mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
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[TMS] Port shader fixes for DoF, bloom, Fix LOD
Does not include shadow scaling, crashes/broken in 1.14
This commit is contained in:
parent
58ab2fe9f9
commit
8df2c9a42c
@ -6,35 +6,35 @@ description = Texture LOD override, possible shimmer but sharper textures
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version = 3
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[Preset]
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name = LOD -4
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$LOD = 4
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name = LOD Default
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$LOD = 0
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[Preset]
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name = LOD -1
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$LOD = 1
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name = LOD -1 (Sharper)
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$LOD = -1
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[Preset]
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name = LOD -2
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$LOD = 2
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$LOD = -2
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[Preset]
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name = LOD -3
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$LOD = 3
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$LOD = -3
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[Preset]
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name = LOD -4
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$LOD = 4
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$LOD = -4
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[Preset]
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name = LOD -8
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$LOD = 8
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$LOD = -8
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[Preset]
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name = LOD -16
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$LOD = 16
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name = LOD -16 (Sharpest)
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$LOD = -16
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[TextureRedefine]
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formats = 0x01a,0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435
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overwriteRelativeLodBias = - $LOD
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overwriteRelativeLodBias = $LOD
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@ -0,0 +1,78 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 04d0827b9471eb22
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const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem8;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 1) out vec4 passParameterSem137;
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layout(location = 0) out vec4 passParameterSem136;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder = attrDataSem0;
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attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
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attrDecoder.xy = attrDataSem8.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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R3f.x = R2f.x;
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R3f.y = R2f.y;
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PV0f.z = intBitsToFloat(uf_remappedVS[0].z) + 0.5;
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// 1
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R127f.z = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y) / resYScale, PV0f.z);
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PV1f.z = R127f.z;
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PV1f.w = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x) / resXScale, PV0f.z);
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// 2
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PV0f.x = R2f.y + PV1f.z;
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PV0f.y = R2f.x + PV1f.w;
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R0f.x = R2f.x + -(PV1f.w);
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PS0f = R0f.x;
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// 3
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R0f.y = R2f.y + -(R127f.z);
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R0f.z = PV0f.y;
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R0f.w = PV0f.x;
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// export
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gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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// export
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passParameterSem137 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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// export
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passParameterSem136 = vec4(R3f.x, R3f.y, R3f.z, R3f.z);
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}
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@ -0,0 +1,161 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 201bd8dfd2a9e7d3
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const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem8;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 5) out vec4 passParameterSem141;
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layout(location = 2) out vec4 passParameterSem138;
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layout(location = 3) out vec4 passParameterSem139;
