From 00fe3ab40c552b6a501b99b7d437f9aa899bacea Mon Sep 17 00:00:00 2001 From: M&M Date: Fri, 27 Mar 2020 18:02:56 -0700 Subject: [PATCH] Add shader edits to M&S Rio 2016 Fixes bloom, spotlight bloom, depth of field and downscaling anti-aliasing --- .../3e6020499611fa99_0000000000000079_ps.txt | 129 ++++++++++++++ .../659f9b24fb22f6e0_0000000000000079_ps.txt | 104 +++++++++++ .../8923d61563824d41_0000000000000079_ps.txt | 161 ++++++++++++++++++ .../ed790b1d61b86c59_0000000000000079_ps.txt | 135 +++++++++++++++ 4 files changed, 529 insertions(+) create mode 100644 Resolutions/M&SRio2016_Resolution/3e6020499611fa99_0000000000000079_ps.txt create mode 100644 Resolutions/M&SRio2016_Resolution/659f9b24fb22f6e0_0000000000000079_ps.txt create mode 100644 Resolutions/M&SRio2016_Resolution/8923d61563824d41_0000000000000079_ps.txt create mode 100644 Resolutions/M&SRio2016_Resolution/ed790b1d61b86c59_0000000000000079_ps.txt diff --git a/Resolutions/M&SRio2016_Resolution/3e6020499611fa99_0000000000000079_ps.txt b/Resolutions/M&SRio2016_Resolution/3e6020499611fa99_0000000000000079_ps.txt new file mode 100644 index 00000000..fd849faf --- /dev/null +++ b/Resolutions/M&SRio2016_Resolution/3e6020499611fa99_0000000000000079_ps.txt @@ -0,0 +1,129 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 3e6020499611fa99 +// Used for: Bloom +const float resXScale = (float($width)/float($gameWidth)); +const float resYScale = (float($height)/float($gameHeight)); +// start of shader inputs/outputs, predetermined by Cemu. Do not touch +#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 = 1) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[1]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[1]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem136; +layout(location = 0) out vec4 passPixelColor0; +// end of shader inputs/outputs +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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R4f = vec4(0.0); +vec4 R5f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem136; +// 0 +R127f.x = intBitsToFloat(uf_remappedPS[0].x) / resXScale * intBitsToFloat(0x3f1f30d4); +PV0f.x = R127f.x; +R127f.y = intBitsToFloat(uf_remappedPS[0].y) / resYScale * intBitsToFloat(0x3f1f30d4); +PV0f.z = intBitsToFloat(uf_remappedPS[0].y) / resYScale * intBitsToFloat(0x40117a87); +PV0f.w = intBitsToFloat(uf_remappedPS[0].x) / resXScale * intBitsToFloat(0x40117a87); +R127f.w = intBitsToFloat(uf_remappedPS[0].x) / resXScale * intBitsToFloat(0x4084b060); +PS0f = R127f.w; +// 1 +R1f.x = R0f.x + -(PV0f.w); +R1f.y = R0f.y + -(PV0f.z); +R0f.z = R0f.x + PV0f.w; +R0f.w = R0f.y + PV0f.z; +R2f.x = R0f.x + -(PV0f.x); +PS1f = R2f.x; +// 2 +R3f.x = R0f.x + R127f.x; +R2f.y = R0f.y + -(R127f.y); +R3f.z = R0f.y + R127f.y; +PV0f.w = intBitsToFloat(uf_remappedPS[0].y) / resYScale * intBitsToFloat(0x4084b060); +R4f.x = R0f.x + -(R127f.w); +PS0f = R4f.x; +// 3 +R5f.x = R0f.x + R127f.w; +R4f.y = R0f.y + -(PV0f.w); +R5f.z = R0f.y + PV0f.w; +R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +R0f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw); +R2f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw); +R3f.xyzw = (texture(textureUnitPS0, R3f.xz).xyzw); +R4f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw); +R5f.xyzw = (texture(textureUnitPS0, R5f.xz).xyzw); +// 0 +R127f.xyz = vec3(R1f.w,R1f.z,R1f.y) + vec3(R0f.w,R0f.z,R0f.y); +PV0f.w = R1f.x + R0f.x; +// 1 +R126f.xyz = vec3(R2f.w,R2f.z,R2f.y) + vec3(R3f.w,R3f.z,R3f.y); +PV1f.w = R2f.x + R3f.x; +PS1f = PV0f.w * intBitsToFloat(0x3e20c7a7); +// 2 +PV0f.x = R127f.x * intBitsToFloat(0x3e20c7a7); +PV0f.y = R127f.y * intBitsToFloat(0x3e20c7a7); +PV0f.z = R127f.z * intBitsToFloat(0x3e20c7a7); +R126f.w = (PV1f.w * intBitsToFloat(0x3ea913a1) + PS1f); +R127f.w = R4f.x + R5f.x; +PS0f = R127f.w; +// 3 +backupReg0f = R126f.x; +R126f.x = (backupReg0f * intBitsToFloat(0x3ea913a1) + PV0f.x); +R123f.y = (R126f.y * intBitsToFloat(0x3ea913a1) + PV0f.y); +PV1f.y = R123f.y; +R123f.z = (R126f.z * intBitsToFloat(0x3ea913a1) + PV0f.z); +PV1f.z = R123f.z; +PV1f.w = R4f.y + R5f.y; +PS1f = R4f.z + R5f.z; +// 4 +PV0f.x = R4f.w + R5f.w; +R4f.y = (PV1f.w * intBitsToFloat(0x3c51115e) + PV1f.z); +R4f.z = (PS1f * intBitsToFloat(0x3c51115e) + PV1f.y); +// 5 +R4f.x = (R127f.w * intBitsToFloat(0x3c51115e) + R126f.w); +R4f.w = (PV0f.x * intBitsToFloat(0x3c51115e) + R126f.x); +// export +passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); +} diff --git a/Resolutions/M&SRio2016_Resolution/659f9b24fb22f6e0_0000000000000079_ps.txt b/Resolutions/M&SRio2016_Resolution/659f9b24fb22f6e0_0000000000000079_ps.txt new file mode 100644 index 00000000..e8ecbac9 --- /dev/null +++ b/Resolutions/M&SRio2016_Resolution/659f9b24fb22f6e0_0000000000000079_ps.txt @@ -0,0 +1,104 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 659f9b24fb22f6e0 +// Used for: Downscaling Anti-Aliasing +const float resXScale = (float($width)/float($gameWidth)); +const float resYScale = (float($height)/float($gameHeight)); +// start of shader inputs/outputs, predetermined by Cemu. Do not touch +#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 = 1) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[1]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[1]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem136; +layout(location = 0) out vec4 passPixelColor0; +// end of shader inputs/outputs +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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem136; +// 0 +R1f.x = R0f.x + -(intBitsToFloat(uf_remappedPS[0].x) / resXScale); +R1f.y = R0f.y + -(intBitsToFloat(uf_remappedPS[0].y) / resYScale); +PV0f.z = -(intBitsToFloat(uf_remappedPS[0].y)); +PV0f.w = intBitsToFloat(uf_remappedPS[0].x); +PS0f = -(intBitsToFloat(uf_remappedPS[0].x)); +// 1 +R2f.x = R0f.x + PV0f.w; +R2f.y = R0f.y + PV0f.z; +PV1f.z = intBitsToFloat(uf_remappedPS[0].y); +R3f.w = R0f.x + PS0f; +R3f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x) / resXScale; +PS1f = R3f.x; +// 2 +R3f.y = R0f.y + PV1f.z; +R3f.z = R0f.y + intBitsToFloat(uf_remappedPS[0].y) / resYScale; +R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +R2f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw); +R0f.xyzw = (texture(textureUnitPS0, R3f.wy).xyzw); +R3f.xyzw = (texture(textureUnitPS0, R3f.xz).xyzw); +// 0 +PV0f.x = R1f.w + R2f.w; +PV0f.y = R1f.z + R2f.z; +PV0f.z = R1f.y + R2f.y; +PV0f.w = R1f.x + R2f.x; +// 1 +backupReg0f = R0f.x; +backupReg1f = R0f.z; +PV1f.x = PV0f.z + R0f.y; +PV1f.y = PV0f.w + backupReg0f; +PV1f.z = PV0f.x + R0f.w; +PV1f.w = PV0f.y + backupReg1f; +// 2 +PV0f.x = PV1f.z + R3f.w; +PV0f.y = PV1f.w + R3f.z; +PV0f.z = PV1f.x + R3f.y; +PV0f.w = PV1f.y + R3f.x; +// 3 +R3f.x = PV0f.w * 0.25; +R3f.y = PV0f.z * 0.25; +R3f.z = PV0f.y * 0.25; +R3f.w = PV0f.x * 0.25; +// export +passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); +} diff --git a/Resolutions/M&SRio2016_Resolution/8923d61563824d41_0000000000000079_ps.txt b/Resolutions/M&SRio2016_Resolution/8923d61563824d41_0000000000000079_ps.txt new file mode 100644 index 00000000..995991b6 --- /dev/null +++ b/Resolutions/M&SRio2016_Resolution/8923d61563824d41_0000000000000079_ps.txt @@ -0,0 +1,161 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 8923d61563824d41 +// Used for: Spotlight Bloom +const float resXScale = (float($width)/float($gameWidth)); +const float resYScale = (float($height)/float($gameHeight)); +// start of shader inputs/outputs, predetermined by Cemu. Do not touch +#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 = 1) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[1]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[1]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem136; +layout(location = 0) out vec4 passPixelColor0; +// end of shader inputs/outputs +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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R4f = vec4(0.0); +vec4 R5f = vec4(0.0); +vec4 R6f = vec4(0.0); +vec4 R7f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R125f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem136; +// 0 +R127f.x = intBitsToFloat(uf_remappedPS[0].x) / resXScale * intBitsToFloat(0x3f0b59de); +PV0f.x = R127f.x; +R127f.y = intBitsToFloat(uf_remappedPS[0].y) / resYScale * intBitsToFloat(0x3f0b59de); +PV0f.z = intBitsToFloat(uf_remappedPS[0].y) / resYScale * intBitsToFloat(0x40183eea); +PV0f.w = intBitsToFloat(uf_remappedPS[0].x) / resXScale * intBitsToFloat(0x40183eea); +R127f.w = intBitsToFloat(uf_remappedPS[0].x) / resXScale * intBitsToFloat(0x408950c6); +PS0f = R127f.w; +// 1 +R1f.x = R0f.x + -(PV0f.w); +R1f.y = R0f.y + -(PV0f.z); +R0f.z = R0f.x + PV0f.w; +R0f.w = R0f.y + PV0f.z; +R2f.x = R0f.x + -(PV0f.x); +PS1f = R2f.x; +// 2 +R3f.x = R0f.x + R127f.x; +R2f.y = R0f.y + -(R127f.y); +R3f.z = R0f.y + R127f.y; +PV0f.w = intBitsToFloat(uf_remappedPS[0].y) / resYScale * intBitsToFloat(0x408950c6); +R4f.x = R0f.x + -(R127f.w); +PS0f = R4f.x; +// 3 +R5f.x = R0f.x + R127f.w; +R4f.y = R0f.y + -(PV0f.w); +R5f.z = R0f.y + PV0f.w; +PV1f.w = intBitsToFloat(uf_remappedPS[0].x) / resXScale * intBitsToFloat(0x40c6ee78); +PS1f = intBitsToFloat(uf_remappedPS[0].y) / resYScale * intBitsToFloat(0x40c6ee78); +// 4 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +backupReg0f = R0f.x; +backupReg1f = R0f.y; +R0f.x = backupReg0f + -(PV1f.w); +R0f.y = backupReg1f + -(PS1f); +R1f.z = backupReg0f + PV1f.w; +R1f.w = backupReg1f + PS1f; +R6f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +R7f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw); +R2f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw); +R3f.xyzw = (texture(textureUnitPS0, R3f.xz).xyzw); +R4f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw); +R5f.xyzw = (texture(textureUnitPS0, R5f.xz).xyzw); +R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +R1f.xyzw = (texture(textureUnitPS0, R1f.zw).xyzw); +// 0 +R127f.xyz = vec3(R6f.w,R6f.z,R6f.y) + vec3(R7f.w,R7f.z,R7f.y); +PV0f.w = R6f.x + R7f.x; +// 1 +R126f.xyz = vec3(R2f.w,R2f.z,R2f.y) + vec3(R3f.w,R3f.z,R3f.y); +PV1f.w = R2f.x + R3f.x; +PS1f = PV0f.w * intBitsToFloat(0x3e45143c); +// 2 +PV0f.x = R127f.x * intBitsToFloat(0x3e45143c); +PV0f.y = R127f.y * intBitsToFloat(0x3e45143c); +PV0f.z = R127f.z * intBitsToFloat(0x3e45143c); +R126f.w = (PV1f.w * intBitsToFloat(0x3e7f99c4) + PS1f); +R127f.w = R4f.x + R5f.x; +PS0f = R127f.w; +// 3 +backupReg0f = R126f.x; +R126f.x = (backupReg0f * intBitsToFloat(0x3e7f99c4) + PV0f.x); +R123f.y = (R126f.y * intBitsToFloat(0x3e7f99c4) + PV0f.y); +PV1f.y = R123f.y; +R123f.z = (R126f.z * intBitsToFloat(0x3e7f99c4) + PV0f.z); +PV1f.z = R123f.z; +PV1f.w = R4f.y + R5f.y; +PS1f = R4f.z + R5f.z; +// 4 +backupReg0f = R0f.x; +PV0f.x = R4f.w + R5f.w; +R126f.y = (PS1f * intBitsToFloat(0x3d52d235) + PV1f.y); +R123f.z = (PV1f.w * intBitsToFloat(0x3d52d235) + PV1f.z); +PV0f.z = R123f.z; +R125f.w = backupReg0f + R1f.x; +PS0f = R0f.y + R1f.y; +// 5 +backupReg0f = R126f.x; +R126f.x = (PV0f.x * intBitsToFloat(0x3d52d235) + backupReg0f); +PV1f.y = R0f.z + R1f.z; +R123f.w = (R127f.w * intBitsToFloat(0x3d52d235) + R126f.w); +PV1f.w = R123f.w; +R4f.y = (PS0f * intBitsToFloat(0x3bd35a86) + PV0f.z); +PS1f = R4f.y; +// 6 +PV0f.x = R0f.w + R1f.w; +R4f.z = (PV1f.y * intBitsToFloat(0x3bd35a86) + R126f.y); +R4f.x = (R125f.w * intBitsToFloat(0x3bd35a86) + PV1f.w); +PS0f = R4f.x; +// 7 +R4f.w = (PV0f.x * intBitsToFloat(0x3bd35a86) + R126f.x); +// export +passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); +} diff --git a/Resolutions/M&SRio2016_Resolution/ed790b1d61b86c59_0000000000000079_ps.txt b/Resolutions/M&SRio2016_Resolution/ed790b1d61b86c59_0000000000000079_ps.txt new file mode 100644 index 00000000..13d5c6d3 --- /dev/null +++ b/Resolutions/M&SRio2016_Resolution/ed790b1d61b86c59_0000000000000079_ps.txt @@ -0,0 +1,135 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader ed790b1d61b86c59 +// Used for: Depth of Field +const float resXScale = (float($width)/float($gameWidth)); +const