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https://github.com/cemu-project/cemu_graphic_packs.git
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Add April Fools packs
This commit is contained in:
parent
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commit
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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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11
Modifications/PokkenTournament_AprilFools/rules.txt
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11
Modifications/PokkenTournament_AprilFools/rules.txt
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[Definition]
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titleIds = 00050000101DF400,00050002101DF401,00050000101DF500
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name = "Pokken Tournament - April Fools"
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version = 2
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#Characters-826f5c3cbb703c6e (VS: a76d3742c770ac3c)
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#Shadows-7caa82f23221199f (VS: 3e385c973f99f97f)
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#What was done:
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#-Removed shaders for arena and characters
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#-Attempted to remove shadow shaders but that failed
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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 5589940158f30db3
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uniform ivec4 uf_remappedPS[1];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x156f2000 res 256x256x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in vec4 passParameterSem0;
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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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#extension GL_ARB_shading_language_packing : enable
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// shader 62d887aeff99f5a3
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uniform ivec4 uf_remappedVS[78];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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uniform float uf_alphaTestRef;
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layout(binding = 42) uniform sampler2D textureUnitVS10;// Tex10 addr 0x1c997000 res 2048x2048x1 dim 1 tm: 4 format 081e compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler28 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 43) uniform sampler2DArrayShadow textureUnitVS11;// Tex11 addr 0xf494a800 res 1024x1024x2 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x2) Sampler29 ClampX/Y/Z: 6 6 6 border: 2
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layout(binding = 44) uniform sampler1DShadow textureUnitVS12;layout(binding = 45) uniform sampler2D textureUnitVS13;// Tex13 addr 0x39c73000 res 64x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler31 ClampX/Y/Z: 0 0 0 border: 1
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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 attrDataSem4;
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layout(location = 5) in uvec4 attrDataSem5;
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layout(location = 6) in uvec4 attrDataSem6;
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layout(location = 7) in uvec4 attrDataSem7;
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layout(location = 8) in uvec4 attrDataSem8;
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layout(location = 9) in uvec4 attrDataSem9;
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layout(location = 10) in uvec4 attrDataSem10;
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layout(location = 11) in uvec4 attrDataSem11;
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layout(location = 12) in uvec4 attrDataSem12;
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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 passParameterSem0;
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layout(location = 1) out vec4 passParameterSem4;
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layout(location = 2) out vec4 passParameterSem5;
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layout(location = 3) out vec4 passParameterSem6;
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layout(location = 5) out vec4 passParameterSem8;