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layout(location = 4) out vec4 passParameterSem140;
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layout(location = 1) out vec4 passParameterSem137;
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layout(location = 0) out vec4 passParameterSem136;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R5f = vec4(0.0);
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vec4 R6f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder = attrDataSem0;
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attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
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attrDecoder.xy = attrDataSem8.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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PV0f.x = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y) / resYScale, intBitsToFloat(uf_remappedVS[0].w));
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PV0f.y = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x) / resXScale, intBitsToFloat(uf_remappedVS[0].w));
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R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z)) + R2f.y);
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PV0f.z = R123f.z;
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R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].z)) + R2f.x);
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PV0f.w = R123f.w;
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// 1
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R6f.x = PV0f.w + PV0f.y;
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PV1f.x = R6f.x;
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R6f.y = PV0f.z + PV0f.x;
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PV1f.y = R6f.y;
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PV1f.z = PV0f.z + -(PV0f.x);
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PV1f.w = PV0f.w + -(PV0f.y);
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// 2
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R5f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV1f.x);
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PV0f.x = R5f.x;
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R5f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV1f.y);
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R6f.z = PV1f.w;
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PV0f.z = R6f.z;
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R6f.w = PV1f.z;
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PV0f.w = R6f.w;
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// 3
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R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
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PV1f.x = R123f.x;
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R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
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PV1f.y = R123f.y;
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R0f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV0f.x);
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PS1f = R0f.x;
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// 4
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R3f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PS1f);
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PV0f.x = R3f.x;
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R0f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + R5f.y);
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PV0f.y = R0f.y;
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R5f.z = PV1f.y;
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PV0f.z = R5f.z;
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R5f.w = PV1f.x;
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PV0f.w = R5f.w;
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// 5
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R4f.x = (intBitsToFloat(uf_remappedVS[0].x) / resYScale * 2.0 + PV0f.x);
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PV1f.x = R4f.x;
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R3f.y = (intBitsToFloat(uf_remappedVS[0].y) / resXScale * 2.0 + PV0f.y);
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PV1f.y = R3f.y;
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R123f.z = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
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PV1f.z = R123f.z;
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R123f.w = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
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PV1f.w = R123f.w;
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// 6
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R2f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV1f.x);
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R4f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV1f.y);
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PV0f.y = R4f.y;
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R0f.z = PV1f.w;
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PV0f.z = R0f.z;
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R0f.w = PV1f.z;
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PV0f.w = R0f.w;
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// 7
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R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
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PV1f.x = R123f.x;
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R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
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PV1f.y = R123f.y;
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R2f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV0f.y);
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PS1f = R2f.y;
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// 8
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R3f.z = PV1f.y;
