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https://github.com/cemu-project/cemu_graphic_packs.git
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[Pokken] Fix shadows
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4bce482979
commit
307fb07fc2
@ -0,0 +1,31 @@
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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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#extension GL_ARB_shading_language_packing : enable
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// shader 3e385c973f99f97f
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uniform ivec4 uf_remappedVS[4];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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layout(location = 2) in uvec4 attrDataSem2;
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layout(location = 3) in uvec4 attrDataSem6;
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layout(location = 4) in uvec4 attrDataSem7;
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layout(location = 5) in uvec4 attrDataSem8;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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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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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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}
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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 7caa82f23221199f
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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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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}
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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 7caa82f23221199f
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uniform float uf_alphaTestRef;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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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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}
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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 7caa82f23221199f
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uniform float uf_alphaTestRef;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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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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}
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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 826f5c3cbb703c6e
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uniform ivec4 uf_remappedPS[2];
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uniform float uf_alphaTestRef;
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x2fb8a000 res 256x128x1 dim 1 tm: 4 format 0033 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x2fb98000 res 256x128x1 dim 1 tm: 4 format 0033 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 2 border: 0
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layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x30844000 res 128x128x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 2 border: 0
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layout(location = 0) in vec4 passParameterSem130;
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layout(location = 1) in vec4 passParameterSem131;
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layout(location = 2) in vec4 passParameterSem132;
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layout(location = 3) in vec4 passParameterSem133;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 1) out vec4 passPixelColor1;
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layout(location = 2) out vec4 passPixelColor2;
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uniform vec2 uf_fragCoordScale;
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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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}
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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 826f5c3cbb703c6e
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uniform ivec4 uf_remappedPS[2];
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uniform float uf_alphaTestRef;
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x1d6f8000 res 1024x1024x1 dim 1 tm: 4 format 0033 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x1d5f6000 res 1024x1024x1 dim 1 tm: 4 format 0033 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 2 border: 0
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layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x2985f000 res 256x256x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 2 border: 0
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layout(location = 0) in vec4 passParameterSem130;
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layout(location = 1) in vec4 passParameterSem131;
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layout(location = 2) in vec4 passParameterSem132;
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layout(location = 3) in vec4 passParameterSem133;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 1) out vec4 passPixelColor1;
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layout(location = 2) out vec4 passPixelColor2;
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uniform vec2 uf_fragCoordScale;
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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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}
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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 826f5c3cbb703c6e
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uniform ivec4 uf_remappedPS[2];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x30797000 res 1024x1024x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x2e9dc000 res 1024x1024x1 dim 1 tm: 4 format 0033 compSel: 0 1 2 3 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x1d19f000 res 1024x1024x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem130;
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layout(location = 1) in vec4 passParameterSem131;
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layout(location = 2) in vec4 passParameterSem132;
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layout(location = 3) in vec4 passParameterSem133;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 1) out vec4 passPixelColor1;
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layout(location = 2) out vec4 passPixelColor2;
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uniform vec2 uf_fragCoordScale;
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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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}
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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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#extension GL_ARB_shading_language_packing : enable
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// shader a76d3742c770ac3c
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uniform ivec4 uf_remappedVS[7];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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layout(location = 2) in uvec4 attrDataSem2;
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layout(location = 3) in uvec4 attrDataSem3;
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layout(location = 4) in uvec4 attrDataSem6;
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layout(location = 5) in uvec4 attrDataSem7;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem130;
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layout(location = 3) out vec4 passParameterSem133;
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layout(location = 1) out vec4 passParameterSem131;
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layout(location = 2) out vec4 passParameterSem132;
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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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}
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