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layout(location = 6) out vec4 passParameterSem9;
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layout(location = 7) out vec4 passParameterSem11;
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layout(location = 4) out vec4 passParameterSem7;
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layout(location = 8) out vec4 passParameterSem12;
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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 68357a3eaf8b29a8
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uniform ivec4 uf_remappedPS[18];
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layout(binding = 0) uniform samplerCubeArray textureUnitPS0;// Tex0 addr 0x17f2e800 res 4x4x1 dim 3 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x6) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 1) uniform sampler2DArrayShadow textureUnitPS1;// Tex1 addr 0x17f2f800 res 4x4x1 dim 5 tm: 2 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 2) uniform samplerCubeArray textureUnitPS2;// Tex2 addr 0x1c778800 res 32x32x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x6) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0x17f2b000 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x21e2e000 res 2048x1024x1 dim 1 tm: 4 format 0035 compSel: 0 1 4 4 mipView: 0x0 (num 0xc) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0x220da000 res 512x256x1 dim 1 tm: 4 format 0033 compSel: 0 1 2 3 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0x23f9c000 res 128x128x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 0 0 2 border: 0
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layout(binding = 7) uniform sampler2D textureUnitPS7;// Tex7 addr 0x22e8e000 res 256x256x1 dim 1 tm: 4 format 0235 compSel: 0 1 4 5 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 0 0 2 border: 0
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layout(binding = 8) uniform sampler2D textureUnitPS8;// Tex8 addr 0x23fa0000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler8 ClampX/Y/Z: 0 0 2 border: 0
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 2) in vec4 passParameterSem2;
|
||||
layout(location = 3) in vec4 passParameterSem3;
|
||||
layout(location = 4) in vec4 passParameterSem4;
|
||||
layout(location = 5) in vec4 passParameterSem7;
|
||||
layout(location = 6) in vec4 passParameterSem5;
|
||||
layout(location = 7) in vec4 passParameterSem6;
|
||||
layout(location = 8) in vec4 passParameterSem8;
|
||||
layout(location = 9) in vec4 passParameterSem9;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId)
|
||||
{
|
||||
// stm -> x .. s, y .. t, z .. MajorAxis*2.0
|
||||
vec3 inputCoord = normalize(vec3(src1.y, src1.x, src0.x));
|
||||
float rx = inputCoord.x;
|
||||
float ry = inputCoord.y;
|
||||
float rz = inputCoord.z;
|
||||
if( abs(rx) > abs(ry) && abs(rx) > abs(rz) )
|
||||
{
|
||||
stm.z = rx*2.0;
|
||||
stm.xy = vec2(ry,rz);
|
||||
if( rx >= 0.0 )
|
||||
{
|
||||
faceId = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
faceId = 1;
|
||||
}
|
||||
}
|
||||
else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) )
|
||||
{
|
||||
stm.z = ry*2.0;
|
||||
stm.xy = vec2(rx,rz);
|
||||
if( ry >= 0.0 )
|
||||
{
|
||||
faceId = 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
faceId = 3;
|
||||
}
|
||||
}
|
||||
else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) )
|
||||
{
|
||||
stm.z = rz*2.0;
|
||||
stm.xy = vec2(rx,ry);
|
||||
if( rz >= 0.0 )
|
||||
{
|
||||
faceId = 4;
|
||||
}
|
||||
else
|
||||
{
|
||||
faceId = 5;
|
||||
}
|
||||
}
|
||||
}
|
||||
vec3 redcCUBEReverse(vec2 st, int faceId)
|
||||
{
|
||||
st.yx = st.xy;
|
||||
vec3 v;
|
||||
float majorAxis = 1.0;
|
||||
if( faceId == 0 )
|
||||
{
|
||||
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
|
||||
v.x = 1.0;
|
||||
}
|
||||
else if( faceId == 1 )
|
||||
{
|
||||
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
|
||||
v.x = -1.0;
|
||||
}
|
||||
else if( faceId == 2 )
|
||||
{
|
||||
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
|
||||
v.y = 1.0;
|
||||
}
|
||||
else if( faceId == 3 )
|
||||
{
|
||||
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
|
||||
v.y = -1.0;
|
||||
}
|
||||
else if( faceId == 4 )
|
||||
{
|
||||
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
|
||||
v.z = 1.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
|
||||
v.z = -1.0;
|
||||
}
|
||||
return v;
|
||||
}
|
||||