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PV0f.z = R3f.z;
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R3f.w = PV1f.x;
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PV0f.w = R3f.w;
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// 9
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R123f.z = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
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PV1f.z = R123f.z;
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R123f.w = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
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PV1f.w = R123f.w;
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// 10
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R4f.z = PV1f.w;
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PV0f.z = R4f.z;
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R4f.w = PV1f.z;
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PV0f.w = R4f.w;
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// 11
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R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
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PV1f.x = R123f.x;
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R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
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PV1f.y = R123f.y;
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// 12
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R2f.z = PV1f.y;
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R2f.w = PV1f.x;
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// export
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gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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// export
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passParameterSem141 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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// export
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passParameterSem138 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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// export
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passParameterSem139 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
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// export
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passParameterSem140 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
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// export
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passParameterSem137 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
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// export
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passParameterSem136 = vec4(R6f.x, R6f.y, R6f.z, R6f.w);
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}
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@ -0,0 +1,89 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 23c5bbfda0fc3b0f
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const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem8;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 1) out vec4 passParameterSem137;
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layout(location = 0) out vec4 passParameterSem136;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder = attrDataSem0;
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attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
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attrDecoder.xy = attrDataSem8.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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PV0f.x = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y) / resYScale, intBitsToFloat(uf_remappedVS[0].w));
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PV0f.y = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x) / resXScale, intBitsToFloat(uf_remappedVS[0].w));
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z)) + R2f.y);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].z)) + R2f.x);
|
||||
PV0f.w = R123f.w;
|
||||
// 1
|
||||
R0f.x = PV0f.w + PV0f.y;
|
||||
PV1f.x = R0f.x;
|
||||
R0f.y = PV0f.z + PV0f.x;
|
||||
PV1f.y = R0f.y;
|
||||
PV1f.z = PV0f.z + -(PV0f.x);
|
||||
PV1f.w = PV0f.w + -(PV0f.y);
|
||||
// 2
|
||||
R2f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV1f.x);
|
||||
R2f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV1f.y);
|
||||
R0f.z = PV1f.w;
|
||||
PV0f.z = R0f.z;
|
||||
R0f.w = PV1f.z;
|
||||
PV0f.w = R0f.w;
|
||||
// 3
|
||||
R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
|
||||
PV1f.y = R123f.y;
|
||||
// 4
|
||||
R2f.z = PV1f.y;
|
||||
R2f.w = PV1f.x;
|
||||
// export
|
||||
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
// export
|
||||
passParameterSem137 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
||||
// export
|
||||
passParameterSem136 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||
}
|
@ -0,0 +1,109 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_packing : enable
|
||||
// shader 3259d3b3ca333bf3
|
||||
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
|
||||
const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
|
||||
uniform ivec4 uf_remappedVS[1];
|
||||
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem8;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
float gl_PointSize;
|
||||
};
|
||||
layout(location = 2) out vec4 passParameterSem138;
|
||||
layout(location = 1) out vec4 passParameterSem137;
|
||||
layout(location = 0) out vec4 passParameterSem136;
|
||||
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 R123f = 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 = attrDataSem0;
|
||||
attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
|
||||
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
|
||||
attrDecoder.xy = attrDataSem8.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
