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Delete Resolutions/SuperMario3DWorld_Resolution directory
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@ -1,104 +0,0 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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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 SET_POSITION(_v) gl_Position = _v
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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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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 1f83c0d47b1c4c34
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// Used for: Background Blur
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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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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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uniform ivec4 uf_remappedVS[1];
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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};
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#else
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uniform ivec4 uf_remappedVS[1];
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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#endif
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// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
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ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
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ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
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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 passParameterSem3;
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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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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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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uvec4 attrDecoder;
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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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem1.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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backupReg0f = R1f.x;
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backupReg1f = R1f.y;
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R1f.x = backupReg0f;
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R1f.x *= 2.0;
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R1f.y = backupReg1f;
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R1f.y *= 2.0;
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R1f.z = intBitsToFloat(0xbf800000);
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R1f.w = 1.0;
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PS0f = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x)/resXScale);
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// 1
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backupReg0f = R2f.y;
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backupReg1f = R2f.x;
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PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)/resYScale);
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R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resYScale;
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R2f.z = PS0f;
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R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x)/resXScale;
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PS1f = R2f.x;
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// 2
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R2f.w = PV1f.x;
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// export
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SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
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// export
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passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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// 0
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}
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@ -1,103 +0,0 @@
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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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#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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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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 SET_POSITION(_v) gl_Position = _v
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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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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 280351fcf8e5949f
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// Used for: Another vertical blur
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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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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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uniform ivec4 uf_remappedVS[1];
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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};
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#else
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uniform ivec4 uf_remappedVS[1];
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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#endif
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// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
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ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
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ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
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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) noperspective out vec4 passParameterSem0;
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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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uvec4 attrDecoder;
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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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem1.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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backupReg0f = R1f.x;
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backupReg1f = R1f.y;
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R1f.x = backupReg0f;
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R1f.x *= 2.0;
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R1f.y = backupReg1f;
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R1f.y *= 2.0;
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R1f.z = 0.0;
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R1f.w = 1.0;
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PS0f = intBitsToFloat(uf_remappedVS[0].x)/resXScale * intBitsToFloat(0x3f99999a);
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// 1
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backupReg0f = R2f.x;
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backupReg0f = R2f.x;
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backupReg0f = R2f.x;
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R2f.x = R2f.y;
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R2f.y = backupReg0f + -(PS0f);
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R2f.z = backupReg0f + PS0f;
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R2f.w = backupReg0f;
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// export
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SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
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// export
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passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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// 0
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}
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@ -1,105 +0,0 @@
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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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#ifdef VULKAN
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#else
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#define SET_POSITION(_v) gl_Position = _v
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#endif
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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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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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 SET_POSITION(_v) gl_Position = _v
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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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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 470eee1bb25ab50d
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// low res reflection
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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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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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uniform ivec4 uf_remappedVS[1];
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};
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#else