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()
|
||||
{
|
||||
|
||||
}
|
@ -0,0 +1,48 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_packing : enable
|
||||
// shader 69b5b934d877bac0
|
||||
uniform ivec4 uf_remappedVS[75];
|
||||
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
||||
uniform float uf_alphaTestRef;
|
||||
layout(binding = 42) uniform sampler2D textureUnitVS10;// Tex10 addr 0x1c997000 res 2048x2048x1 dim 1 tm: 4 format 081e compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler28 ClampX/Y/Z: 2 2 2 border: 1
|
||||
layout(binding = 43) uniform sampler2DArrayShadow textureUnitVS11;// Tex11 addr 0xf494a800 res 1024x1024x2 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x2) Sampler29 ClampX/Y/Z: 6 6 6 border: 2
|
||||
layout(binding = 44) uniform sampler1DShadow textureUnitVS12;layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem1;
|
||||
layout(location = 2) in uvec4 attrDataSem2;
|
||||
layout(location = 3) in uvec4 attrDataSem3;
|
||||
layout(location = 4) in uvec4 attrDataSem4;
|
||||
layout(location = 5) in uvec4 attrDataSem5;
|
||||
layout(location = 6) in uvec4 attrDataSem6;
|
||||
layout(location = 7) in uvec4 attrDataSem7;
|
||||
layout(location = 8) in uvec4 attrDataSem8;
|
||||
layout(location = 9) in uvec4 attrDataSem9;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
float gl_PointSize;
|
||||
};
|
||||
layout(location = 0) out vec4 passParameterSem0;
|
||||
layout(location = 1) out vec4 passParameterSem1;
|
||||
layout(location = 2) out vec4 passParameterSem4;
|
||||
layout(location = 3) out vec4 passParameterSem5;
|
||||
layout(location = 4) out vec4 passParameterSem6;
|
||||
layout(location = 6) out vec4 passParameterSem8;
|
||||
layout(location = 7) out vec4 passParameterSem9;
|
||||
layout(location = 8) out vec4 passParameterSem11;
|
||||
layout(location = 5) out vec4 passParameterSem7;
|
||||
layout(location = 9) out vec4 passParameterSem12;
|
||||
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()
|
||||
{
|
||||
|
||||
}
|
@ -0,0 +1,108 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader 71a7179980cfe114
|
||||
uniform ivec4 uf_remappedPS[1];
|
||||
layout(binding = 0) uniform samplerCubeArray textureUnitPS0;// Tex0 addr 0xf4241000 res 256x256x1 dim 3 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x6) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 2) in vec4 passParameterSem2;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId)
|
||||
{
|
||||
// stm -> x .. s, y .. t, z .. MajorAxis*2.0
|
||||
vec3 inputCoord = normalize(vec3(src1.y, src1.x, src0.x));
|
||||
float rx = inputCoord.x;
|
||||
float ry = inputCoord.y;
|
||||
float rz = inputCoord.z;
|
||||
if( abs(rx) > abs(ry) && abs(rx) > abs(rz) )
|
||||
{
|
||||
stm.z = rx*2.0;
|
||||
stm.xy = vec2(ry,rz);
|
||||
if( rx >= 0.0 )
|
||||
{
|
||||
faceId = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
faceId = 1;
|
||||
}
|
||||
}
|
||||
else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) )
|
||||
{
|
||||
stm.z = ry*2.0;
|
||||
stm.xy = vec2(rx,rz);
|
||||
if( ry >= 0.0 )
|
||||
{
|
||||
faceId = 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
faceId = 3;
|
||||
}
|
||||
}
|
||||
else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) )
|
||||
{
|
||||
stm.z = rz*2.0;
|
||||
stm.xy = vec2(rx,ry);
|
||||
if( rz >= 0.0 )
|
||||
{
|
||||
faceId = 4;
|
||||
}
|
||||
else
|
||||
{
|
||||
faceId = 5;
|
||||
}
|
||||
}
|
||||
}
|
||||
vec3 redcCUBEReverse(vec2 st, int faceId)
|
||||
{
|
||||
st.yx = st.xy;
|
||||
vec3 v;
|
||||
float majorAxis = 1.0;
|
||||
if( faceId == 0 )
|
||||
{
|
||||
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
|
||||
v.x = 1.0;
|
||||
}
|
||||
else if( faceId == 1 )
|
||||
{
|
||||
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
|
||||
v.x = -1.0;
|
||||
}
|
||||
else if( faceId == 2 )
|
||||
{
|
||||
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
|
||||
v.y = 1.0;
|
||||
}
|
||||
else if( faceId == 3 )
|
||||
{
|
||||
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
|
||||
v.y = -1.0;
|
||||
}
|
||||
else if( faceId == 4 )
|
||||
{
|
||||
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
|
||||
v.z = 1.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
|
||||
v.z = -1.0;
|
||||
}
|
||||
return v;
|
||||
}
|
||||
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()
|
||||
{
|
||||
|
||||
}
|
@ -0,0 +1,25 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader 733ee69ec9dd5e30 - some kind of shading?