|
||||
R127f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z)) + R2f.y);
|
||||
PV0f.x = R127f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].z)) + R2f.x);
|
||||
PV0f.y = R123f.y;
|
||||
R127f.z = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y) / resYScale, intBitsToFloat(uf_remappedVS[0].w));
|
||||
PV0f.z = R127f.z;
|
||||
PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x) / resXScale, intBitsToFloat(uf_remappedVS[0].w));
|
||||
// 1
|
||||
PV1f.x = PV0f.x + -(PV0f.z);
|
||||
PV1f.y = PV0f.y + -(PV0f.w);
|
||||
R3f.x = PV0f.y + PV0f.w;
|
||||
PS1f = R3f.x;
|
||||
// 2
|
||||
R0f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PS1f);
|
||||
PV0f.x = R0f.x;
|
||||
R3f.y = R127f.x + R127f.z;
|
||||
PV0f.y = R3f.y;
|
||||
R3f.z = PV1f.y;
|
||||
PV0f.z = R3f.z;
|
||||
R3f.w = PV1f.x;
|
||||
PV0f.w = R3f.w;
|
||||
// 3
|
||||
R2f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV0f.x);
|
||||
R0f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV0f.y);
|
||||
PV1f.y = R0f.y;
|
||||
R123f.z = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
|
||||
PV1f.w = R123f.w;
|
||||
// 4
|
||||
R2f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV1f.y);
|
||||
R0f.z = PV1f.w;
|
||||
PV0f.z = R0f.z;
|
||||
R0f.w = PV1f.z;
|
||||
PV0f.w = R0f.w;
|
||||
// 5
|
||||
R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
|
||||
PV1f.y = R123f.y;
|
||||
// 6
|
||||
R2f.z = PV1f.y;
|
||||
R2f.w = PV1f.x;
|
||||
// export
|
||||
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
// export
|
||||
passParameterSem138 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
||||
// export
|
||||
passParameterSem137 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||
// export
|
||||
passParameterSem136 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
|
||||
}
|
@ -0,0 +1,75 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_packing : enable
|
||||
// shader 39863f29c6d85cb8
|
||||
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
|
||||
const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
|
||||
uniform ivec4 uf_remappedVS[1];
|
||||
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem8;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
float gl_PointSize;
|
||||
};
|
||||
layout(location = 0) out vec4 passParameterSem136;
|
||||
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 R123f = 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 = attrDataSem0;
|
||||
attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
|
||||
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
|
||||
attrDecoder.xy = attrDataSem8.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
|
||||
R127f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z)) + R2f.y);
|
||||
PV0f.x = R127f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].z)) + R2f.x);
|
||||
PV0f.y = R123f.y;
|
||||
R127f.z = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y) / resYScale, intBitsToFloat(uf_remappedVS[0].w));
|
||||
PV0f.z = R127f.z;
|
||||
PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x) / resXScale, intBitsToFloat(uf_remappedVS[0].w));
|
||||
// 1
|
||||
PV1f.x = PV0f.x + -(PV0f.z);
|
||||
PV1f.y = PV0f.y + -(PV0f.w);
|
||||
R2f.x = PV0f.y + PV0f.w;
|
||||
PS1f = R2f.x;
|
||||
// 2
|
||||
R2f.y = R127f.x + R127f.z;
|
||||
R2f.z = PV1f.y;
|
||||
R2f.w = PV1f.x;
|
||||
// export
|
||||
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
// export
|
||||
passParameterSem136 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
||||
}
|
@ -0,0 +1,193 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_packing : enable
|
||||
// shader 59fca914f0dcb060
|
||||
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
|
||||
const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
|
||||
uniform ivec4 uf_remappedVS[1];
|
||||
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem8;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
float gl_PointSize;
|
||||
};
|
||||
layout(location = 2) out vec4 passParameterSem138;
|
||||
layout(location = 3) out vec4 passParameterSem139;
|
||||
layout(location = 4) out vec4 passParameterSem140;
|
||||
layout(location = 5) out vec4 passParameterSem141;
|
||||
layout(location = 6) out vec4 passParameterSem142;
|
||||
layout(location = 1) out vec4 passParameterSem137;
|
||||
layout(location = 0) out vec4 passParameterSem136;
|
||||
layout(location = 7) out vec4 passParameterSem143;
|
||||
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);
|
||||
vec4 R5f = vec4(0.0);
|
||||
vec4 R6f = vec4(0.0);
|
||||
vec4 R7f = vec4(0.0);
|
||||
vec4 R8f = vec4(0.0);
|
||||
vec4 R123f = 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 = attrDataSem0;
|
||||
attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
|
||||
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
|
||||
attrDecoder.xy = attrDataSem8.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
|
||||
PV0f.x = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y) / resYScale, intBitsToFloat(uf_remappedVS[0].w));
|
||||
PV0f.y = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x) / resXScale, intBitsToFloat(uf_remappedVS[0].w));
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z)) + R2f.y);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].z)) + R2f.x);
|
||||
PV0f.w = R123f.w;
|
||||
// 1
|
||||
R6f.x = PV0f.w + PV0f.y;
|
||||
PV1f.x = R6f.x;
|
||||
R6f.y = PV0f.z + PV0f.x;
|
||||
PV1f.y = R6f.y;
|
||||
PV1f.z = PV0f.z + -(PV0f.x);
|
||||
PV1f.w = PV0f.w + -(PV0f.y);
|
||||
// 2
|
||||
R5f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV1f.x);
|
||||
PV0f.x = R5f.x;
|
||||
R5f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV1f.y);
|
||||
R6f.z = PV1f.w;
|
||||
PV0f.z = R6f.z;
|
||||
R6f.w = PV1f.z;
|
||||
PV0f.w = R6f.w;
|
||||
// 3
|
||||
R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
|
||||
PV1f.y = R123f.y;
|
||||
R2f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV0f.x);
|
||||
PS1f = R2f.x;
|
||||
// 4
|
||||
R0f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PS1f);