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uniform ivec4 uf_remappedVS[1];
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#endif
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ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
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ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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layout(location = 0) noperspective out vec4 passParameterSem0;
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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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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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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uvec4 attrDecoder;
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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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem1.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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backupReg0f = R1f.x;
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backupReg1f = R1f.y;
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R1f.x = backupReg0f;
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R1f.x *= 2.0;
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R1f.y = backupReg1f;
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R1f.y *= 2.0;
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R1f.z = 0.0;
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R1f.w = 1.0;
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PS0f = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x3f99999a)/resXScale;
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// 1
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backupReg0f = R2f.y;
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backupReg0f = R2f.y;
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backupReg0f = R2f.y;
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R2f.y = backupReg0f + -(PS0f);
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R2f.z = backupReg0f + PS0f;
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R2f.w = backupReg0f;
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// export
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SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
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// export
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passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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// 0
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}
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@ -1,137 +0,0 @@
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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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#ifdef VULKAN
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#else
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#define SET_POSITION(_v) gl_Position = _v
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#endif
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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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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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 SET_POSITION(_v) gl_Position = _v
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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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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 4c426260188ace42
|
||||
//switch palace reflection vertical
|
||||
const float resXScale = float($width)/float($gameWidth);
|
||||
const float resYScale = float($height)/float($gameHeight);
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 0, binding = 0) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedVS[5];
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedVS[5];
|
||||
#endif
|
||||
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
};
|
||||
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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R126f = vec4(0.0);
|
||||
vec4 R127f = vec4(0.0);
|
||||
uvec4 attrDecoder;
|
||||
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
|
||||
attrDecoder.xyz = attrDataSem0.xyz;
|
||||
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
|
||||
attrDecoder.w = 0;
|
||||
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
// 0
|
||||
R127f.x = -(R1f.y);
|
||||
PV0f.x = R127f.x;
|
||||
R127f.y = (R1f.x > 0.0)?1.0:0.0;
|
||||
R127f.y /= 2.0;
|
||||
R126f.z = (0.0 > R1f.x)?1.0:0.0;
|
||||
R126f.z /= 2.0;
|
||||
R127f.w = 1.0;
|
||||
PV0f.w = R127f.w;
|
||||
R126f.x = intBitsToFloat(uf_remappedVS[0].w) * intBitsToFloat(0x3fae8a72)/resYScale;
|
||||
PS0f = R126f.x;
|
||||
// 1
|
||||
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
|
||||
PV1f.x = R0f.x;
|
||||
PV1f.y = R0f.x;
|
||||
PV1f.z = R0f.x;
|
||||
PV1f.w = R0f.x;
|
||||
R127f.z = (PV0f.x > 0.0)?1.0:0.0;
|
||||
R127f.z /= 2.0;
|
||||
PS1f = R127f.z;
|
||||
// 2
|
||||
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
|
||||
PV0f.x = tempf.x;
|
||||
PV0f.y = tempf.x;
|
||||
PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R0f.y = tempf.x;
|
||||
PS0f = (0.0 > R127f.x)?1.0:0.0;
|
||||
PS0f /= 2.0;
|
||||
// 3
|
||||
backupReg0f = R127f.z;
|
||||
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
|
||||
PV1f.x = tempf.x;
|
||||
PV1f.y = tempf.x;
|
||||
PV1f.z = tempf.x;
|
||||
PV1f.w = tempf.x;
|
||||
R0f.z = tempf.x;
|
||||
R127f.z = backupReg0f + -(PS0f);
|
||||
PS1f = R127f.z;
|
||||
// 4
|
||||
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
|
||||
PV0f.x = tempf.x;
|
||||
PV0f.y = tempf.x;
|
||||
PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R0f.w = tempf.x;
|
||||
PS0f = R127f.y + -(R126f.z);
|
||||
// 5
|
||||
R1f.x = PS0f + 0.5;
|
||||
PV1f.y = R127f.z + 0.5;
|
||||
// 6
|
||||
R1f.y = PV1f.y + -(R126f.x);
|
||||
R1f.z = PV1f.y + R126f.x;
|
||||
R1f.w = PV1f.y;
|
||||
// export
|
||||
SET_POSITION(vec4(R0f.x, R0f.y, R0f.z, R0f.w));
|
||||
// export
|
||||
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
// 0
|
||||
}
|
@ -1,297 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#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 SET_POSITION(_v) gl_Position = _v
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader 5661793d88425685
|
||||
// Used for: First glitter bloom pass
|
||||
const float resXScale = float($width)/float($gameWidth);
|
||||
const float resYScale = float($height)/float($gameHeight);
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 1) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[7];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[7];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
layout(location = 1) out vec4 passPixelColor1;
|
||||
layout(location = 2) out vec4 passPixelColor2;
|
||||
layout(location = 3) out vec4 passPixelColor3;
|
||||
layout(location = 4) out vec4 passPixelColor4;
|
||||
layout(location = 5) out vec4 passPixelColor5;
|
||||
// uf_fragCoordScale was moved to the ufBlock
|
||||
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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
vec4 R3f = vec4(0.0);
|
||||
vec4 R4f = vec4(0.0);
|
||||
vec4 R5f = vec4(0.0);
|
||||
vec4 R6f = vec4(0.0);
|
||||
vec4 R7f = vec4(0.0);
|
||||
vec4 R8f = vec4(0.0);
|
||||
vec4 R9f = vec4(0.0);
|
||||
vec4 R10f = vec4(0.0);
|
||||
vec4 R11f = vec4(0.0);
|
||||
vec4 R12f = vec4(0.0);
|
||||
vec4 R13f = vec4(0.0);
|
||||
vec4 R14f = vec4(0.0);
|
||||
vec4 R15f = vec4(0.0);
|
||||
vec4 R16f = vec4(0.0);
|
||||
vec4 R17f = vec4(0.0);
|
||||
vec4 R18f = vec4(0.0);
|
||||
vec4 R122f = vec4(0.0);
|
||||
vec4 R123f = 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 = passParameterSem0;
|
||||
R8f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
|
||||
// 0
|
||||
R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x)/resXScale;
|
||||
R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y)/resYScale;
|
||||
R2f.z = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * 2.0 + R0f.x);
|
||||
R4f.w = intBitsToFloat(uf_remappedPS[1].y)/resYScale * intBitsToFloat(uf_remappedPS[1].y);
|
||||
PV0f.w = R4f.w;
|
||||
R2f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * 2.0 + R0f.y);
|
||||
PS0f = R2f.y;
|
||||
// 1
|
||||
R3f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x);
|
||||
R3f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y);
|
||||
R9f.z = intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.w;
|
||||
// 2
|
||||
R4f.x = R0f.x + intBitsToFloat(uf_remappedPS[2].x)/resXScale;
|
||||
R4f.y = R0f.y + intBitsToFloat(uf_remappedPS[2].y)/resYScale;
|
||||
R0f.z = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * 2.0 + R0f.x);
|
||||
R0f.w = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * 2.0 + R0f.y);
|
||||
R5f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x);
|
||||
PS0f = R5f.x;
|
||||
R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
|
||||
R2f.xyz = (texture(textureUnitPS0, R2f.zy).xyz);
|
||||
R3f.xyz = (texture(textureUnitPS0, R3f.xy).xyz);
|
||||
R4f.xyz = (texture(textureUnitPS0, R4f.xy).xyz);
|
||||
// 0
|
||||
backupReg0f = R1f.y;
|
||||
R123f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R1f.z + R8f.z);
|
||||
PV0f.x = R123f.x;
|
||||
R1f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R4f.x + R8f.x);
|
||||
R123f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * backupReg0f + R8f.y);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R1f.x + R8f.x);
|
||||
PV0f.w = R123f.w;
|
||||
R1f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R4f.y + R8f.y);
|
||||
PS0f = R1f.w;
|
||||
// 1
|
||||