float resYScale = (float($height)/float($gameHeight)); +// start of shader inputs/outputs, predetermined by Cemu. Do not touch +#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 = 1) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[1]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[1]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem136; +layout(location = 0) out vec4 passPixelColor0; +// end of shader inputs/outputs +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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem136; +// 0 +R127f.x = intBitsToFloat(uf_remappedPS[0].x) / resXScale * intBitsToFloat(0x3f09bda5); +PV0f.x = R127f.x; +R127f.y = intBitsToFloat(uf_remappedPS[0].y) / resYScale * intBitsToFloat(0x3f09bda5); +PV0f.z = intBitsToFloat(uf_remappedPS[0].y) / resYScale * intBitsToFloat(0x40040496); +PV0f.w = intBitsToFloat(uf_remappedPS[0].x) / resXScale * intBitsToFloat(0x40040496); +// 1 +R1f.x = R0f.x + PV0f.w; +R1f.y = R0f.y + PV0f.z; +R0f.z = R0f.x + -(PV0f.w); +R0f.w = R0f.y + -(PV0f.z); +R2f.x = R0f.x + PV0f.x; +PS1f = R2f.x; +// 2 +R3f.x = R0f.x + -(R127f.x); +R2f.y = R0f.y + R127f.y; +R3f.z = R0f.y + -(R127f.y); +R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +R0f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw); +R2f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw); +R3f.xyzw = (texture(textureUnitPS0, R3f.xz).xyzw); +// 0 +backupReg0f = R0f.w; +R127f.x = mul_nonIEEE(R0f.y, R0f.w); +R127f.y = mul_nonIEEE(R0f.z, R0f.w); +PV0f.z = R0f.w + R1f.w; +PV0f.w = mul_nonIEEE(R0f.x, backupReg0f); +PS0f = mul_nonIEEE(R1f.x, R1f.w); +// 1 +PV1f.x = R3f.w + R2f.w; +PV1f.y = PV0f.z * intBitsToFloat(0x3d50917d); +PV1f.z = mul_nonIEEE(R1f.z, R1f.w); +PV1f.w = mul_nonIEEE(R1f.y, R1f.w); +R126f.y = PV0f.w + PS0f; +PS1f = R126f.y; +// 2 +backupReg0f = R127f.y; +R126f.x = R127f.x + PV1f.w; +R127f.y = mul_nonIEEE(R3f.x, R3f.w); +R127f.z = (PV1f.x * intBitsToFloat(0x3ee5edd0) + PV1f.y); +R127f.w = backupReg0f + PV1f.z; +R127f.x = mul_nonIEEE(R3f.y, R3f.w); +PS0f = R127f.x; +// 3 +backupReg0f = R126f.y; +PV1f.x = mul_nonIEEE(R2f.z, R2f.w); +PV1f.y = mul_nonIEEE(R2f.y, R2f.w); +PV1f.z = mul_nonIEEE(R2f.x, R2f.w); +PV1f.w = mul_nonIEEE(R3f.z, R3f.w); +R126f.y = backupReg0f * intBitsToFloat(0x3d50917d); +PS1f = R126f.y; +// 4 +PV0f.x = R126f.x * intBitsToFloat(0x3d50917d); +PV0f.y = PV1f.w + PV1f.x; +PV0f.z = R127f.x + PV1f.y; +PV0f.w = R127f.y + PV1f.z; +PS0f = R127f.w * intBitsToFloat(0x3d50917d); +// 5 +backupReg0f = R127f.z; +R127f.x = (PV0f.w * intBitsToFloat(0x3ee5edd0) + R126f.y); +PV1f.y = R127f.z + intBitsToFloat(0x38d1b717); +R127f.z = (PV0f.z * intBitsToFloat(0x3ee5edd0) + PV0f.x); +R127f.w = (PV0f.y * intBitsToFloat(0x3ee5edd0) + PS0f); +R2f.w = backupReg0f; +PS1f = R2f.w; +// 6 +PS0f = 1.0 / PV1f.y; +// 7 +R2f.x = mul_nonIEEE(R127f.x, PS0f); +R2f.y = mul_nonIEEE(R127f.z, PS0f); +R2f.z = mul_nonIEEE(R127f.w, PS0f); +// export +passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +}