diff --git a/Enhancement/TropicalFreeze_AARemoval/e2e605304f3b00d7_00000000000003c9_ps_source.txt b/Enhancement/TropicalFreeze_AARemoval/e2e605304f3b00d7_00000000000003c9_ps_source.txt new file mode 100644 index 00000000..d47c0090 --- /dev/null +++ b/Enhancement/TropicalFreeze_AARemoval/e2e605304f3b00d7_00000000000003c9_ps_source.txt @@ -0,0 +1,21 @@ +#version 400 +#extension GL_ARB_texture_gather : enable +// shader e2e605304f3b00d7 //edge apply beach. //OK fixed w waves discard worls +uniform ivec4 uf_remappedPS[2]; +uniform sampler2D textureUnitPS0;// Tex0 addr 0xf55ae800 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4708800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +in vec4 passParameter0; +layout(location = 0) out vec4 passPixelColor0; +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() +{ + +}