|
||||
uniform ivec4 uf_remappedPS[21];
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||
layout(binding = 1) uniform sampler2DArrayShadow textureUnitPS1;// Tex1 addr 0xf494a800 res 1024x1024x2 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x2) Sampler1 ClampX/Y/Z: 6 6 6 border: 2
|
||||
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x1cb17000 res 2048x2048x1 dim 1 tm: 4 format 081e compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
|
||||
layout(location = 0) noperspective in vec4 passParameterSem0;
|
||||
layout(location = 1) noperspective in vec4 passParameterSem4;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
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()
|
||||
{
|
||||
|
||||
}
|
@ -0,0 +1,31 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_packing : enable
|
||||
// shader 89371aa2435ecc7c
|
||||
uniform ivec4 uf_remappedVS[17];
|
||||
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem1;
|
||||
layout(location = 2) in uvec4 attrDataSem8;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
float gl_PointSize;
|
||||
};
|
||||
layout(location = 2) out vec4 passParameterSem2;
|
||||
layout(location = 1) out vec4 passParameterSem1;
|
||||
layout(location = 0) out vec4 passParameterSem0;
|
||||
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()
|
||||
{
|
||||
|
||||
}
|
@ -0,0 +1,41 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_packing : enable
|
||||
// shader acdc2cc298f22eed
|
||||
uniform ivec4 uf_remappedVS[37];
|
||||
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem1;
|
||||
layout(location = 2) in uvec4 attrDataSem2;
|
||||
layout(location = 3) in uvec4 attrDataSem8;
|
||||
layout(location = 4) in uvec4 attrDataSem9;
|
||||
layout(location = 5) in uvec4 attrDataSem12;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
float gl_PointSize;
|
||||
};
|
||||
layout(location = 2) out vec4 passParameterSem2;
|
||||
layout(location = 6) out vec4 passParameterSem5;
|
||||
layout(location = 7) out vec4 passParameterSem6;
|
||||
layout(location = 8) out vec4 passParameterSem8;
|
||||
layout(location = 1) out vec4 passParameterSem1;
|
||||
layout(location = 5) out vec4 passParameterSem7;
|
||||
layout(location = 3) out vec4 passParameterSem3;
|
||||
layout(location = 4) out vec4 passParameterSem4;
|
||||
layout(location = 9) out vec4 passParameterSem9;
|
||||
layout(location = 0) out vec4 passParameterSem0;
|
||||
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()
|
||||
{
|
||||
|
||||
}
|
@ -0,0 +1,28 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_packing : enable
|
||||
// shader b1951b6b76aa5c84 - some kind of shading?
|
||||
uniform ivec4 uf_remappedVS[3];
|
||||
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
float gl_PointSize;
|
||||
};
|
||||
layout(location = 0) noperspective out vec4 passParameterSem0;
|
||||
layout(location = 1) noperspective out vec4 passParameterSem4;
|
||||
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()
|
||||
{
|
||||
|
||||
}
|
@ -0,0 +1,22 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader b997476498552b16
|
||||
uniform ivec4 uf_remappedPS[1];
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x156f2000 res 64x64x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
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()
|
||||
{
|
||||
|
||||
}
|
@ -0,0 +1,109 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader d61363e0854c74ad
|
||||
uniform ivec4 uf_remappedPS[1];
|
||||
layout(binding = 0) uniform samplerCubeArray textureUnitPS0;// Tex0 addr 0x1c778800 res 32x32x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x6) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x221ea000 res 2048x256x1 dim 1 tm: 4 format 0433 compSel: 0 1 2 3 mipView: 0x0 (num 0xc) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 2 border: 0
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
layout(location = 2) in vec4 passParameterSem2;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId)
|
||||
{
|
||||
// stm -> x .. s, y .. t, z .. MajorAxis*2.0
|
||||
vec3 inputCoord = normalize(vec3(src1.y, src1.x, src0.x));
|
||||
float rx = inputCoord.x;
|
||||
float ry = inputCoord.y;
|
||||
float rz = inputCoord.z;
|
||||
if( abs(rx) > abs(ry) && abs(rx) > abs(rz) )