R123f.x = (R4f.w * R2f.z + PV0f.x);
|
||||
PV1f.x = R123f.x;
|
||||
R6f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R4f.z + R8f.z);
|
||||
R123f.z = (R4f.w * R2f.y + PV0f.z);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (R4f.w * R2f.x + PV0f.w);
|
||||
PV1f.w = R123f.w;
|
||||
R5f.y = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y);
|
||||
PS1f = R5f.y;
|
||||
// 2
|
||||
R12f.x = (R9f.z * R3f.x + PV1f.w);
|
||||
R12f.y = (R9f.z * R3f.y + PV1f.z);
|
||||
R12f.z = (R9f.z * R3f.z + PV1f.x);
|
||||
R3f.w = R0f.x + intBitsToFloat(uf_remappedPS[3].x)/resXScale;
|
||||
R3f.y = R0f.y + intBitsToFloat(uf_remappedPS[3].y)/resYScale;
|
||||
PS0f = R3f.y;
|
||||
// 3
|
||||
R2f.x = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * 2.0 + R0f.x);
|
||||
R2f.y = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * 2.0 + R0f.y);
|
||||
R6f.z = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x);
|
||||
R6f.w = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y);
|
||||
R7f.x = R0f.x + intBitsToFloat(uf_remappedPS[4].x)/resXScale;
|
||||
PS1f = R7f.x;
|
||||
R4f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
|
||||
R5f.xyz = (texture(textureUnitPS0, R5f.xy).xyz);
|
||||
R3f.xyz = (texture(textureUnitPS0, R3f.wy).xyz);
|
||||
R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);
|
||||
// 0
|
||||
R123f.x = (R4f.w * R4f.z + R6f.y);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R3f.x + R8f.x);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (R4f.w * R4f.x + R1f.y);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (R4f.w * R4f.y + R1f.w);
|
||||
PV0f.w = R123f.w;
|
||||
R122f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R3f.z + R8f.z);
|
||||
PS0f = R122f.x;
|
||||
// 1
|
||||
R11f.x = (R9f.z * R5f.x + PV0f.z);
|
||||
R11f.y = (R9f.z * R5f.y + PV0f.w);
|
||||
R11f.z = (R9f.z * R5f.z + PV0f.x);
|
||||
R1f.w = (R4f.w * R2f.x + PV0f.y);
|
||||
R0f.w = (R4f.w * R2f.z + PS0f);
|
||||
PS1f = R0f.w;
|
||||
// 2
|
||||
R3f.x = (intBitsToFloat(uf_remappedPS[4].x)/resXScale * 2.0 + R0f.x);
|
||||
R7f.y = R0f.y + intBitsToFloat(uf_remappedPS[4].y)/resYScale;
|
||||
R123f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R3f.y + R8f.y);
|
||||
PV0f.z = R123f.z;
|
||||
R3f.w = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * 2.0 + R0f.y);
|
||||
R5f.x = (intBitsToFloat(uf_remappedPS[4].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x);
|
||||
PS0f = R5f.x;
|
||||
// 3
|
||||
R2f.x = R0f.x + intBitsToFloat(uf_remappedPS[5].x)/resXScale;
|
||||
R5f.y = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y);
|
||||
R2f.z = (R4f.w * R2f.y + PV0f.z);
|
||||
R2f.w = R0f.y + intBitsToFloat(uf_remappedPS[5].y)/resYScale;
|
||||
R1f.x = (intBitsToFloat(uf_remappedPS[5].x)/resXScale * 2.0 + R0f.x);
|
||||
PS1f = R1f.x;
|
||||
R6f.xyz = (texture(textureUnitPS0, R6f.zw).xyz);
|
||||
R7f.xyz = (texture(textureUnitPS0, R7f.xy).xyz);
|
||||
R3f.xyz = (texture(textureUnitPS0, R3f.xw).xyz);
|
||||
R5f.xyz = (texture(textureUnitPS0, R5f.xy).xyz);
|
||||
// 0
|
||||
R10f.x = (R9f.z * R6f.x + R1f.w);
|
||||
R10f.y = (R9f.z * R6f.y + R2f.z);
|
||||
R10f.z = (R9f.z * R6f.z + R0f.w);
|
||||
R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R7f.x + R8f.x);
|
||||
PV0f.w = R123f.w;
|
||||
R122f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R7f.y + R8f.y);
|
||||
PS0f = R122f.x;
|
||||
// 1
|
||||
R123f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R7f.z + R8f.z);
|
||||
PV1f.x = R123f.x;
|
||||
R1f.y = (intBitsToFloat(uf_remappedPS[5].y)/resYScale * 2.0 + R0f.y);
|
||||
R123f.z = (R4f.w * R3f.y + PS0f);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (R4f.w * R3f.x + PV0f.w);
|
||||
PV1f.w = R123f.w;
|
||||
R7f.x = (intBitsToFloat(uf_remappedPS[5].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x);
|
||||
PS1f = R7f.x;
|
||||
// 2
|
||||
R4f.x = (R9f.z * R5f.x + PV1f.w);
|
||||
R4f.y = (R9f.z * R5f.y + PV1f.z);
|
||||
R7f.z = (intBitsToFloat(uf_remappedPS[5].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y);
|
||||
R123f.w = (R4f.w * R3f.z + PV1f.x);
|
||||
PV0f.w = R123f.w;
|
||||
R3f.x = R0f.x + intBitsToFloat(uf_remappedPS[6].x)/resXScale;
|
||||
PS0f = R3f.x;
|
||||
// 3
|
||||
R5f.x = (intBitsToFloat(uf_remappedPS[6].x) * 2.0 + R0f.x);
|
||||
R3f.y = R0f.y + intBitsToFloat(uf_remappedPS[6].y)/resYScale;
|
||||
R4f.z = (R9f.z * R5f.z + PV0f.w);
|
||||
R5f.w = (intBitsToFloat(uf_remappedPS[6].y)/resYScale * 2.0 + R0f.y);
|
||||
R6f.x = (intBitsToFloat(uf_remappedPS[6].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x);
|
||||
PS1f = R6f.x;
|
||||
R2f.xyz = (texture(textureUnitPS0, R2f.xw).xyz);
|
||||
R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
|
||||
R7f.xyz = (texture(textureUnitPS0, R7f.xz).xyz);
|
||||
R3f.xyz = (texture(textureUnitPS0, R3f.xy).xyz);
|
||||
// 0
|
||||
backupReg0f = R2f.y;
|
||||
R123f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R2f.z + R8f.z);
|
||||
PV0f.x = R123f.x;
|
||||
R2f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R3f.x + R8f.x);
|
||||
R123f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * backupReg0f + R8f.y);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R2f.x + R8f.x);
|
||||
PV0f.w = R123f.w;
|
||||
R2f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R3f.y + R8f.y);
|
||||
PS0f = R2f.x;
|
||||
// 1
|
||||
backupReg0f = R0f.y;
|
||||
R123f.x = (R4f.w * R1f.z + PV0f.x);
|
||||
PV1f.x = R123f.x;
|
||||
R0f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R3f.z + R8f.z);
|
||||
R123f.z = (R4f.w * R1f.y + PV0f.z);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (R4f.w * R1f.x + PV0f.w);
|
||||
PV1f.w = R123f.w;
|
||||
R6f.y = (intBitsToFloat(uf_remappedPS[6].y)/resYScale * intBitsToFloat(0x40400000) + backupReg0f);
|
||||
PS1f = R6f.y;
|
||||
// 2
|
||||
backupReg0f = R7f.x;
|
||||
backupReg1f = R7f.y;
|
||||
backupReg2f = R7f.z;
|
||||
R7f.x = (R9f.z * backupReg0f + PV1f.w);
|
||||
R7f.y = (R9f.z * backupReg1f + PV1f.z);
|
||||
R7f.z = (R9f.z * backupReg2f + PV1f.x);
|
||||
R5f.xyz = (texture(textureUnitPS0, R5f.xw).xyz);
|
||||
R6f.xyz = (texture(textureUnitPS0, R6f.xy).xyz);
|
||||
// 0
|
||||
R123f.x = (R4f.w * R5f.z + R0f.y);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.z = (R4f.w * R5f.y + R2f.x);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (R4f.w * R5f.x + R2f.y);
|
||||
PV0f.w = R123f.w;
|
||||
// 1
|
||||
backupReg0f = R6f.x;
|
||||
backupReg1f = R6f.y;
|
||||
backupReg2f = R6f.z;
|
||||
R6f.x = (R9f.z * backupReg0f + PV0f.w);
|
||||
PV1f.x = R6f.x;
|
||||
R6f.y = (R9f.z * backupReg1f + PV0f.z);
|
||||
PV1f.y = R6f.y;
|
||||
R6f.z = (R9f.z * backupReg2f + PV0f.x);
|
||||
PV1f.z = R6f.z;
|
||||
// 2
|
||||
R18f.xyz = vec3(PV1f.x,PV1f.y,PV1f.z);
|
||||
R18f.w = R6f.w;
|
||||
// 3
|
||||
R17f.xyz = vec3(R7f.x,R7f.y,R7f.z);
|
||||
R17f.w = R7f.w;
|
||||
// 4
|
||||
R16f.xyz = vec3(R4f.x,R4f.y,R4f.z);
|
||||
R16f.w = R4f.w;
|
||||
// 5
|
||||
R15f.xyz = vec3(R10f.x,R10f.y,R10f.z);
|
||||
R15f.w = R10f.w;
|
||||
// 6
|
||||
R14f.xyz = vec3(R11f.x,R11f.y,R11f.z);
|
||||
R14f.w = R11f.w;
|
||||
// 7
|
||||
R13f.xyz = vec3(R12f.x,R12f.y,R12f.z);
|
||||
R13f.w = R12f.w;
|
||||
// export
|
||||
passPixelColor0 = vec4(R13f.x, R13f.y, R13f.z, R13f.w);
|
||||
passPixelColor1 = vec4(R14f.x, R14f.y, R14f.z, R14f.w);
|
||||
passPixelColor2 = vec4(R15f.x, R15f.y, R15f.z, R15f.w);
|
||||
passPixelColor3 = vec4(R16f.x, R16f.y, R16f.z, R16f.w);
|
||||
passPixelColor4 = vec4(R17f.x, R17f.y, R17f.z, R17f.w);
|
||||
passPixelColor5 = vec4(R18f.x, R18f.y, R18f.z, R18f.w);
|
||||
}
|
@ -1,113 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#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 SET_POSITION(_v) gl_Position = _v
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader 6d9067fd20086bc0
|
||||
// Used for: Vertical blur
|
||||
const float resXScale = float($width)/float($gameWidth);
|
||||
const float resYScale = float($height)/float($gameHeight);
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 0, binding = 0) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedVS[1];
|
||||
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedVS[1];
|
||||
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
|
||||
#endif
|
||||
// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
|
||||
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
float gl_PointSize;
|
||||
};
|
||||
layout(location = 0) noperspective out vec4 passParameterSem0;
|
||||
layout(location = 1) noperspective out vec4 passParameterSem1;
|
||||
layout(location = 2) noperspective out vec4 passParameterSem2;
|
||||
int clampFI32(int v)
|
||||
{
|
||||
if( v == 0x7FFFFFFF )
|
||||
return floatBitsToInt(1.0);
|
||||
else if( v == 0xFFFFFFFF )
|
||||
return floatBitsToInt(0.0);
|
||||
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
|
||||
}
|
||||
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
vec4 R3f = vec4(0.0);
|
||||
vec4 R4f = vec4(0.0);
|
||||
uvec4 attrDecoder;
|
||||
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
|
||||
attrDecoder.xyz = attrDataSem0.xyz;
|
||||
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
|
||||
attrDecoder.w = 0;
|
||||
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
attrDecoder.xy = attrDataSem1.xy;
|
||||
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
|
||||
attrDecoder.z = 0;
|
||||
attrDecoder.w = 0;
|
||||
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
// 0
|
||||
backupReg0f = R1f.x;
|
||||
backupReg1f = R1f.y;
|
||||
R1f.x = backupReg0f;
|
||||
R1f.x *= 2.0;
|
||||
R1f.y = backupReg1f;
|
||||
R1f.y *= 2.0;
|
||||
R1f.z = 0.0;
|
||||
R1f.w = 1.0;
|
||||
PS0f = intBitsToFloat(uf_remappedVS[0].x)/resXScale + R2f.x;
|
||||
// 1
|
||||
R0f.x = PS0f;
|
||||
R0f.y = R2f.y;
|
||||
PV1f.z = -(intBitsToFloat(uf_remappedVS[0].x))/resXScale + R2f.x;
|
||||
R3f.w = R2f.y;
|
||||
R4f.x = R2f.x;
|
||||
PS1f = R4f.x;
|
||||