|
||||
PV0f.x = R0f.x;
|
||||
R2f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + R5f.y);
|
||||
PV0f.y = R2f.y;
|
||||
R5f.z = PV1f.y;
|
||||
PV0f.z = R5f.z;
|
||||
R5f.w = PV1f.x;
|
||||
PV0f.w = R5f.w;
|
||||
// 5
|
||||
R3f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV0f.x);
|
||||
PV1f.x = R3f.x;
|
||||
R0f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV0f.y);
|
||||
PV1f.y = R0f.y;
|
||||
R123f.z = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
|
||||
PV1f.w = R123f.w;
|
||||
// 6
|
||||
R4f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV1f.x);
|
||||
R3f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV1f.y);
|
||||
PV0f.y = R3f.y;
|
||||
R2f.z = PV1f.w;
|
||||
PV0f.z = R2f.z;
|
||||
R2f.w = PV1f.z;
|
||||
PV0f.w = R2f.w;
|
||||
// 7
|
||||
R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
|
||||
PV1f.y = R123f.y;
|
||||
R4f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV0f.y);
|
||||
PS1f = R4f.y;
|
||||
// 8
|
||||
R7f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + R4f.x);
|
||||
PV0f.x = R7f.x;
|
||||
R7f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PS1f);
|
||||
PV0f.y = R7f.y;
|
||||
R0f.z = PV1f.y;
|
||||
PV0f.z = R0f.z;
|
||||
R0f.w = PV1f.x;
|
||||
PV0f.w = R0f.w;
|
||||
// 9
|
||||
R8f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV0f.x);
|
||||
R8f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV0f.y);
|
||||
R123f.z = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
|
||||
PV1f.w = R123f.w;
|
||||
// 10
|
||||
R3f.z = PV1f.w;
|
||||
PV0f.z = R3f.z;
|
||||
R3f.w = PV1f.z;
|
||||
PV0f.w = R3f.w;
|
||||
// 11
|
||||
R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
|
||||
PV1f.y = R123f.y;
|
||||
// 12
|
||||
R4f.z = PV1f.y;
|
||||
PV0f.z = R4f.z;
|
||||
R4f.w = PV1f.x;
|
||||
PV0f.w = R4f.w;
|
||||
// 13
|
||||
R123f.z = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
|
||||
PV1f.w = R123f.w;
|
||||
// 14
|
||||
R7f.z = PV1f.w;
|
||||
R7f.w = PV1f.z;
|
||||
// export
|
||||
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
// export
|
||||
passParameterSem138 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
||||
// export
|
||||
passParameterSem139 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||
// export
|
||||
passParameterSem140 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
|
||||
// export
|
||||
passParameterSem141 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
|
||||
// export
|
||||
passParameterSem142 = vec4(R7f.x, R7f.y, R7f.z, R7f.w);
|
||||
// export
|
||||
passParameterSem137 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
|
||||
// export
|
||||
passParameterSem136 = vec4(R6f.x, R6f.y, R6f.z, R6f.w);
|
||||
// 0
|
||||
R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + R7f.w);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + R7f.z);
|
||||
PV0f.y = R123f.y;
|
||||
// 1
|
||||
R8f.z = PV0f.y;
|
||||
R8f.w = PV0f.x;
|
||||
// export
|
||||
passParameterSem143 = vec4(R8f.x, R8f.y, R8f.z, R8f.w);
|
||||
}
|
@ -0,0 +1,73 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_packing : enable
|
||||
// shader 88ae6940d510eea5
|
||||
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
|
||||
const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
|
||||
uniform ivec4 uf_remappedVS[1];
|
||||
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem8;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
float gl_PointSize;
|
||||
};
|
||||
layout(location = 0) out vec4 passParameterSem136;
|
||||
layout(location = 1) out vec4 passParameterSem137;
|
||||
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);
|
||||
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 = attrDataSem0;
|
||||
attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
|
||||
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
|
||||
attrDecoder.xy = attrDataSem8.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
|
||||
PV0f.x = R2f.x + intBitsToFloat(uf_remappedVS[0].x) / resXScale;
|
||||
PV0f.y = -(intBitsToFloat(uf_remappedVS[0].x)) / resXScale;
|
||||
PV0f.w = intBitsToFloat(uf_remappedVS[0].y) / resYScale;
|
||||
R0f.x = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x)) / resXScale;
|
||||
PS0f = R0f.x;
|
||||
// 1
|
||||
backupReg0f = R2f.x;
|
||||
R2f.x = backupReg0f + PV0f.y;
|
||||
R0f.y = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)) / resYScale;
|
||||
R0f.z = PV0f.x;
|
||||
R2f.w = R2f.y + PV0f.w;
|
||||
R2f.z = PV0f.x;
|
||||
PS1f = R2f.z;
|
||||
// export
|
||||
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
// export
|
||||
passParameterSem136 = vec4(R0f.x, R0f.y, R0f.z, R0f.y);
|
||||
// export
|
||||
passParameterSem137 = vec4(R2f.x, R2f.w, R2f.z, R2f.w);
|
||||
}
|
@ -0,0 +1,144 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_packing : enable
|
||||
// shader 8cdd68cf2a074404
|
||||
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
|
||||
const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
|
||||
uniform ivec4 uf_remappedVS[1];
|
||||
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem8;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
float gl_PointSize;
|
||||
};
|
||||
layout(location = 4) out vec4 passParameterSem140;
|
||||
layout(location = 2) out vec4 passParameterSem138;
|
||||
layout(location = 3) out vec4 passParameterSem139;
|
||||
layout(location = 1) out vec4 passParameterSem137;
|
||||
layout(location = 0) out vec4 passParameterSem136;
|
||||
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 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 = attrDataSem0;
|
||||
attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
|
||||
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
|
||||
attrDecoder.xy = attrDataSem8.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
|
||||
R127f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z)) + R2f.y);
|
||||
PV0f.x = R127f.x;
|
||||
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].z)) + R2f.x);
|
||||
PV0f.y = R123f.y;
|
||||
