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https://github.com/cemu-project/cemu_graphic_packs.git
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Added Smash4 and Mario Kart 8 blur fixes
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108
Source/MarioKart8/74126253134563de_0000000000000000_vs.txt
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108
Source/MarioKart8/74126253134563de_0000000000000000_vs.txt
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@ -0,0 +1,108 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 74126253134563de
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// Used for: Background blur Vertical Pass
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const float resXScale = <?=$scaleFactorX?>;
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const float resYScale = <?=$scaleFactorY?>;
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uniform ivec4 uf_remappedVS[5];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem0;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R126f = 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.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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R127f.x = -(R1f.y);
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PV0f.x = R127f.x;
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R127f.y = (R1f.x > 0.0)?1.0:0.0;
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R127f.y /= 2.0;
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R126f.z = (0.0 > R1f.x)?1.0:0.0;
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R126f.z /= 2.0;
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R127f.w = 1.0;
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PV0f.w = R127f.w;
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R126f.x = intBitsToFloat(uf_remappedVS[0].w)/resXScale * intBitsToFloat(0x3fae8a72);
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PS0f = R126f.x;
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// 1
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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)));
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PV1f.x = R0f.x;
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PV1f.y = R0f.x;
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PV1f.z = R0f.x;
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PV1f.w = R0f.x;
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R127f.z = (PV0f.x > 0.0)?1.0:0.0;
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R127f.z /= 2.0;
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PS1f = R127f.z;
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// 2
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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)));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R0f.y = tempf.x;
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PS0f = (0.0 > R127f.x)?1.0:0.0;
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PS0f /= 2.0;
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// 3
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backupReg0f = R127f.z;
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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)));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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R0f.z = tempf.x;
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R127f.z = backupReg0f + -(PS0f);
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PS1f = R127f.z;
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// 4
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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)));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R0f.w = tempf.x;
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PS0f = R127f.y + -(R126f.z);
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// 5
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R1f.x = PS0f + 0.5;
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PV1f.y = R127f.z + 0.5;
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// 6
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R1f.y = PV1f.y + -(R126f.x);
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R1f.z = PV1f.y + R126f.x;
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R1f.w = PV1f.y;
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// export
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gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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// export
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passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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// 0
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}
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118
Source/MarioKart8/ad3014302e0e49bf_0000000000000000_vs.txt
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Source/MarioKart8/ad3014302e0e49bf_0000000000000000_vs.txt
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@ -0,0 +1,118 @@
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<?php
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include 'Source/functions.php';
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$fullWidth = $argv[1];
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$fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
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$scaleFactorY = always_decimal_format($fullHeight / 720.0);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader ad3014302e0e49bf
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// Used for: Background blur Horizontal Pass
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const float resXScale = <?=$scaleFactorX?>;
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const float resYScale = <?=$scaleFactorY?>;
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uniform ivec4 uf_remappedVS[5];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem0;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R126f = 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.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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R127f.x = (R1f.x > 0.0)?1.0:0.0;
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R127f.x /= 2.0;
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R127f.y = -(R1f.y);
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PV0f.y = R127f.y;
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R127f.z = (0.0 > R1f.x)?1.0:0.0;
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R127f.z /= 2.0;
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R127f.w = 1.0;
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PV0f.w = R127f.w;
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R126f.x = intBitsToFloat(uf_remappedVS[0].z)/resYScale * intBitsToFloat(0x3fae8a72);
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PS0f = R126f.x;
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// 1
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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)));
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PV1f.x = R0f.x;
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PV1f.y = R0f.x;
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PV1f.z = R0f.x;
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PV1f.w = R0f.x;