// 2
|
||||
R3f.x = PV1f.z;
|
||||
R4f.y = R2f.y;
|
||||
// export
|
||||
SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
|
||||
// export
|
||||
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.z);
|
||||
// export
|
||||
passParameterSem1 = vec4(R3f.x, R3f.w, R3f.z, R3f.z);
|
||||
// export
|
||||
passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.z);
|
||||
// 0
|
||||
}
|
@ -1,128 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#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 SET_POSITION(_v) gl_Position = _v
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader 842a19b509f8b91a
|
||||
// Used for: General Blur vertical
|
||||
const float resXScale = float($width)/float($gameWidth);
|
||||
const float resYScale = float($height)/float($gameHeight);
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 0, binding = 0) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedVS[1];
|
||||
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedVS[1];
|
||||
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
|
||||
#endif
|
||||
// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
|
||||
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
|
||||
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 passParameterSem2;
|
||||
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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
vec4 R3f = vec4(0.0);
|
||||
vec4 R4f = vec4(0.0);
|
||||
vec4 R127f = vec4(0.0);
|
||||
uvec4 attrDecoder;
|
||||
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
|
||||
attrDecoder.xyz = attrDataSem0.xyz;
|
||||
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
|
||||
attrDecoder.w = 0;
|
||||
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
attrDecoder.xy = attrDataSem1.xy;
|
||||
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
|
||||
attrDecoder.z = 0;
|
||||
attrDecoder.w = 0;
|
||||
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
// 0
|
||||
backupReg0f = R1f.x;
|
||||
backupReg1f = R1f.y;
|
||||
R1f.x = backupReg0f;
|
||||
R1f.x *= 2.0;
|
||||
R1f.y = backupReg1f;
|
||||
R1f.y *= 2.0;
|
||||
R1f.z = 0.0;
|
||||
R1f.w = 1.0;
|
||||
PS0f = intBitsToFloat(uf_remappedVS[0].y)/resYScale * intBitsToFloat(0x3fb13a93);
|
||||
// 1
|
||||
PV1f.x = intBitsToFloat(uf_remappedVS[0].y)/resYScale * intBitsToFloat(0x404ec4f0);
|
||||
R127f.y = intBitsToFloat(uf_remappedVS[0].y)/resYScale * intBitsToFloat(0x40a275f7);
|
||||
R2f.z = R2f.y + PS0f;
|
||||
PV1f.z = R2f.z;
|
||||
R2f.w = R2f.y;
|
||||
PV1f.w = R2f.w;
|
||||
R0f.y = R2f.y + -(PS0f);
|
||||
PS1f = R0f.y;
|
||||
// 2
|
||||
R0f.x = R2f.x;
|
||||
R3f.y = R2f.y + -(PV1f.x);
|
||||
R0f.z = PV1f.z;
|
||||
R0f.w = PV1f.w;
|
||||
R2f.z = R2f.y + PV1f.x;
|
||||
PS0f = R2f.z;
|
||||
// 3
|
||||
R3f.x = R2f.x;
|
||||
R4f.y = R2f.y + -(R127f.y);
|
||||
R3f.z = PS0f;
|
||||
R3f.w = R2f.y;
|
||||
R2f.z = R2f.y + R127f.y;
|
||||
PS1f = R2f.z;
|
||||
// 4
|
||||
R4f.xzw = vec3(R2f.x,PS1f,R2f.y);
|
||||
// export
|
||||
SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
|
||||
// export
|
||||
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||
// export
|
||||
passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
|
||||
// export
|
||||
passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
|
||||
// 0
|
||||
}
|
@ -1,126 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#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 SET_POSITION(_v) gl_Position = _v
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader 8d68a0e3561ff525
|
||||
// Used for: Horizontal Gameplay Blur
|
||||
const float resXScale = float($width)/float($gameWidth);
|
||||
const float resYScale = float($height)/float($gameHeight);
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 0, binding = 0) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedVS[1];
|
||||
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedVS[1];
|
||||
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
|
||||
#endif
|
||||
// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
|
||||
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
float gl_PointSize;
|
||||
};
|
||||
layout(location = 1) out vec4 passParameterSem1;
|
||||
layout(location = 2) out vec4 passParameterSem2;
|
||||
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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
|
||||
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);
|
||||
uvec4 attrDecoder;
|
||||
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
|
||||
attrDecoder.xyz = attrDataSem0.xyz;
|
||||
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
|
||||
attrDecoder.w = 0;
|
||||
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
attrDecoder.xy = attrDataSem1.xy;
|
||||
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
|
||||
attrDecoder.z = 0;
|
||||
attrDecoder.w = 0;
|
||||
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
// 0
|
||||
backupReg0f = R1f.x;
|
||||
backupReg1f = R1f.y;
|
||||
R1f.x = backupReg0f;
|
||||
R1f.x *= 2.0;
|
||||
R1f.y = backupReg1f;
|
||||
R1f.y *= 2.0;
|
||||
R1f.z = 0.0;
|
||||
R1f.w = 1.0;
|
||||
R127f.y = intBitsToFloat(uf_remappedVS[0].x)/resXScale * intBitsToFloat(0x3fb13a93);
|
||||
PS0f = R127f.y;
|
||||
// 1
|
||||
PV1f.x = intBitsToFloat(uf_remappedVS[0].x)/resXScale * intBitsToFloat(0x404ec4f0);
|
||||
R126f.y = intBitsToFloat(uf_remappedVS[0].x)/resXScale * intBitsToFloat(0x40a275f7);
|
||||
R3f.z = R2f.x + PS0f;
|
||||
R3f.w = R2f.x;
|
||||
R3f.x = R2f.y;
|
||||
PS1f = R3f.x;
|
||||
// 2
|
||||
R0f.x = PS1f;
|
||||
R3f.y = R2f.x + -(R127f.y);
|
||||
R0f.z = R2f.x + PV1f.x;
|
||||
R0f.w = R2f.x;
|
||||
R0f.y = R2f.x + -(PV1f.x);
|
||||
PS0f = R0f.y;
|
||||
// 3
|
||||
backupReg0f = R2f.x;
|
||||
backupReg0f = R2f.x;
|
||||
backupReg0f = R2f.x;
|
||||
R2f.x = R3f.x;
|
||||
R2f.y = backupReg0f + -(R126f.y);
|
||||
R2f.z = backupReg0f + R126f.y;
|
||||
R2f.w = backupReg0f;
|
||||
// export
|
||||
SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
|
||||
// export
|
||||
passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||
// export
|
||||
passParameterSem2 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
||||
// export
|
||||
passParameterSem0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
|
||||
// 0
|
||||
}
|
@ -1,360 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#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 SET_POSITION(_v) gl_Position = _v
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader b727c08e3b534992
|
||||
// Used for: Second glitter bloom pass
|
||||
const float resXScale = float($width)/float($gameWidth);
|
||||
const float resYScale = float($height)/float($gameHeight);
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 1) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[10];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[10];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
TEXTURE_LAYOUT(1, 1, 0) uniform sampler2DArray textureUnitPS1;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
layout(location = 1) out vec4 passPixelColor1;
|
||||
layout(location = 2) out vec4 passPixelColor2;
|
||||
layout(location = 3) out vec4 passPixelColor3;
|
||||
layout(location = 4) out vec4 passPixelColor4;
|
||||
layout(location = 5) out vec4 passPixelColor5;
|
||||
// uf_fragCoordScale was moved to the ufBlock
|
||||
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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
vec4 R3f = vec4(0.0);
|
||||
vec4 R4f = vec4(0.0);
|
||||
vec4 R5f = vec4(0.0);
|
||||
vec4 R6f = vec4(0.0);
|
||||
vec4 R7f = vec4(0.0);
|
||||
vec4 R8f = vec4(0.0);
|
||||
vec4 R9f = vec4(0.0);
|
||||
vec4 R10f = vec4(0.0);
|
||||
vec4 R11f = vec4(0.0);
|
||||
vec4 R12f = vec4(0.0);
|
||||
vec4 R13f = vec4(0.0);
|
||||
vec4 R14f = vec4(0.0);
|
||||
vec4 R15f = vec4(0.0);
|
||||
vec4 R16f = vec4(0.0);
|
||||
vec4 R17f = vec4(0.0);
|
||||
vec4 R18f = vec4(0.0);
|
||||
vec4 R19f = vec4(0.0);
|
||||
vec4 R20f = vec4(0.0);
|
||||
vec4 R123f = 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 = passParameterSem0;
|
||||
// 0
|
||||
R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x)/resXScale;
|
||||
R5f.y = intBitsToFloat(uf_remappedPS[1].y)/resYScale * intBitsToFloat(uf_remappedPS[1].y);
|
||||
PV0f.y = R5f.y;
|
||||
R0f.z = roundEven(0.0);
|
||||
PV0f.z = R0f.z;
|
||||
R1f.w = R0f.y + intBitsToFloat(uf_remappedPS[0].y)/resYScale;
|
||||
R2f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * 2.0 + R0f.x);
|
||||
PS0f = R2f.x;
|
||||
// 1
|
||||
R11f.x = intBitsToFloat(uf_remappedPS[2].x)/resXScale * intBitsToFloat(uf_remappedPS[1].y);
|
||||
R14f.y = intBitsToFloat(uf_remappedPS[2].y)/resYScale * intBitsToFloat(uf_remappedPS[1].y);
|
||||
R1f.z = PV0f.z;
|
||||
R0f.w = intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.y;
|
||||
R2f.z = PV0f.z;
|
||||
PS1f = R2f.z;
|
||||
// 2
|
||||
R14f.z = intBitsToFloat(uf_remappedPS[2].z)/resXScale * intBitsToFloat(uf_remappedPS[1].y);
|
||||
R3f.w = R0f.z;
|
||||
// 3
|
||||
R3f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x);
|
||||
R2f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * 2.0 + R0f.y);
|
||||
R16f.z = intBitsToFloat(uf_remappedPS[3].y)/resYScale * R5f.y;
|
||||
R6f.w = intBitsToFloat(uf_remappedPS[3].x)/resXScale * R5f.y;
|
||||
R3f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y);
|
||||
PS1f = R3f.y;
|
||||
R4f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz);
|
||||
R1f.xyz = (texture(textureUnitPS1, vec3(R1f.x,R1f.w,R1f.z)).xyz);
|
||||
R2f.xyz = (texture(textureUnitPS1, vec3(R2f.x,R2f.y,R2f.z)).xyz);
|
||||
R3f.xyz = (texture(textureUnitPS1, vec3(R3f.x,R3f.y,R3f.w)).xyz);
|
||||
// 0
|
||||
R123f.x = (R1f.y * R14f.y + R4f.y);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (R1f.x * R11f.x + R4f.x);
|
||||
PV0f.y = R123f.y;
|
||||
R0f.z = roundEven(1.0);
|
||||