|
||||
{
|
||||
stm.z = rx*2.0;
|
||||
stm.xy = vec2(ry,rz);
|
||||
if( rx >= 0.0 )
|
||||
{
|
||||
faceId = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
faceId = 1;
|
||||
}
|
||||
}
|
||||
else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) )
|
||||
{
|
||||
stm.z = ry*2.0;
|
||||
stm.xy = vec2(rx,rz);
|
||||
if( ry >= 0.0 )
|
||||
{
|
||||
faceId = 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
faceId = 3;
|
||||
}
|
||||
}
|
||||
else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) )
|
||||
{
|
||||
stm.z = rz*2.0;
|
||||
stm.xy = vec2(rx,ry);
|
||||
if( rz >= 0.0 )
|
||||
{
|
||||
faceId = 4;
|
||||
}
|
||||
else
|
||||
{
|
||||
faceId = 5;
|
||||
}
|
||||
}
|
||||
}
|
||||
vec3 redcCUBEReverse(vec2 st, int faceId)
|
||||
{
|
||||
st.yx = st.xy;
|
||||
vec3 v;
|
||||
float majorAxis = 1.0;
|
||||
if( faceId == 0 )
|
||||
{
|
||||
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
|
||||
v.x = 1.0;
|
||||
}
|
||||
else if( faceId == 1 )
|
||||
{
|
||||
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
|
||||
v.x = -1.0;
|
||||
}
|
||||
else if( faceId == 2 )
|
||||
{
|
||||
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
|
||||
v.y = 1.0;
|
||||
}
|
||||
else if( faceId == 3 )
|
||||
{
|
||||
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
|
||||
v.y = -1.0;
|
||||
}
|
||||
else if( faceId == 4 )
|
||||
{
|
||||
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
|
||||
v.z = 1.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
|
||||
v.z = -1.0;
|
||||
}
|
||||
return v;
|
||||
}
|
||||
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()
|
||||
{
|
||||
|
||||
}
|
@ -0,0 +1,45 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_packing : enable
|
||||
// shader d92fe9087a495dcb
|
||||
uniform ivec4 uf_remappedVS[86];
|
||||
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
||||
uniform float uf_alphaTestRef;
|
||||
layout(binding = 42) uniform sampler2D textureUnitVS10;// Tex10 addr 0x1cb21000 res 2048x2048x1 dim 1 tm: 4 format 081e compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler28 ClampX/Y/Z: 2 2 2 border: 1
|
||||
layout(binding = 43) uniform sampler2DArrayShadow textureUnitVS11;// Tex11 addr 0xf494a800 res 1024x1024x2 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x2) Sampler29 ClampX/Y/Z: 6 6 6 border: 2
|
||||
layout(binding = 44) uniform sampler1DShadow textureUnitVS12;layout(binding = 45) uniform sampler2D textureUnitVS13;// Tex13 addr 0x39084000 res 1024x1024x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler31 ClampX/Y/Z: 0 0 0 border: 1
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem1;
|
||||
layout(location = 2) in uvec4 attrDataSem2;
|
||||
layout(location = 3) in uvec4 attrDataSem3;
|
||||
layout(location = 4) in uvec4 attrDataSem4;
|
||||
layout(location = 5) in uvec4 attrDataSem5;
|
||||
layout(location = 6) in uvec4 attrDataSem6;
|
||||
layout(location = 7) in uvec4 attrDataSem7;
|
||||
layout(location = 8) in uvec4 attrDataSem8;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
float gl_PointSize;
|
||||
};
|
||||
layout(location = 0) out vec4 passParameterSem0;
|
||||
layout(location = 1) out vec4 passParameterSem1;
|
||||
layout(location = 2) out vec4 passParameterSem3;
|
||||
layout(location = 3) out vec4 passParameterSem4;
|
||||
layout(location = 4) out vec4 passParameterSem5;
|
||||
layout(location = 5) out vec4 passParameterSem8;
|
||||
layout(location = 6) out vec4 passParameterSem11;
|
||||
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()
|
||||
{
|
||||
|
||||
}
|
17
Modifications/Splatoon_AprilFools/rules.txt
Normal file
17
Modifications/Splatoon_AprilFools/rules.txt
Normal file
@ -0,0 +1,17 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010176900,0005000010176A00,0005000010162B00
|
||||
name = "Splatoon - April Fools"
|
||||
version = 2
|
||||
|
||||
#some kind of shading?
|
||||
#733ee69ec9dd5e30 - b1951b6b76aa5c84
|
||||
#glass
|
||||
#acdc2cc298f22eed - 68357a3eaf8b29a8
|
||||
#bg
|
||||
#d61363e0854c74ad - 89371aa2435ecc7c
|
||||
|
||||
#What was done:
|
||||
#-Removed shadows
|
||||
#-Removed some shading
|
||||
#-Removed some background objects
|
||||
#-Removed some glass shaders
|
Loading…
Reference in New Issue
Block a user