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#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 1f83c0d47b1c4c34
// Used for: Background 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) out vec4 passParameterSem3;
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 = intBitsToFloat(0xbf800000);
R1f.w = 1.0;
PS0f = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x)/resXScale);
// 1
backupReg0f = R2f.y;
backupReg1f = R2f.x;
PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)/resYScale);
R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resYScale;
R2f.z = PS0f;
R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x)/resXScale;
PS1f = R2f.x;
// 2
R2f.w = PV1f.x;
// export
SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
// export
passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// 0
}

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#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 280351fcf8e5949f
// Used for: Another 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;
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);
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 * intBitsToFloat(0x3f99999a);
// 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
}

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#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 470eee1bb25ab50d
// 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[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) noperspective 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(0x3f99999a)/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
}

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#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 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
}

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#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);
}

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#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
}

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#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
}

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#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
}

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#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);
}

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#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);
}

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#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
}

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#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
}

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#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);
}

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#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
}

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#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
}

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#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
}

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[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)

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