PV0f.z = R0f.z;
|
||||
R127f.w = (R1f.z * R14f.z + R4f.z);
|
||||
R17f.z = intBitsToFloat(uf_remappedPS[4].x)/resXScale * R0f.w;
|
||||
PS0f = R17f.z;
|
||||
// 1
|
||||
R123f.x = (R2f.x * R6f.w + PV0f.y);
|
||||
PV1f.x = R123f.x;
|
||||
R16f.y = intBitsToFloat(uf_remappedPS[3].z)/resXScale * R5f.y;
|
||||
PV1f.y = R16f.y;
|
||||
R18f.z = intBitsToFloat(uf_remappedPS[4].y)/resYScale * R0f.w;
|
||||
PV1f.z = R18f.z;
|
||||
R123f.w = (R2f.y * R16f.z + PV0f.x);
|
||||
PV1f.w = R123f.w;
|
||||
R5f.z = PV0f.z;
|
||||
PS1f = R5f.z;
|
||||
// 2
|
||||
R20f.x = (R3f.x * R17f.z + PV1f.x);
|
||||
R20f.y = (R3f.y * PV1f.z + PV1f.w);
|
||||
R19f.z = intBitsToFloat(uf_remappedPS[4].z)/resXScale * R0f.w;
|
||||
PV0f.z = R19f.z;
|
||||
R123f.w = (R2f.z * PV1f.y + R127f.w);
|
||||
PV0f.w = R123f.w;
|
||||
R5f.x = R0f.x + intBitsToFloat(uf_remappedPS[5].x)/resXScale;
|
||||
PS0f = R5f.x;
|
||||
// 3
|
||||
R2f.x = (intBitsToFloat(uf_remappedPS[5].x)/resXScale * 2.0 + R0f.x);
|
||||
R5f.y = R0f.y + intBitsToFloat(uf_remappedPS[5].y)/resYScale;
|
||||
R20f.z = (R3f.z * PV0f.z + PV0f.w);
|
||||
R2f.w = (intBitsToFloat(uf_remappedPS[5].y)/resYScale * 2.0 + R0f.y);
|
||||
R2f.z = R0f.z;
|
||||
PS1f = R2f.z;
|
||||
// 4
|
||||
R6f.x = R0f.x;
|
||||
R6f.y = R0f.y;
|
||||
R6f.z = roundEven(2.0);
|
||||
R4f.w = R0f.y;
|
||||
R4f.z = roundEven(intBitsToFloat(0x40400000));
|
||||
PS0f = R4f.z;
|
||||
// 5
|
||||
R4f.x = R0f.x;
|
||||
R11f.y = R0f.y;
|
||||
R11f.z = roundEven(4.0);
|
||||
R11f.w = R0f.x;
|
||||
R13f.z = roundEven(intBitsToFloat(0x40a00000));
|
||||
PS1f = R13f.z;
|
||||
// 6
|
||||
R13f.x = R0f.x;
|
||||
R13f.y = R0f.y;
|
||||
R3f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz);
|
||||
R8f.xyz = (texture(textureUnitPS1, vec3(R6f.x,R6f.y,R6f.z)).xyz);
|
||||
R10f.xyz = (texture(textureUnitPS1, vec3(R4f.x,R4f.w,R4f.z)).xyz);
|
||||
R12f.xyz = (texture(textureUnitPS1, vec3(R11f.w,R11f.y,R11f.z)).xyz);
|
||||
R15f.xyz = (texture(textureUnitPS1, vec3(R13f.x,R13f.y,R13f.z)).xyz);
|
||||
R5f.xyz = (texture(textureUnitPS1, vec3(R5f.x,R5f.y,R5f.z)).xyz);
|
||||
// 0
|
||||
backupReg0f = R5f.x;
|
||||
R5f.x = (backupReg0f * R11f.x + R3f.x);
|
||||
R4f.y = (R5f.z * R14f.z + R3f.z);
|
||||
R0f.w = (R5f.y * R14f.y + R3f.y);
|
||||
// 1
|
||||
R3f.x = (intBitsToFloat(uf_remappedPS[5].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x);
|
||||
R3f.y = (intBitsToFloat(uf_remappedPS[5].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y);
|
||||
R3f.z = R0f.z;
|
||||
R5f.w = R0f.x + intBitsToFloat(uf_remappedPS[6].x)/resXScale;
|
||||
R5f.y = R0f.y + intBitsToFloat(uf_remappedPS[6].y)/resYScale;
|
||||
PS1f = R5f.y;
|
||||
// 2
|
||||
R1f.x = (intBitsToFloat(uf_remappedPS[6].x)/resXScale * 2.0 + R0f.x);
|
||||
R1f.y = (intBitsToFloat(uf_remappedPS[6].y)/resYScale * 2.0 + R0f.y);
|
||||
R5f.z = R6f.z;
|
||||
R1f.w = R6f.z;
|
||||
R9f.x = (intBitsToFloat(uf_remappedPS[6].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x);
|
||||
PS0f = R9f.x;
|
||||
R2f.xyz = (texture(textureUnitPS1, vec3(R2f.x,R2f.w,R2f.z)).xyz);
|
||||
R3f.xyz = (texture(textureUnitPS1, vec3(R3f.x,R3f.y,R3f.z)).xyz);
|
||||
R7f.xyz = (texture(textureUnitPS1, vec3(R5f.w,R5f.y,R5f.z)).xyz);
|
||||
R1f.xyz = (texture(textureUnitPS1, vec3(R1f.x,R1f.y,R1f.w)).xyz);
|
||||
// 0
|
||||
R123f.x = (R2f.y * R16f.z + R0f.w);
|
||||
PV0f.x = R123f.x;
|
||||
R127f.y = (R2f.z * R16f.y + R4f.y);
|
||||
R9f.z = R6f.z;
|
||||
R123f.w = (R2f.x * R6f.w + R5f.x);
|
||||
PV0f.w = R123f.w;
|
||||
R2f.x = R0f.x + intBitsToFloat(uf_remappedPS[7].x)/resXScale;
|
||||
PS0f = R2f.x;
|
||||
// 1
|
||||
R6f.x = (R3f.x * R17f.z + PV0f.w);
|
||||
R6f.y = (R3f.y * R18f.z + PV0f.x);
|
||||
R2f.z = R4f.z;
|
||||
R9f.w = (intBitsToFloat(uf_remappedPS[6].y) * intBitsToFloat(0x40400000) + R0f.y);
|
||||
R2f.y = R0f.y + intBitsToFloat(uf_remappedPS[7].y)/resYScale;
|
||||
PS1f = R2f.y;
|
||||
// 2
|
||||
R123f.x = (R7f.x * R11f.x + R8f.x);
|
||||
PV0f.x = R123f.x;
|
||||
R3f.y = (intBitsToFloat(uf_remappedPS[7].y)/resYScale * 2.0 + R0f.y);
|
||||
R6f.z = (R3f.z * R19f.z + R127f.y);
|
||||
R3f.w = R4f.z;
|
||||
R5f.y = (intBitsToFloat(uf_remappedPS[7].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y);
|
||||
PS0f = R5f.y;
|
||||
// 3
|
||||
R7f.x = (R1f.x * R6f.w + PV0f.x);
|
||||
R123f.y = (R7f.y * R14f.y + R8f.y);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.w = (R7f.z * R14f.z + R8f.z);
|
||||
PV1f.w = R123f.w;
|
||||
R3f.x = (intBitsToFloat(uf_remappedPS[7].x)/resXScale * 2.0 + R0f.x);
|
||||
PS1f = R3f.x;
|
||||
// 4
|
||||
backupReg0f = R1f.y;
|
||||
R1f.x = (R1f.z * R16f.y + PV1f.w);
|
||||
R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[8].y)/resYScale;
|
||||
R5f.z = R4f.z;
|
||||
R4f.w = (backupReg0f * R16f.z + PV1f.y);
|
||||
R5f.x = (intBitsToFloat(uf_remappedPS[7].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x);
|
||||
PS0f = R5f.x;
|
||||
R9f.xyz = (texture(textureUnitPS1, vec3(R9f.x,R9f.w,R9f.z)).xyz);
|
||||
R2f.xyz = (texture(textureUnitPS1, vec3(R2f.x,R2f.y,R2f.z)).xyz);
|
||||
R3f.xyz = (texture(textureUnitPS1, vec3(R3f.x,R3f.y,R3f.w)).xyz);
|
||||
R5f.xyz = (texture(textureUnitPS1, vec3(R5f.x,R5f.y,R5f.z)).xyz);
|
||||
// 0
|
||||
backupReg0f = R7f.x;
|
||||
R7f.x = (R9f.x * R17f.z + backupReg0f);
|
||||
R7f.y = (R9f.y * R18f.z + R4f.w);
|
||||
R1f.z = R11f.z;
|
||||
R1f.w = R0f.x + intBitsToFloat(uf_remappedPS[8].x)/resXScale;
|
||||
R4f.y = (intBitsToFloat(uf_remappedPS[8].y)/resYScale * 2.0 + R0f.y);
|
||||
PS0f = R4f.y;
|
||||
// 1
|
||||
R127f.x = (R2f.y * R14f.y + R10f.y);
|
||||
R7f.z = (R9f.z * R19f.z + R1f.x);
|
||||
R4f.w = (intBitsToFloat(uf_remappedPS[8].x)/resXScale * 2.0 + R0f.x);
|
||||
R4f.z = R11f.z;
|
||||
PS1f = R4f.z;
|
||||
// 2
|
||||
R123f.x = (R2f.z * R14f.z + R10f.z);
|
||||
PV0f.x = R123f.x;
|
||||
R2f.y = (intBitsToFloat(uf_remappedPS[8].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y);
|
||||
R123f.w = (R2f.x * R11f.x + R10f.x);
|
||||
PV0f.w = R123f.w;
|
||||
R10f.y = R0f.y + intBitsToFloat(uf_remappedPS[9].y)/resYScale;
|
||||
PS0f = R10f.y;
|
||||
// 3
|
||||
R123f.x = (R3f.y * R16f.z + R127f.x);
|
||||
PV1f.x = R123f.x;
|
||||
R127f.y = (R3f.z * R16f.y + PV0f.x);
|
||||
R2f.z = R11f.z;
|
||||
R123f.w = (R3f.x * R6f.w + PV0f.w);
|
||||
PV1f.w = R123f.w;
|
||||
R2f.x = (intBitsToFloat(uf_remappedPS[8].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x);
|
||||
PS1f = R2f.x;
|
||||
// 4
|
||||
R9f.x = (R5f.x * R17f.z + PV1f.w);
|
||||
R9f.y = (R5f.y * R18f.z + PV1f.x);
|
||||
R10f.z = R13f.z;
|
||||
R10f.w = R0f.x + intBitsToFloat(uf_remappedPS[9].x)/resXScale;
|
||||
R3f.x = (intBitsToFloat(uf_remappedPS[9].x)/resXScale * 2.0 + R0f.x);
|
||||
PS0f = R3f.x;
|
||||
// 5
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
R0f.x = (intBitsToFloat(uf_remappedPS[9].x)/resXScale * intBitsToFloat(0x40400000) + backupReg0f);
|
||||
R3f.y = (intBitsToFloat(uf_remappedPS[9].y)/resYScale * 2.0 + R0f.y);
|
||||
R9f.z = (R5f.z * R19f.z + R127f.y);
|
||||
R3f.w = R13f.z;
|
||||
R0f.y = (intBitsToFloat(uf_remappedPS[9].y)/resYScale * intBitsToFloat(0x40400000) + backupReg1f);
|
||||
PS1f = R0f.y;
|
||||
R1f.xyz = (texture(textureUnitPS1, vec3(R1f.w,R1f.y,R1f.z)).xyz);
|
||||
R4f.xyz = (texture(textureUnitPS1, vec3(R4f.w,R4f.y,R4f.z)).xyz);
|
||||
R2f.xyz = (texture(textureUnitPS1, vec3(R2f.x,R2f.y,R2f.z)).xyz);
|
||||
R10f.xyz = (texture(textureUnitPS1, vec3(R10f.w,R10f.y,R10f.z)).xyz);
|
||||
// 0
|
||||
R123f.x = (R1f.y * R14f.y + R12f.y);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (R1f.x * R11f.x + R12f.x);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.w = (R1f.z * R14f.z + R12f.z);
|
||||
PV0f.w = R123f.w;
|
||||
// 1
|
||||
R123f.x = (R4f.y * R16f.z + PV0f.x);
|
||||
PV1f.x = R123f.x;
|
||||
R127f.y = (R4f.z * R16f.y + PV0f.w);
|
||||
R0f.z = R13f.z;
|
||||
R123f.w = (R4f.x * R6f.w + PV0f.y);
|
||||
PV1f.w = R123f.w;
|
||||
// 2
|
||||
R4f.x = (R2f.x * R17f.z + PV1f.w);
|
||||
R4f.y = (R2f.y * R18f.z + PV1f.x);
|
||||
// 3
|
||||
R2f.x = (R10f.x * R11f.x + R15f.x);
|
||||
R4f.z = (R2f.z * R19f.z + R127f.y);
|
||||
// 4
|
||||
backupReg0f = R10f.y;
|
||||
R10f.y = (backupReg0f * R14f.y + R15f.y);
|
||||
R10f.w = (R10f.z * R14f.z + R15f.z);
|
||||
R3f.xyz = (texture(textureUnitPS1, vec3(R3f.x,R3f.y,R3f.w)).xyz);
|
||||
R0f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz);
|
||||
// 0
|
||||
R123f.x = (R3f.x * R6f.w + R2f.x);
|
||||
PV0f.x = R123f.x;
|
||||
R127f.y = (R3f.z * R16f.y + R10f.w);
|
||||
R123f.w = (R3f.y * R16f.z + R10f.y);
|
||||
PV0f.w = R123f.w;
|
||||
// 1
|
||||
R17f.x = (R0f.x * R17f.z + PV0f.x);
|
||||
R17f.y = (R0f.y * R18f.z + PV0f.w);
|
||||
// 2
|
||||
R17f.z = (R0f.z * R19f.z + R127f.y);
|
||||
PV0f.z = R17f.z;
|
||||
// 3
|
||||
R15f.xyz = vec3(R17f.x,R17f.y,PV0f.z);
|
||||
R15f.w = R17f.w;
|
||||
// 4
|
||||
R14f.xyz = vec3(R4f.x,R4f.y,R4f.z);
|
||||
R14f.w = R4f.w;
|
||||
// 5
|
||||
R13f.xyz = vec3(R9f.x,R9f.y,R9f.z);
|
||||
R13f.w = R9f.w;
|
||||
// 6
|
||||
R12f.xyz = vec3(R7f.x,R7f.y,R7f.z);
|
||||
R12f.w = R7f.w;
|
||||
// 7
|
||||
R11f.xyz = vec3(R6f.x,R6f.y,R6f.z);
|
||||
R11f.w = R6f.w;
|
||||
// 8
|
||||
R10f.xyz = vec3(R20f.x,R20f.y,R20f.z);
|
||||
R10f.w = R20f.w;
|
||||
// export
|
||||
passPixelColor0 = vec4(R10f.x, R10f.y, R10f.z, R10f.w);
|
||||
passPixelColor1 = vec4(R11f.x, R11f.y, R11f.z, R11f.w);
|
||||
passPixelColor2 = vec4(R12f.x, R12f.y, R12f.z, R12f.w);
|
||||
passPixelColor3 = vec4(R13f.x, R13f.y, R13f.z, R13f.w);
|
||||
passPixelColor4 = vec4(R14f.x, R14f.y, R14f.z, R14f.w);
|
||||
passPixelColor5 = vec4(R15f.x, R15f.y, R15f.z, R15f.w);
|
||||
}
|
@ -1,218 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#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 SET_POSITION(_v) gl_Position = _v
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader be99d80628d31127 //AA PS
|
||||
// Used for: Another vertical blur
|
||||
