 0.0;
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PV0f.z = 0.0;
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PV0f.w = intBitsToFloat(uf_remappedPS[0].x) * (intBitsToFloat(0x3fb13b14)/resScale);
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R127f.x = 0.0;
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PS0f = R127f.x;
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// 1
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R1f.x = R0f.x + PV0f.w;
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R1f.y = R0f.y + PV0f.y;
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R2f.z = R0f.y + PV0f.z;
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PV1f.w = -(PV0f.w);
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R3f.x = R0f.x + PV0f.x;
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PS1f = R3f.x;
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// 2
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R2f.x = R0f.x + PV1f.w;
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R3f.y = R0f.y + R127f.x;
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PV0f.z = 0.0;
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PV0f.w = -(R126f.x);
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// 3
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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R0f.x = backupReg0f + PV0f.w;
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R0f.y = backupReg1f + PV0f.z;
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R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
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R2f.xyzw = (texture(textureUnitPS0, R2f.xz).xyzw);
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R3f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
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R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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// 0
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PV0f.x = R1f.x * intBitsToFloat(0x3ea1e718);
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PV0f.y = R1f.w * intBitsToFloat(0x3ea1e718);
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PV0f.z = R1f.z * intBitsToFloat(0x3ea1e718);
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PV0f.w = R1f.y * intBitsToFloat(0x3ea1e718);
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// 1
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R123f.x = (R4f.x * intBitsToFloat(0x3e6879c6) + PV0f.x);
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PV1f.x = R123f.x;
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R123f.y = (R4f.w * intBitsToFloat(0x3e6879c6) + PV0f.y);
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PV1f.y = R123f.y;
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R123f.z = (R4f.z * intBitsToFloat(0x3e6879c6) + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (R4f.y * intBitsToFloat(0x3e6879c6) + PV0f.w);
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PV1f.w = R123f.w;
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// 2
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R123f.x = (R2f.x * intBitsToFloat(0x3ea1e718) + PV1f.x);
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PV0f.x = R123f.x;
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R123f.y = (R2f.w * intBitsToFloat(0x3ea1e718) + PV1f.y);
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PV0f.y = R123f.y;
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R123f.z = (R2f.z * intBitsToFloat(0x3ea1e718) + PV1f.z);
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PV0f.z = R123f.z;
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R123f.w = (R2f.y * intBitsToFloat(0x3ea1e718) + PV1f.w);
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PV0f.w = R123f.w;
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// 3
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R123f.x = (R3f.w * intBitsToFloat(0x3d8fe9dc) + PV0f.y);
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PV1f.x = R123f.x;
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R123f.y = (R3f.z * intBitsToFloat(0x3d8fe9dc) + PV0f.z);
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PV1f.y = R123f.y;
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R123f.z = (R3f.y * intBitsToFloat(0x3d8fe9dc) + PV0f.w);
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PV1f.z = R123f.z;
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R123f.w = (R3f.x * intBitsToFloat(0x3d8fe9dc) + PV0f.x);
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PV1f.w = R123f.w;
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// 4
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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backupReg2f = R0f.z;
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backupReg3f = R0f.w;
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R0f.x = (backupReg0f * intBitsToFloat(0x3d8fe9dc) + PV1f.w);
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R0f.y = (backupReg1f * intBitsToFloat(0x3d8fe9dc) + PV1f.z);
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R0f.z = (backupReg2f * intBitsToFloat(0x3d8fe9dc) + PV1f.y);
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R0f.w = (backupReg3f * intBitsToFloat(0x3d8fe9dc) + PV1f.x);
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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}
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