R127f.z = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y) / resYScale, intBitsToFloat(uf_remappedVS[0].w));
|
||||
PV0f.z = R127f.z;
|
||||
PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x) / resXScale, intBitsToFloat(uf_remappedVS[0].w));
|
||||
// 1
|
||||
PV1f.x = PV0f.x + -(PV0f.z);
|
||||
PV1f.y = PV0f.y + -(PV0f.w);
|
||||
R5f.x = PV0f.y + PV0f.w;
|
||||
PS1f = R5f.x;
|
||||
// 2
|
||||
R4f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PS1f);
|
||||
PV0f.x = R4f.x;
|
||||
R5f.y = R127f.x + R127f.z;
|
||||
PV0f.y = R5f.y;
|
||||
R5f.z = PV1f.y;
|
||||
PV0f.z = R5f.z;
|
||||
R5f.w = PV1f.x;
|
||||
PV0f.w = R5f.w;
|
||||
// 3
|
||||
R0f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV0f.x);
|
||||
PV1f.x = R0f.x;
|
||||
R4f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV0f.y);
|
||||
PV1f.y = R4f.y;
|
||||
R123f.z = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
|
||||
PV1f.w = R123f.w;
|
||||
// 4
|
||||
R3f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV1f.x);
|
||||
R0f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV1f.y);
|
||||
PV0f.y = R0f.y;
|
||||
R4f.z = PV1f.w;
|
||||
PV0f.z = R4f.z;
|
||||
R4f.w = PV1f.z;
|
||||
PV0f.w = R4f.w;
|
||||
// 5
|
||||
R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
|
||||
PV1f.y = R123f.y;
|
||||
R3f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV0f.y);
|
||||
PS1f = R3f.y;
|
||||
// 6
|
||||
R2f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + R3f.x);
|
||||
R2f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PS1f);
|
||||
R0f.z = PV1f.y;
|
||||
PV0f.z = R0f.z;
|
||||
R0f.w = PV1f.x;
|
||||
PV0f.w = R0f.w;
|
||||
// 7
|
||||
R123f.z = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
|
||||
PV1f.w = R123f.w;
|
||||
// 8
|
||||
R3f.z = PV1f.w;
|
||||
PV0f.z = R3f.z;
|
||||
R3f.w = PV1f.z;
|
||||
PV0f.w = R3f.w;
|
||||
// 9
|
||||
R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
|
||||
PV1f.y = R123f.y;
|
||||
// 10
|
||||
R2f.z = PV1f.y;
|
||||
R2f.w = PV1f.x;
|
||||
// export
|
||||
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
// export
|
||||
passParameterSem140 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
||||
// export
|
||||
passParameterSem138 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||
// export
|
||||
passParameterSem139 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
|
||||
// export
|
||||
passParameterSem137 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
|
||||
// export
|
||||
passParameterSem136 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
|
||||
}
|
@ -0,0 +1,124 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_packing : enable
|
||||
// shader b181218b85619285
|
||||
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
|
||||
const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
|
||||
uniform ivec4 uf_remappedVS[1];
|
||||
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem8;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
float gl_PointSize;
|
||||
};
|
||||
layout(location = 3) out vec4 passParameterSem139;
|
||||
layout(location = 2) out vec4 passParameterSem138;
|
||||
layout(location = 1) out vec4 passParameterSem137;
|
||||
layout(location = 0) out vec4 passParameterSem136;
|
||||
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);
|
||||
vec4 R123f = 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 = attrDataSem0;
|
||||
attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
|
||||
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
|
||||
attrDecoder.xy = attrDataSem8.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
|
||||
PV0f.x = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y) / resYScale, intBitsToFloat(uf_remappedVS[0].w));
|
||||
PV0f.y = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x) / resXScale, intBitsToFloat(uf_remappedVS[0].w));
|
||||
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z)) + R2f.y);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].z)) + R2f.x);
|
||||
PV0f.w = R123f.w;
|
||||
// 1
|
||||
R4f.x = PV0f.w + PV0f.y;
|
||||
PV1f.x = R4f.x;
|
||||
R4f.y = PV0f.z + PV0f.x;
|
||||
PV1f.y = R4f.y;
|
||||
PV1f.z = PV0f.z + -(PV0f.x);
|
||||
PV1f.w = PV0f.w + -(PV0f.y);
|
||||
// 2
|
||||
R3f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV1f.x);
|
||||
PV0f.x = R3f.x;
|
||||
R3f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV1f.y);
|
||||
R4f.z = PV1f.w;
|
||||
PV0f.z = R4f.z;
|
||||
R4f.w = PV1f.z;
|
||||
PV0f.w = R4f.w;
|
||||
// 3
|
||||
R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
|
||||
PV1f.y = R123f.y;
|
||||
R0f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PV0f.x);
|
||||
PS1f = R0f.x;
|
||||
// 4
|
||||
R2f.x = (intBitsToFloat(uf_remappedVS[0].x) / resXScale * 2.0 + PS1f);
|
||||
R0f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + R3f.y);
|
||||
PV0f.y = R0f.y;
|
||||
R3f.z = PV1f.y;
|
||||
PV0f.z = R3f.z;
|
||||
R3f.w = PV1f.x;
|
||||
PV0f.w = R3f.w;
|
||||
// 5
|
||||
R2f.y = (intBitsToFloat(uf_remappedVS[0].y) / resYScale * 2.0 + PV0f.y);
|
||||
R123f.z = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
|
||||
PV1f.w = R123f.w;
|
||||
// 6
|
||||
R0f.z = PV1f.w;
|
||||
PV0f.z = R0f.z;
|
||||
R0f.w = PV1f.z;
|
||||
PV0f.w = R0f.w;
|
||||
// 7
|
||||
R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)) / resYScale * 2.0 + PV0f.w);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (-(intBitsToFloat(uf_remappedVS[0].x)) / resXScale * 2.0 + PV0f.z);
|
||||
PV1f.y = R123f.y;
|
||||
// 8
|
||||
R2f.z = PV1f.y;
|
||||
R2f.w = PV1f.x;
|
||||
// export
|
||||
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
// export
|
||||
passParameterSem139 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
||||
// export
|
||||
passParameterSem138 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||
// export
|
||||
passParameterSem137 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
|
||||
// export
|
||||
passParameterSem136 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
|
||||
}
|
Loading…
Reference in New Issue
Block a user