const float resXScale = float($width)/float($gameWidth);
|
||||
const float resYScale = float($height)/float($gameHeight);
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 2) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[4];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[4];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
|
||||
layout(location = 0) in vec4 passParameterSem2;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
// uf_fragCoordScale was moved to the ufBlock
|
||||
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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
vec4 R3f = vec4(0.0);
|
||||
vec4 R4f = vec4(0.0);
|
||||
vec4 R5f = vec4(0.0);
|
||||
vec4 R123f = vec4(0.0);
|
||||
vec4 R126f = vec4(0.0);
|
||||
vec4 R127f = vec4(0.0);
|
||||
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
|
||||
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
|
||||
float PS0f = 0.0, PS1f = 0.0;
|
||||
vec4 tempf = vec4(0.0);
|
||||
float tempResultf;
|
||||
int tempResulti;
|
||||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
bool activeMaskStack[2];
|
||||
bool activeMaskStackC[3];
|
||||
activeMaskStack[0] = false;
|
||||
activeMaskStackC[0] = false;
|
||||
activeMaskStackC[1] = false;
|
||||
activeMaskStack[0] = true;
|
||||
activeMaskStackC[0] = true;
|
||||
activeMaskStackC[1] = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0f = passParameterSem2;
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
R4f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
||||
R2f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy);
|
||||
}
|
||||
if( activeMaskStackC[1] == true ) {
|
||||
activeMaskStack[1] = activeMaskStack[0];
|
||||
activeMaskStackC[2] = activeMaskStackC[1];
|
||||
// 0
|
||||
PV0f.x = min(R2f.z, R2f.x);
|
||||
PV0f.y = max(R2f.z, R2f.x);
|
||||
PV0f.z = mul_nonIEEE(R4f.x, intBitsToFloat(uf_remappedPS[0].x));
|
||||
PV0f.w = min(R2f.w, R2f.y);
|
||||
PS0f = max(R2f.w, R2f.y);
|
||||
// 1
|
||||
PV1f.x = min(PV0f.x, PV0f.w);
|
||||
R123f.y = (mul_nonIEEE(R4f.y,intBitsToFloat(uf_remappedPS[0].y)) + PV0f.z);
|
||||
PV1f.y = R123f.y;
|
||||
R127f.z = R2f.z + -(R2f.y);
|
||||
PV1f.z = R127f.z;
|
||||
PV1f.w = max(PV0f.y, PS0f);
|
||||
R126f.z = R2f.w + -(R2f.x);
|
||||
PS1f = R126f.z;
|
||||
// 2
|
||||
PV0f.x = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[1].x));
|
||||
PV0f.y = max(PV1f.y, PV1f.w);
|
||||
PV0f.z = min(PV1f.y, PV1f.x);
|
||||
R3f.x = PV1f.z + PS1f;
|
||||
PS0f = R3f.x;
|
||||
// 3
|
||||
R1f.x = max(PV0f.x, intBitsToFloat(uf_remappedPS[1].y));
|
||||
R3f.y = -(PV0f.z) + PV0f.y;
|
||||
R1f.y = R127f.z + -(R126f.z);
|
||||
PS1f = R1f.y;
|
||||
// 4
|
||||
predResult = (R3f.y > R1f.x);
|
||||
activeMaskStack[1] = predResult;
|
||||
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
|
||||
}
|
||||
else {
|
||||
activeMaskStack[1] = false;
|
||||
activeMaskStackC[2] = false;
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
// 0
|
||||
backupReg0f = R2f.y;
|
||||
R1f.x = max(R3f.x, -(R3f.x));
|
||||
PV0f.x = R1f.x;
|
||||
R2f.y = backupReg0f + R2f.x;
|
||||
PV0f.y = R2f.y;
|
||||
R0f.z = intBitsToFloat(uf_remappedPS[2].z) * 0.25;
|
||||
R0f.w = max(R1f.y, -(R1f.y));
|
||||
PV0f.w = R0f.w;
|
||||
R2f.x = -(intBitsToFloat(uf_remappedPS[3].x));
|
||||
PS0f = R2f.x;
|
||||
// 1
|
||||
R3f.y = R2f.z + PV0f.y;
|
||||
PV1f.y = R3f.y;
|
||||
R2f.y = min(PV0f.x, PV0f.w);
|
||||
PS1f = R2f.y;
|
||||
// 2
|
||||
R3f.y = R2f.w + PV1f.y;
|
||||
PV0f.y = R3f.y;
|
||||
R1f.z = intBitsToFloat(uf_remappedPS[3].x);
|
||||
R0f.w = intBitsToFloat(uf_remappedPS[3].y);
|
||||
R5f.y = -(intBitsToFloat(uf_remappedPS[3].y));
|
||||
PS0f = R5f.y;
|
||||
// 3
|
||||
backupReg0f = R0f.z;
|
||||
R0f.z = (mul_nonIEEE(backupReg0f,PV0f.y) + intBitsToFloat(uf_remappedPS[2].w));
|
||||
PV1f.z = R0f.z;
|
||||
// 4
|
||||
backupReg0f = R2f.y;
|
||||
R2f.y = max(PV1f.z, backupReg0f);
|
||||
PV0f.y = R2f.y;
|
||||
// 5
|
||||
R2f.y = 1.0 / PV0f.y;
|
||||
PS1f = R2f.y;
|
||||
// 6
|
||||
backupReg0f = R1f.y;
|
||||
R1f.x = mul_nonIEEE(R3f.x, PS1f);
|
||||
PV0f.x = R1f.x;
|
||||
R1f.y = mul_nonIEEE(backupReg0f, PS1f);
|
||||
PV0f.y = R1f.y;
|
||||
// 7
|
||||
R1f.x = max(PV0f.x, -(intBitsToFloat(uf_remappedPS[2].y)));
|
||||
PV1f.x = R1f.x;
|
||||
R1f.y = max(PV0f.y, -(intBitsToFloat(uf_remappedPS[2].y)));
|
||||
PV1f.y = R1f.y;
|
||||
// 8
|
||||
R1f.x = min(PV1f.x, intBitsToFloat(uf_remappedPS[2].y));
|
||||
PV0f.x = R1f.x;
|
||||
R1f.y = min(PV1f.y, intBitsToFloat(uf_remappedPS[2].y));
|
||||
PV0f.y = R1f.y;
|
||||
// 9
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.y;
|
||||
backupReg0f = R0f.x;
|
||||
backupReg2f = R0f.w;
|
||||
backupReg1f = R0f.y;
|
||||
R0f.x = (mul_nonIEEE(PV0f.x,R2f.x) /resXScale + backupReg0f);
|
||||
R0f.y = (mul_nonIEEE(PV0f.y,R5f.y) /resYScale+ backupReg1f);
|
||||
R0f.z = (mul_nonIEEE(PV0f.x,R1f.z) /resXScale + backupReg0f);
|
||||
R0f.w = (mul_nonIEEE(PV0f.y,backupReg2f)/ resXScale + backupReg1f);
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
R1f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
|
||||
R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
||||
}
|
||||
if( activeMaskStackC[2] == true ) {
|
||||
// 0
|
||||
backupReg0f = R0f.y;
|
||||
backupReg1f = R0f.x;
|
||||
PV0f.x = R0f.w + R1f.w;
|
||||
PV0f.x /= 2.0;
|
||||
PV0f.y = R0f.z + R1f.z;
|
||||
PV0f.y /= 2.0;
|
||||
PV0f.z = backupReg0f + R1f.y;
|
||||
PV0f.z /= 2.0;
|
||||
PV0f.w = backupReg1f + R1f.x;
|
||||
PV0f.w /= 2.0;
|
||||
// 1
|
||||
PV1f.x = -(R4f.w) + PV0f.x;
|
||||
PV1f.y = -(R4f.z) + PV0f.y;
|
||||
PV1f.z = -(R4f.y) + PV0f.z;
|
||||
PV1f.w = -(R4f.x) + PV0f.w;
|
||||
// 2
|
||||
backupReg0f = R4f.x;
|
||||
backupReg1f = R4f.y;
|
||||
backupReg2f = R4f.z;
|
||||
backupReg3f = R4f.w;
|
||||
R4f.x = (PV1f.w * intBitsToFloat(0x3f4ccccd) + backupReg0f);
|
||||
R4f.y = (PV1f.z * intBitsToFloat(0x3f4ccccd) + backupReg1f);
|
||||
R4f.z = (PV1f.y * intBitsToFloat(0x3f4ccccd) + backupReg2f);
|
||||
R4f.w = (PV1f.x * intBitsToFloat(0x3f4ccccd) + backupReg3f);
|
||||
}
|
||||
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
|
||||
// export
|
||||
passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
|
||||
}
|
@ -1,140 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#else
|
||||
#define SET_POSITION(_v) gl_Position = _v
|
||||
#endif
|
||||
#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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#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 SET_POSITION(_v) gl_Position = _v
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader c27612e2f7126ebf
|
||||
//switch palace low res reflection 256x240 / 240x240 hz
|
||||
const float resXScale = float($width)/float($gameWidth);
|
||||
const float resYScale = float($height)/float($gameHeight);
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 0, binding = 0) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedVS[5];
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedVS[5];
|
||||
#endif
|
||||
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
};
|
||||
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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R126f = vec4(0.0);
|
||||
vec4 R127f = vec4(0.0);
|
||||
uvec4 attrDecoder;
|
||||
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
|
||||
attrDecoder.xyz = attrDataSem0.xyz;
|
||||
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
|
||||
attrDecoder.w = 0;
|
||||
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
// 0
|
||||
R127f.x = (R1f.x > 0.0)?1.0:0.0;
|
||||
R127f.x /= 2.0;
|
||||
R127f.y = -(R1f.y);
|
||||
PV0f.y = R127f.y;
|
||||
R127f.z = (0.0 > R1f.x)?1.0:0.0;
|
||||
R127f.z /= 2.0;
|
||||
R127f.w = 1.0;
|
||||
PV0f.w = R127f.w;
|
||||
R126f.x = intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3f99999a)/resYScale;
|
||||
PS0f = R126f.x;
|
||||
// 1
|
||||
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
|
||||
PV1f.x = R0f.x;
|
||||
PV1f.y = R0f.x;
|
||||
PV1f.z = R0f.x;
|
||||
PV1f.w = R0f.x;
|
||||
R126f.w = (PV0f.y > 0.0)?1.0:0.0;
|
||||
R126f.w /= 2.0;
|
||||
PS1f = R126f.w;
|
||||
// 2
|
||||
backupReg0f = R127f.y;
|
||||
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
|
||||
PV0f.x = tempf.x;
|
||||
PV0f.y = tempf.x;
|
||||
PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R0f.y = tempf.x;
|
||||
R127f.y = (0.0 > backupReg0f)?1.0:0.0;
|
||||
R127f.y /= 2.0;
|
||||
PS0f = R127f.y;
|
||||
// 3
|
||||
backupReg0f = R127f.x;
|
||||
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
|
||||
PV1f.x = tempf.x;
|
||||
PV1f.y = tempf.x;
|
||||
PV1f.z = tempf.x;
|
||||
PV1f.w = tempf.x;
|
||||
R0f.z = tempf.x;
|
||||
R127f.x = backupReg0f + -(R127f.z);
|
||||
PS1f = R127f.x;
|
||||
// 4
|
||||
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
|
||||
PV0f.x = tempf.x;
|
||||
PV0f.y = tempf.x;
|
||||
PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R0f.w = tempf.x;
|
||||
PS0f = R126f.w + -(R127f.y);
|
||||
// 5
|
||||
PV1f.y = PS0f + 0.5;
|
||||
PV1f.z = R127f.x + 0.5;
|
||||
// 6
|
||||
R1f.x = PV1f.y;
|
||||
R1f.y = PV1f.z + -(R126f.x);
|
||||
R1f.z = PV1f.z + R126f.x;
|
||||
R1f.w = PV1f.z;
|
||||
// export
|
||||
SET_POSITION(vec4(R0f.x, R0f.y, R0f.z, R0f.w));
|
||||
// export
|
||||
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
// 0
|
||||
}
|
@ -1,98 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#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 SET_POSITION(_v) gl_Position = _v
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader c4eaec09897d525e
|
||||
//reflection
|
||||
const float resXScale = float($width)/float($gameWidth);
|
||||
const float resYScale = float($height)/float($gameHeight);
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 0, binding = 0) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedVS[1];
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedVS[1];
|
||||
#endif
|
||||
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
};
|
||||
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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
uvec4 attrDecoder;
|
||||
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
|
||||
attrDecoder.xyz = attrDataSem0.xyz;
|
||||
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
|
||||
attrDecoder.w = 0;
|
||||
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
attrDecoder.xy = attrDataSem1.xy;
|
||||
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
|
||||
attrDecoder.z = 0;
|
||||
attrDecoder.w = 0;
|
||||
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
// 0
|
||||
backupReg0f = R1f.x;
|
||||
backupReg1f = R1f.y;
|
||||
R1f.x = backupReg0f;
|
||||
R1f.x *= 2.0;
|
||||
R1f.y = backupReg1f;
|
||||
R1f.y *= 2.0;
|
||||
R1f.z = 0.0;
|
||||
R1f.w = 1.0;
|
||||
PS0f = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x3fae8a72)/resXScale;
|
||||
// 1
|
||||
backupReg0f = R2f.y;
|
||||
backupReg0f = R2f.y;
|
||||
backupReg0f = R2f.y;
|
||||
R2f.y = backupReg0f + -(PS0f);
|
||||
R2f.z = backupReg0f + PS0f;
|
||||
R2f.w = backupReg0f;
|
||||
// export
|
||||
SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
|
||||
// export
|
||||
passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
||||
// 0
|
||||
}
|
@ -1,292 +0,0 @@
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader d388f32cb9be9a7a
|
||||
// Used for: Ambient-occlusion
|
||||
float resScale = float($width)/float($gameWidth);
|
||||
|
||||
|
||||
#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 = 4) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedPS[8];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[8];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
|
||||
TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;
|
||||
TEXTURE_LAYOUT(3, 1, 3) uniform sampler2D textureUnitPS3;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 1) in vec4 passParameterSem1;
|
||||
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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
vec4 R3f = vec4(0.0);
|
||||
vec4 R4f = vec4(0.0);
|
||||
vec4 R5f = vec4(0.0);
|
||||
vec4 R6f = vec4(0.0);
|
||||
vec4 R7f = vec4(0.0);
|
||||
vec4 R122f = vec4(0.0);
|
||||
vec4 R123f = vec4(0.0);
|
||||
vec4 R124f = vec4(0.0);
|
||||
vec4 R125f = vec4(0.0);
|
||||
vec4 R126f = vec4(0.0);
|
||||
vec4 R127f = vec4(0.0);
|
||||
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
|
||||
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
|
||||
float PS0f = 0.0, PS1f = 0.0;
|
||||
vec4 tempf = vec4(0.0);
|
||||
float tempResultf;
|
||||
int tempResulti;
|
||||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0f = passParameterSem0;
|
||||
R1f = passParameterSem1;
|
||||
R7f.x = (texture(textureUnitPS0, R1f.xy).x);
|
||||
R2f.xy = (texture(textureUnitPS3, R1f.zw).xy);
|
||||
// 0
|
||||
R5f.x = (R2f.y * 2.0 + -(1.0));
|
||||
PV0f.x = R5f.x;
|
||||
R4f.y = R7f.x * intBitsToFloat(uf_remappedPS[0].z);
|
||||
R123f.z = (-(R7f.x) * intBitsToFloat(uf_remappedPS[1].y) + 1.0);
|
||||
R123f.z = clamp(R123f.z, 0.0, 1.0);
|
||||
PV0f.z = R123f.z;
|
||||
R0f.w = (R2f.x * 2.0 + -(1.0));
|
||||
PV0f.w = R0f.w;
|
||||
// 1
|
||||
R4f.x = PV0f.w * intBitsToFloat(uf_remappedPS[2].z)/resScale;
|
||||
R125f.y = PV0f.z * intBitsToFloat(uf_remappedPS[1].x)/resScale;
|
||||
PV1f.y = R125f.y;
|
||||
R4f.z = -(PV0f.x) * intBitsToFloat(uf_remappedPS[2].z)/resScale;
|
||||
// 2
|
||||
R127f.x = PV1f.y * intBitsToFloat(uf_remappedPS[3].x)/resScale;
|
||||
PV0f.x = R127f.x;
|
||||
R127f.y = PV1f.y * intBitsToFloat(uf_remappedPS[3].y)/resScale;
|
||||
R127f.z = PV1f.y * intBitsToFloat(uf_remappedPS[4].y)/resScale;
|
||||
PV0f.w = PV1f.y * intBitsToFloat(uf_remappedPS[4].x)/resScale;
|
||||
PS0f = 1.0 / PV1f.y;
|
||||
// 3
|
||||
PV1f.x = R5f.x * PV0f.w;
|
||||
PV1f.y = R4f.x * PV0f.w;
|
||||
R5f.z = intBitsToFloat(uf_remappedPS[5].z) * PS0f;
|
||||
R5f.w = intBitsToFloat(uf_remappedPS[5].z) * PS0f;
|
||||
PS1f = R4f.x * PV0f.x;
|
||||
// 4
|
||||
PV0f.x = R5f.x * R127f.x;
|
||||
R126f.y = (R4f.z * R127f.y + PS1f);
|
||||
R123f.z = (R0f.w * R127f.z + PV1f.x);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (R4f.z * R127f.z + PV1f.y);
|
||||
PV0f.w = R123f.w;
|
||||
R6f.x = R125f.y * intBitsToFloat(uf_remappedPS[6].x)/resScale;
|
||||
PS0f = R6f.x;
|
||||
// 5
|
||||
R2f.xyz = vec3(R1f.x,R1f.y,R1f.x) + vec3(PV0f.w,PV0f.z,-(PV0f.w));
|
||||
R2f.w = R1f.y + -(PV0f.z);
|
||||
R122f.x = (R0f.w * R127f.y + PV0f.x);
|
||||
PS1f = R122f.x;
|
||||
// 6
|
||||
R3f.xyz = vec3(R1f.x,R1f.y,R1f.x) + vec3(R126f.y,PS1f,-(R126f.y));
|
||||
R3f.w = R1f.y + -(PS1f);
|
||||
R4f.w = R125f.y * intBitsToFloat(uf_remappedPS[6].y)/resScale;
|
||||
PS0f = R4f.w;
|
||||
R2f.x = (texture(textureUnitPS1, R2f.xy).x);
|
||||
R2f.y = (texture(textureUnitPS1, R2f.zw).x);
|
||||
R3f.x = (texture(textureUnitPS1, R3f.xy).x);
|
||||
R3f.y = (texture(textureUnitPS1, R3f.zw).x);
|
||||
// 0
|
||||
R127f.x = R4f.y + -(R3f.x);
|
||||
PV0f.x = R127f.x;
|
||||
PV0f.y = -(R2f.y) + R4f.y;
|
||||
PV0f.z = -(R2f.x) + R4f.y;
|
||||
R127f.w = R4f.y + -(R3f.y);
|
||||
// 1
|
||||
PV1f.x = PV0f.z * R5f.w;
|
||||
PV1f.x /= 2.0;
|
||||
R125f.y = (-(PV0f.z) * intBitsToFloat(uf_remappedPS[1].z) + 1.0);
|
||||
R125f.y = clamp(R125f.y, 0.0, 1.0);
|
||||
R126f.z = (-(PV0f.y) * intBitsToFloat(uf_remappedPS[1].z) + 1.0);
|
||||
R126f.z = clamp(R126f.z, 0.0, 1.0);
|
||||
PV1f.w = PV0f.y * R5f.z;
|
||||
PV1f.w /= 2.0;
|
||||
PS1f = PV0f.x * R5f.w;
|
||||
PS1f /= 2.0;
|
||||
// 2
|
||||
PV0f.x = R127f.w * R5f.z;
|
||||
PV0f.x /= 2.0;
|
||||
R126f.y = (PV1f.w * intBitsToFloat(uf_remappedPS[4].z) + 0.5);
|
||||
R126f.y = clamp(R126f.y, 0.0, 1.0);
|
||||
PV0f.y = R126f.y;
|
||||
R127f.z = (PV1f.x * intBitsToFloat(uf_remappedPS[4].z) + 0.5);
|
||||
R127f.z = clamp(R127f.z, 0.0, 1.0);
|
||||
PV0f.z = R127f.z;
|
||||
R125f.w = (PS1f * intBitsToFloat(uf_remappedPS[3].z) + 0.5);
|
||||
R125f.w = clamp(R125f.w, 0.0, 1.0);
|
||||
PS0f = R4f.x * R6f.x;
|
||||
// 3
|
||||
R126f.x = (PV0f.x * intBitsToFloat(uf_remappedPS[3].z) + 0.5);
|
||||
R126f.x = clamp(R126f.x, 0.0, 1.0);
|
||||
PV1f.x = R126f.x;
|
||||
PV1f.y = 0.5 + -(PV0f.z);
|
||||
PV1f.z = 0.5 + -(PV0f.y);
|
||||
R124f.w = (R4f.z * R4f.w + PS0f);
|
||||
R125f.z = (-(R127f.x) * intBitsToFloat(uf_remappedPS[1].z) + 1.0);
|
||||
R125f.z = clamp(R125f.z, 0.0, 1.0);
|
||||
PS1f = R125f.z;
|
||||
// 4
|
||||
R127f.x = (PV1f.z * R126f.z + 0.5);
|
||||
PV0f.x = R127f.x;
|
||||
R127f.y = (-(R127f.w) * intBitsToFloat(uf_remappedPS[1].z) + 1.0);
|
||||
R127f.y = clamp(R127f.y, 0.0, 1.0);
|
||||
PV0f.y = R127f.y;
|
||||
PV0f.z = 0.5 + -(PV1f.x);
|
||||
R127f.w = (PV1f.y * R125f.y + 0.5);
|
||||
PV0f.w = R127f.w;
|
||||
PS0f = 0.5 + -(R125f.w);
|
||||
// 5
|
||||
R125f.x = (PV0f.z * PV0f.y + 0.5);
|
||||
PV1f.y = R126f.y + -(PV0f.w);
|
||||
PV1f.z = R127f.z + -(PV0f.x);
|
||||
R126f.w = (PS0f * R125f.z + 0.5);
|
||||
PV1f.w = R126f.w;
|
||||
PS1f = R5f.x * R6f.x;
|
||||
// 6
|
||||
backupReg0f = R127f.x;
|
||||
backupReg1f = R126f.z;
|
||||
backupReg2f = R127f.w;
|
||||
R127f.x = (PV1f.z * R125f.y + backupReg0f);
|
||||
PV0f.y = R126f.x + -(PV1f.w);
|
||||
R126f.z = (R0f.w * R4f.w + PS1f);
|
||||
PV0f.z = R126f.z;
|
||||
R127f.w = (PV1f.y * backupReg1f + backupReg2f);
|
||||
// 7
|
||||
PV1f.x = R125f.w + -(R125f.x);
|
||||
R123f.y = (PV0f.y * R127f.y + R126f.w);
|
||||
PV1f.y = R123f.y;
|
||||
R4f.z = R1f.x + R124f.w;
|
||||
R4f.w = R1f.y + PV0f.z;
|
||||
R5f.x = R1f.x + -(R124f.w);
|
||||
PS1f = R5f.x;
|
||||
// 8
|
||||
backupReg0f = R125f.x;
|
||||
R125f.x = R7f.x * intBitsToFloat(uf_remappedPS[5].y);
|
||||
R5f.y = R1f.y + -(R126f.z);
|
||||
R123f.z = (PV1f.x * R125f.z + backupReg0f);
|
||||
PV0f.z = R123f.z;
|
||||
PV0f.w = PV1f.y * intBitsToFloat(uf_remappedPS[3].w);
|
||||
R6f.z = 0.0;
|
||||
PS0f = R6f.z;
|
||||
// 9
|
||||
PV1f.x = PV0f.z * intBitsToFloat(uf_remappedPS[3].w);
|
||||
R1f.y = (R127f.w * intBitsToFloat(uf_remappedPS[4].w) + PV0f.w);
|
||||
R6f.w = 1.0;
|
||||
// 10
|
||||
R1f.z = (R127f.x * intBitsToFloat(uf_remappedPS[4].w) + PV1f.x);
|
||||
// 11
|
||||
R123f.z = (R7f.x * intBitsToFloat(uf_remappedPS[5].z) + intBitsToFloat(uf_remappedPS[5].x)/3);
|
||||
PV1f.z = R123f.z;
|
||||
// 12
|
||||
backupReg0f = R0f.x;
|
||||
backupReg1f = R0f.z;
|
||||
PV0f.x = backupReg0f * PV1f.z;
|
||||
PV0f.z = backupReg1f * PV1f.z;
|
||||
PV0f.w = R0f.y * PV1f.z;
|
||||
// 13
|
||||
backupReg0f = R125f.x;
|
||||
backupReg0f = R125f.x;
|
||||
backupReg0f = R125f.x;
|
||||
R125f.x = (backupReg0f * intBitsToFloat(uf_remappedPS[7].y) + PV0f.w);
|
||||
R127f.y = (backupReg0f * intBitsToFloat(uf_remappedPS[7].x) + PV0f.x);
|
||||
R123f.w = (backupReg0f * intBitsToFloat(uf_remappedPS[7].z) + PV0f.z);
|
||||
PV1f.w = R123f.w;
|
||||
// 14
|
||||
PS0f = 1.0 / PV1f.w;
|
||||
// 15
|
||||
R0f.x = R127f.y * PS0f;
|
||||
R0f.y = R125f.x * PS0f;
|
||||
R7f.x = (texture(textureUnitPS1, R4f.zw).x);
|
||||
R5f.y = (texture(textureUnitPS1, R5f.xy).x);
|
||||
R6f.y = (texture(textureUnitPS2, R0f.xy).x);
|
||||
// 0
|
||||
PV0f.x = R4f.y + -(R7f.x);
|
||||
PV0f.w = R4f.y + -(R5f.y);
|
||||
// 1
|
||||
R127f.x = (-(PV0f.x) * intBitsToFloat(uf_remappedPS[1].z) + 1.0);
|
||||
R127f.x = clamp(R127f.x, 0.0, 1.0);
|
||||
PV1f.y = PV0f.w * R5f.z;
|
||||
PV1f.y /= 2.0;
|
||||
PV1f.z = PV0f.x * R5f.w;
|
||||
PV1f.z /= 2.0;
|
||||
R126f.w = (-(PV0f.w) * intBitsToFloat(uf_remappedPS[1].z) + 1.0);
|
||||
R126f.w = clamp(R126f.w, 0.0, 1.0);
|
||||
// 2
|
||||
R125f.x = (PV1f.z * intBitsToFloat(uf_remappedPS[6].z) + 0.5);
|
||||
R125f.x = clamp(R125f.x, 0.0, 1.0);
|
||||
PV0f.x = R125f.x;
|
||||
R127f.w = (PV1f.y * intBitsToFloat(uf_remappedPS[6].z) + 0.5);
|
||||
R127f.w = clamp(R127f.w, 0.0, 1.0);
|
||||
PV0f.w = R127f.w;
|
||||
// 3
|
||||
PV1f.x = 0.5 + -(PV0f.w);
|
||||
