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https://github.com/cemu-project/cemu_graphic_packs.git
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[XCX] ... and cut-scenes
Plz tell me I didn't **** up this one..
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@ -24,6 +24,15 @@ layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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highp float lineRand(vec2 co)
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{
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highp float a = 12.9898;
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highp float b = 78.233;
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highp float c = 43758.5453;
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highp float dt = dot(co.xy, vec2(a, b));
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highp float sn = mod(dt, 3.14);
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return fract(sin(sn) * c);
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}
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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@ -71,8 +80,8 @@ activeMaskStackC[0] = true;
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activeMaskStackC[1] = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0i = floatBitsToInt(passParameterSem0);
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R1i = floatBitsToInt(passParameterSem1);
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R0i = floatBitsToInt(passParameterSem0)+ (lineRand(gl_FragCoord.xy)*0.0001));
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R1i = floatBitsToInt(passParameterSem1)-(lineRand(gl_FragCoord.yx)*0.0001));
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if( activeMaskStackC[1] == true ) {
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R1i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyz);
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}
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@ -375,10 +384,10 @@ R3i.w = PV1i.y;
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R3i.w = clampFI32(R3i.w);
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}
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if( activeMaskStackC[3] == true ) {
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R0i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R0i.xy), intBitsToFloat(R0i.w))));
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R1i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R1i.zy), intBitsToFloat(R1i.w))));
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R2i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R2i.xy), intBitsToFloat(R2i.w))));
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R3i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R3i.xz), intBitsToFloat(R3i.w))));
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R0i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R0i.xy)+ (lineRand(gl_FragCoord.xy)*0.0002), intBitsToFloat(R0i.w))));
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R1i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R1i.zy)+ (lineRand(gl_FragCoord.yx)*0.0002), intBitsToFloat(R1i.w))));
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R2i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R2i.xy)+ (lineRand(gl_FragCoord.xy)*0.0002), intBitsToFloat(R2i.w))));
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R3i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R3i.xz)+ (lineRand(gl_FragCoord.yx)*0.0002), intBitsToFloat(R3i.w))));
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}
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if( activeMaskStackC[3] == true ) {
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activeMaskStack[3] = activeMaskStack[2];
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@ -528,10 +537,10 @@ R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupR
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R1i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(uf_remappedPS[29].y) / resScale); //
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}
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if( activeMaskStackC[2] == true ) {
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R0i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).x);
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R2i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.zw)).x);
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R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).x);
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R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).x);
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R0i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)+ (lineRand(gl_FragCoord.xy)*0.0002)).x);
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R2i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.zw)+ (lineRand(gl_FragCoord.xy)*0.0002)).x);
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R1i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)+ (lineRand(gl_FragCoord.xy)*0.0002)).x);
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R3i.x = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)+ (lineRand(gl_FragCoord.xy)*0.0002)).x);
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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@ -582,5 +591,5 @@ R0i.y = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(uf_remappedPS[30
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R0i.z = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(uf_remappedPS[30].x) + intBitsToFloat(uf_remappedPS[30].y)));
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}
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// export
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passPixelColor0 = vec4(intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
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passPixelColor0 = vec4(intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.y)*shadowExposure, intBitsToFloat(R0i.z)*shadowExposure, intBitsToFloat(R0i.w));
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}
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