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https://github.com/cemu-project/cemu_graphic_packs.git
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Add shader edits to M&S Rio 2016
Fixes bloom, spotlight bloom, depth of field and downscaling anti-aliasing
This commit is contained in:
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#version 430
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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 3e6020499611fa99
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// Used for: Bloom
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const float resXScale = (float($width)/float($gameWidth));
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const float resYScale = (float($height)/float($gameHeight));
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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#ifdef VULKAN
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layout(set = 1, binding = 1) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[1];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[1];
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem136;
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layout(location = 0) out vec4 passPixelColor0;
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// end of shader inputs/outputs
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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 R5f = 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 = passParameterSem136;
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// 0
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R127f.x = intBitsToFloat(uf_remappedPS[0].x) / resXScale * intBitsToFloat(0x3f1f30d4);
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PV0f.x = R127f.x;
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R127f.y = intBitsToFloat(uf_remappedPS[0].y) / resYScale * intBitsToFloat(0x3f1f30d4);
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PV0f.z = intBitsToFloat(uf_remappedPS[0].y) / resYScale * intBitsToFloat(0x40117a87);
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PV0f.w = intBitsToFloat(uf_remappedPS[0].x) / resXScale * intBitsToFloat(0x40117a87);
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R127f.w = intBitsToFloat(uf_remappedPS[0].x) / resXScale * intBitsToFloat(0x4084b060);
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PS0f = R127f.w;
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// 1
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R1f.x = R0f.x + -(PV0f.w);
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R1f.y = R0f.y + -(PV0f.z);
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R0f.z = R0f.x + PV0f.w;
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R0f.w = R0f.y + PV0f.z;
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R2f.x = R0f.x + -(PV0f.x);
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PS1f = R2f.x;
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// 2
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R3f.x = R0f.x + R127f.x;
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R2f.y = R0f.y + -(R127f.y);
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R3f.z = R0f.y + R127f.y;
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PV0f.w = intBitsToFloat(uf_remappedPS[0].y) / resYScale * intBitsToFloat(0x4084b060);
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R4f.x = R0f.x + -(R127f.w);
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PS0f = R4f.x;
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// 3
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R5f.x = R0f.x + R127f.w;
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R4f.y = R0f.y + -(PV0f.w);
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R5f.z = R0f.y + PV0f.w;
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R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
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R0f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
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R2f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw);
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R3f.xyzw = (texture(textureUnitPS0, R3f.xz).xyzw);
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R4f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw);
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R5f.xyzw = (texture(textureUnitPS0, R5f.xz).xyzw);
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// 0
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R127f.xyz = vec3(R1f.w,R1f.z,R1f.y) + vec3(R0f.w,R0f.z,R0f.y);
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PV0f.w = R1f.x + R0f.x;
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// 1
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R126f.xyz = vec3(R2f.w,R2f.z,R2f.y) + vec3(R3f.w,R3f.z,R3f.y);
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PV1f.w = R2f.x + R3f.x;
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PS1f = PV0f.w * intBitsToFloat(0x3e20c7a7);
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// 2
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PV0f.x = R127f.x * intBitsToFloat(0x3e20c7a7);
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PV0f.y = R127f.y * intBitsToFloat(0x3e20c7a7);
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PV0f.z = R127f.z * intBitsToFloat(0x3e20c7a7);
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R126f.w = (PV1f.w * intBitsToFloat(0x3ea913a1) + PS1f);
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R127f.w = R4f.x + R5f.x;
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PS0f = R127f.w;
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// 3
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backupReg0f = R126f.x;
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R126f.x = (backupReg0f * intBitsToFloat(0x3ea913a1) + PV0f.x);
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R123f.y = (R126f.y * intBitsToFloat(0x3ea913a1) + PV0f.y);
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PV1f.y = R123f.y;
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R123f.z = (R126f.z * intBitsToFloat(0x3ea913a1) + PV0f.z);
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PV1f.z = R123f.z;
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PV1f.w = R4f.y + R5f.y;
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PS1f = R4f.z + R5f.z;
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// 4
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PV0f.x = R4f.w + R5f.w;
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R4f.y = (PV1f.w * intBitsToFloat(0x3c51115e) + PV1f.z);
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R4f.z = (PS1f * intBitsToFloat(0x3c51115e) + PV1f.y);
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// 5
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R4f.x = (R127f.w * intBitsToFloat(0x3c51115e) + R126f.w);
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R4f.w = (PV0f.x * intBitsToFloat(0x3c51115e) + R126f.x);
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// export
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passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
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}
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#version 430
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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 659f9b24fb22f6e0
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// Used for: Downscaling Anti-Aliasing
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const float resXScale = (float($width)/float($gameWidth));
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const float resYScale = (float($height)/float($gameHeight));
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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#ifdef VULKAN
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layout(set = 1, binding = 1) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[1];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[1];