PV1f.w = 0.5 + -(PV0f.x);
|
||||
// 4
|
||||
R127f.y = (PV1f.w * R127f.x + 0.5);
|
||||
PV0f.y = R127f.y;
|
||||
R126f.z = (PV1f.x * R126f.w + 0.5);
|
||||
PV0f.z = R126f.z;
|
||||
// 5
|
||||
PV1f.x = R125f.x + -(PV0f.z);
|
||||
PV1f.w = R127f.w + -(PV0f.y);
|
||||
// 6
|
||||
R123f.y = (PV1f.w * R126f.w + R127f.y);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (PV1f.x * R127f.x + R126f.z);
|
||||
PV0f.z = R123f.z;
|
||||
// 7
|
||||
R123f.x = (PV0f.z * intBitsToFloat(uf_remappedPS[6].w) + R1f.z);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.w = (PV0f.y * intBitsToFloat(uf_remappedPS[6].w) + R1f.y);
|
||||
PV1f.w = R123f.w;
|
||||
// 8
|
||||
PV0f.z = PV1f.x + PV1f.w;
|
||||
// 9
|
||||
PV1f.y = PV0f.z + intBitsToFloat(uf_remappedPS[1].w);
|
||||
// 10
|
||||
PV0f.x = PV1f.y + -(0.5);
|
||||
// 11
|
||||
PV1f.w = PV0f.x * intBitsToFloat(uf_remappedPS[0].y);
|
||||
PV1f.w = clamp(PV1f.w, 0.0, 1.0);
|
||||
// 12
|
||||
R6f.x = -(PV1f.w) + 1.0;
|
||||
// export
|
||||
passPixelColor0 = vec4(R6f.x, R6f.y, R6f.z, R6f.w);
|
||||
}
|
@ -1,140 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#else
|
||||
#define SET_POSITION(_v) gl_Position = _v
|
||||
#endif
|
||||
#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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#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 SET_POSITION(_v) gl_Position = _v
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader d9c81460d6984bb2
|
||||
//switch palace reflection hz
|
||||
const float resXScale = float($width)/float($gameWidth);
|
||||
const float resYScale = float($height)/float($gameHeight);
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 0, binding = 0) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedVS[5];
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedVS[5];
|
||||
#endif
|
||||
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
};
|
||||
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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R126f = vec4(0.0);
|
||||
vec4 R127f = vec4(0.0);
|
||||
uvec4 attrDecoder;
|
||||
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
|
||||
attrDecoder.xyz = attrDataSem0.xyz;
|
||||
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
|
||||
attrDecoder.w = 0;
|
||||
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
// 0
|
||||
R127f.x = (R1f.x > 0.0)?1.0:0.0;
|
||||
R127f.x /= 2.0;
|
||||
R127f.y = -(R1f.y);
|
||||
PV0f.y = R127f.y;
|
||||
R127f.z = (0.0 > R1f.x)?1.0:0.0;
|
||||
R127f.z /= 2.0;
|
||||
R127f.w = 1.0;
|
||||
PV0f.w = R127f.w;
|
||||
R126f.x = intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3fae8a72) /resYScale;
|
||||
PS0f = R126f.x;
|
||||
// 1
|
||||
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
|
||||
PV1f.x = R0f.x;
|
||||
PV1f.y = R0f.x;
|
||||
PV1f.z = R0f.x;
|
||||
PV1f.w = R0f.x;
|
||||
R126f.w = (PV0f.y > 0.0)?1.0:0.0;
|
||||
R126f.w /= 2.0;
|
||||
PS1f = R126f.w;
|
||||
// 2
|
||||
backupReg0f = R127f.y;
|
||||
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
|
||||
PV0f.x = tempf.x;
|
||||
PV0f.y = tempf.x;
|
||||
PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R0f.y = tempf.x;
|
||||
R127f.y = (0.0 > backupReg0f)?1.0:0.0;
|
||||
R127f.y /= 2.0;
|
||||
PS0f = R127f.y;
|
||||
// 3
|
||||
backupReg0f = R127f.x;
|
||||
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
|
||||
PV1f.x = tempf.x;
|
||||
PV1f.y = tempf.x;
|
||||
PV1f.z = tempf.x;
|
||||
PV1f.w = tempf.x;
|
||||
R0f.z = tempf.x;
|
||||
R127f.x = backupReg0f + -(R127f.z);
|
||||
PS1f = R127f.x;
|
||||
// 4
|
||||
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
|
||||
PV0f.x = tempf.x;
|
||||
PV0f.y = tempf.x;
|
||||
PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R0f.w = tempf.x;
|
||||
PS0f = R126f.w + -(R127f.y);
|
||||
// 5
|
||||
PV1f.y = PS0f + 0.5;
|
||||
PV1f.z = R127f.x + 0.5;
|
||||
// 6
|
||||
R1f.x = PV1f.y;
|
||||
R1f.y = PV1f.z + -(R126f.x);
|
||||
R1f.z = PV1f.z + R126f.x;
|
||||
R1f.w = PV1f.z;
|
||||
// export
|
||||
SET_POSITION(vec4(R0f.x, R0f.y, R0f.z, R0f.w));
|
||||
// export
|
||||
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
// 0
|
||||
}
|
@ -1,107 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#else
|
||||
#define SET_POSITION(_v) gl_Position = _v
|
||||
#endif
|
||||
#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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#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 SET_POSITION(_v) gl_Position = _v
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader e4e4a60266119f75
|
||||
//reflection
|
||||
const float resXScale = float($width)/float($gameWidth);
|
||||
const float resYScale = float($height)/float($gameHeight);
|
||||
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 0, binding = 0) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedVS[1];
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedVS[1];
|
||||
#endif
|
||||
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
};
|
||||
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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
uvec4 attrDecoder;
|
||||
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
|
||||
attrDecoder.xyz = attrDataSem0.xyz;
|
||||
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
|
||||
attrDecoder.w = 0;
|
||||
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
attrDecoder.xy = attrDataSem1.xy;
|
||||
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
|
||||
attrDecoder.z = 0;
|
||||
attrDecoder.w = 0;
|
||||
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
// 0
|
||||
backupReg0f = R1f.x;
|
||||
backupReg1f = R1f.y;
|
||||
R1f.x = backupReg0f;
|
||||
R1f.x *= 2.0;
|
||||
R1f.y = backupReg1f;
|
||||
R1f.y *= 2.0;
|
||||
R1f.z = 0.0;
|
||||
R1f.w = 1.0;
|
||||
PS0f = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x3fae8a72)/resXScale;
|
||||
// 1
|
||||
backupReg0f = R2f.x;
|
||||
backupReg0f = R2f.x;
|
||||
backupReg0f = R2f.x;
|
||||
R2f.x = R2f.y;
|
||||
R2f.y = backupReg0f + -(PS0f);
|
||||
R2f.z = backupReg0f + PS0f;
|
||||
R2f.w = backupReg0f;
|
||||
// export
|
||||
SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
|
||||
// export
|
||||
passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
||||
// 0
|
||||
}
|
@ -1,137 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#else
|
||||
#define SET_POSITION(_v) gl_Position = _v
|
||||
#endif
|
||||
#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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#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 SET_POSITION(_v) gl_Position = _v
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader fa47a4b5f1304f51
|
||||
// low res reflection
|
||||
const float resXScale = float($width)/float($gameWidth);
|
||||
const float resYScale = float($height)/float($gameHeight);
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 0, binding = 0) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedVS[5];
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedVS[5];
|
||||
#endif
|
||||
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
};
|
||||
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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R126f = vec4(0.0);
|
||||
vec4 R127f = vec4(0.0);
|
||||
uvec4 attrDecoder;
|
||||
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
|
||||
attrDecoder.xyz = attrDataSem0.xyz;
|
||||
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
|
||||
attrDecoder.w = 0;
|
||||
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
// 0
|
||||
R127f.x = -(R1f.y);
|
||||
PV0f.x = R127f.x;
|
||||
R127f.y = (R1f.x > 0.0)?1.0:0.0;
|
||||
R127f.y /= 2.0;
|
||||
R126f.z = (0.0 > R1f.x)?1.0:0.0;
|
||||
R126f.z /= 2.0;
|
||||
R127f.w = 1.0;
|
||||
PV0f.w = R127f.w;
|
||||
R126f.x = intBitsToFloat(uf_remappedVS[0].w) * intBitsToFloat(0x3f99999a)/resXScale;
|
||||
PS0f = R126f.x;
|
||||
// 1
|
||||
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
|
||||
PV1f.x = R0f.x;
|
||||
PV1f.y = R0f.x;
|
||||
PV1f.z = R0f.x;
|
||||
PV1f.w = R0f.x;
|
||||
R127f.z = (PV0f.x > 0.0)?1.0:0.0;
|
||||
R127f.z /= 2.0;
|
||||
PS1f = R127f.z;
|
||||
// 2
|
||||
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
|
||||
PV0f.x = tempf.x;
|
||||
PV0f.y = tempf.x;
|
||||
PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R0f.y = tempf.x;
|
||||
PS0f = (0.0 > R127f.x)?1.0:0.0;
|
||||
PS0f /= 2.0;
|
||||
// 3
|
||||
backupReg0f = R127f.z;
|
||||
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
|
||||
PV1f.x = tempf.x;
|
||||
PV1f.y = tempf.x;
|
||||
PV1f.z = tempf.x;
|
||||
PV1f.w = tempf.x;
|
||||
R0f.z = tempf.x;
|
||||
R127f.z = backupReg0f + -(PS0f);
|
||||
PS1f = R127f.z;
|
||||
// 4
|
||||
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
|
||||
PV0f.x = tempf.x;
|
||||
PV0f.y = tempf.x;
|
||||
PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R0f.w = tempf.x;
|
||||
PS0f = R127f.y + -(R126f.z);
|
||||
// 5
|
||||
R1f.x = PS0f + 0.5;
|
||||
PV1f.y = R127f.z + 0.5;
|
||||
// 6
|
||||
R1f.y = PV1f.y + -(R126f.x);
|
||||
R1f.z = PV1f.y + R126f.x;
|
||||
R1f.w = PV1f.y;
|
||||
// export
|
||||
SET_POSITION(vec4(R0f.x, R0f.y, R0f.z, R0f.w));
|
||||
// export
|
||||
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
// 0
|
||||
}
|
@ -1,14 +0,0 @@
|
||||
[RedCarpetAspectUW]
|
||||
moduleMatches = 0xBBAF1908, 0xD2308838, 0xEB70C731
|
||||
# rodata constants
|
||||
0x10363ED4 = .float $width/$height
|
||||
0x1036A688 = .float $width/$height
|
||||
_aspectAddr = 0x10363ED4
|
||||
|
||||
# Aspect calculation
|
||||
0x0241D9B4 = lis r8, _aspectAddr@ha
|
||||
0x0241D9B8 = lfs f0, _aspectAddr@l(r8)
|
||||
|
||||
# touch position fix
|
||||
0x0241D9D4 = lis r8, _aspectAddr@ha
|
||||
0x0241D9D8 = lfs f0, _aspectAddr@l(r8)
|
File diff suppressed because it is too large
Load Diff
Loading…
Reference in New Issue
Block a user