diff --git a/src/WindWakerHD/Mods/RemoveHUD/7d7d874efcc7ba4b_0000000000000079_ps.txt b/src/WindWakerHD/Mods/RemoveHUD/7d7d874efcc7ba4b_0000000000000079_ps.txt deleted file mode 100644 index 17c71c53..00000000 --- a/src/WindWakerHD/Mods/RemoveHUD/7d7d874efcc7ba4b_0000000000000079_ps.txt +++ /dev/null @@ -1,67 +0,0 @@ -#version 460 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable - - -// shader 7d7d874efcc7ba4b: textbox continue icon - - -#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.z, 1.0/gl_FragCoord.w) -#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 = 1) uniform ufBlock -{ -uniform vec4 uf_fragCoordScale; -}; -#else -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; -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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));} -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -float PV0fx = 0.0, PV0fy = 0.0, PV0fz = 0.0, PV0fw = 0.0, PV1fx = 0.0, PV1fy = 0.0, PV1fz = 0.0, PV1fw = 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; -R0f = passParameterSem0; -R1f = passParameterSem1; -R1f.xyzw = (texture(textureUnitPS0, vec2(R1f.x,R1f.y)).xyzw); -// 0 -R0f.x = mul_nonIEEE(R0f.x, R1f.x); -R0f.x = clamp(R0f.x, 0.0, 1.0); -R0f.y = mul_nonIEEE(R0f.y, R1f.y); -R0f.y = clamp(R0f.y, 0.0, 1.0); -R0f.z = mul_nonIEEE(R0f.z, R1f.z); -R0f.z = clamp(R0f.z, 0.0, 1.0); -R0f.w = mul_nonIEEE(R0f.w, R1f.w); -R0f.w = clamp(R0f.w, 0.0, 1.0); -// export -passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, 0.0); -}