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem136;
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layout(location = 0) out vec4 passPixelColor0;
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// end of shader inputs/outputs
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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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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 = passParameterSem136;
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// 0
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R1f.x = R0f.x + -(intBitsToFloat(uf_remappedPS[0].x) / resXScale);
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R1f.y = R0f.y + -(intBitsToFloat(uf_remappedPS[0].y) / resYScale);
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PV0f.z = -(intBitsToFloat(uf_remappedPS[0].y));
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PV0f.w = intBitsToFloat(uf_remappedPS[0].x);
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PS0f = -(intBitsToFloat(uf_remappedPS[0].x));
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// 1
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R2f.x = R0f.x + PV0f.w;
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R2f.y = R0f.y + PV0f.z;
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PV1f.z = intBitsToFloat(uf_remappedPS[0].y);
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R3f.w = R0f.x + PS0f;
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R3f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x) / resXScale;
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PS1f = R3f.x;
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// 2
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R3f.y = R0f.y + PV1f.z;
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R3f.z = R0f.y + intBitsToFloat(uf_remappedPS[0].y) / resYScale;
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R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
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R2f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw);
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R0f.xyzw = (texture(textureUnitPS0, R3f.wy).xyzw);
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R3f.xyzw = (texture(textureUnitPS0, R3f.xz).xyzw);
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// 0
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PV0f.x = R1f.w + R2f.w;
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PV0f.y = R1f.z + R2f.z;
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PV0f.z = R1f.y + R2f.y;
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PV0f.w = R1f.x + R2f.x;
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// 1
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backupReg0f = R0f.x;
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backupReg1f = R0f.z;
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PV1f.x = PV0f.z + R0f.y;
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PV1f.y = PV0f.w + backupReg0f;
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PV1f.z = PV0f.x + R0f.w;
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PV1f.w = PV0f.y + backupReg1f;
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// 2
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PV0f.x = PV1f.z + R3f.w;
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PV0f.y = PV1f.w + R3f.z;
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PV0f.z = PV1f.x + R3f.y;
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PV0f.w = PV1f.y + R3f.x;
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// 3
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R3f.x = PV0f.w * 0.25;
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R3f.y = PV0f.z * 0.25;
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R3f.z = PV0f.y * 0.25;
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R3f.w = PV0f.x * 0.25;
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// export
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passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
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}
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@ -0,0 +1,161 @@
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#version 430
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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 8923d61563824d41
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// Used for: Spotlight Bloom
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const float resXScale = (float($width)/float($gameWidth));
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const float resYScale = (float($height)/float($gameHeight));
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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#ifdef VULKAN
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layout(set = 1, binding = 1) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[1];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[1];
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem136;
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layout(location = 0) out vec4 passPixelColor0;
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// end of shader inputs/outputs
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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 R5f = vec4(0.0);
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vec4 R6f = vec4(0.0);
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vec4 R7f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R125f = 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 = passParameterSem136;
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// 0
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R127f.x = intBitsToFloat(uf_remappedPS[0].x) / resXScale * intBitsToFloat(0x3f0b59de);
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PV0f.x = R127f.x;
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R127f.y = intBitsToFloat(uf_remappedPS[0].y) / resYScale * intBitsToFloat(0x3f0b59de);
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PV0f.z = intBitsToFloat(uf_remappedPS[0].y) / resYScale * intBitsToFloat(0x40183eea);
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PV0f.w = intBitsToFloat(uf_remappedPS[0].x) / resXScale * intBitsToFloat(0x40183eea);
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R127f.w = intBitsToFloat(uf_remappedPS[0].x) / resXScale * intBitsToFloat(0x408950c6);
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PS0f = R127f.w;
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// 1
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R1f.x = R0f.x + -(PV0f.w);
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R1f.y = R0f.y + -(PV0f.z);
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R0f.z = R0f.x + PV0f.w;
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R0f.w = R0f.y + PV0f.z;
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R2f.x = R0f.x + -(PV0f.x);
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PS1f = R2f.x;
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// 2
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R3f.x = R0f.x + R127f.x;
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R2f.y = R0f.y + -(R127f.y);
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R3f.z = R0f.y + R127f.y;
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PV0f.w = intBitsToFloat(uf_remappedPS[0].y) / resYScale * intBitsToFloat(0x408950c6);
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R4f.x = R0f.x + -(R127f.w);
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PS0f = R4f.x;
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// 3
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R5f.x = R0f.x + R127f.w;
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R4f.y = R0f.y + -(PV0f.w);
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||||
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);
|
||||
}
|
@ -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);
|
||||
}
|
Loading…
Reference in New Issue
Block a user