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R126f.w = (PV0f.y > 0.0)?1.0:0.0;
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R126f.w /= 2.0;
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PS1f = R126f.w;
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// 2
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backupReg0f = R127f.y;
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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)));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R0f.y = tempf.x;
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R127f.y = (0.0 > backupReg0f)?1.0:0.0;
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R127f.y /= 2.0;
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PS0f = R127f.y;
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// 3
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backupReg0f = R127f.x;
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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)));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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R0f.z = tempf.x;
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R127f.x = backupReg0f + -(R127f.z);
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PS1f = R127f.x;
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// 4
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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)));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R0f.w = tempf.x;
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PS0f = R126f.w + -(R127f.y);
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// 5
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PV1f.y = PS0f + 0.5;
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PV1f.z = R127f.x + 0.5;
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// 6
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R1f.x = PV1f.y;
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R1f.y = PV1f.z + -(R126f.x);
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R1f.z = PV1f.z + R126f.x;
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R1f.w = PV1f.z;
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// export
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gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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// export
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passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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// 0
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}
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128
Source/SuperSmashBros/315d61ad21f97614_0000000000000000_vs.txt
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128
Source/SuperSmashBros/315d61ad21f97614_0000000000000000_vs.txt
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<?php
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include 'Source/functions.php';
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$fullWidth = $argv[1];
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$fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
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$scaleFactorY = always_decimal_format($fullHeight / 720.0);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 315d61ad21f97614
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// Used for: Vertical blur pass end screen background
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const float resXScale = <?=$scaleFactorX?>;
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const float resYScale = <?=$scaleFactorY?>;
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uniform ivec4 uf_remappedVS[5];
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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 attrDataSem2;
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layout(location = 2) 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 = 0) out vec4 passParameterSem130;
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layout(location = 1) out vec4 passParameterSem131;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R123f = 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 = attrDataSem2.xy;
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attrDecoder.xy = ((attrDecoder.xy>>8)&0xFF)|((attrDecoder.xy<<8)&0xFF00);
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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attrDecoder.xy = floatBitsToUint(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)));
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attrDecoder.zw = uvec2(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 = R1f.w * intBitsToFloat(uf_remappedVS[0].y);
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PV0f.y = R1f.w * intBitsToFloat(uf_remappedVS[0].x);
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PV0f.z = R1f.w * intBitsToFloat(uf_remappedVS[0].w);
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PV0f.w = R1f.w * intBitsToFloat(uf_remappedVS[0].z);
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R127f.w = 0.0;
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PS0f = R127f.w;
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// 1
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R123f.x = (R1f.z * intBitsToFloat(uf_remappedVS[1].y) + PV0f.x);
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PV1f.x = R123f.x;
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R123f.y = (R1f.z * intBitsToFloat(uf_remappedVS[1].x) + PV0f.y);
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PV1f.y = R123f.y;
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R123f.z = (R1f.z * intBitsToFloat(uf_remappedVS[1].w) + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (R1f.z * intBitsToFloat(uf_remappedVS[1].z) + PV0f.w);
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PV1f.w = R123f.w;
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R0f.x = PS0f + R2f.x;
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PS1f = R0f.x;
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// 2
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R123f.x = (R1f.y * intBitsToFloat(uf_remappedVS[2].y) + PV1f.x);
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PV0f.x = R123f.x;
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R123f.y = (R1f.y * intBitsToFloat(uf_remappedVS[2].x) + PV1f.y);
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PV0f.y = R123f.y;
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R123f.z = (R1f.y * intBitsToFloat(uf_remappedVS[2].w) + PV1f.z);
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PV0f.z = R123f.z;
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R123f.w = (R1f.y * intBitsToFloat(uf_remappedVS[2].z) + PV1f.w);
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PV0f.w = R123f.w;
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R3f.x = R127f.w + R2f.x;
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PS0f = R3f.x;
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// 3
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backupReg0f = R1f.x;
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backupReg0f = R1f.x;
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backupReg0f = R1f.x;
|
||||
backupReg0f = R1f.x;
|
||||
R1f.x = (backupReg0f * intBitsToFloat(uf_remappedVS[3].x) + PV0f.y);
|
||||
R1f.y = (backupReg0f * intBitsToFloat(uf_remappedVS[3].y) + PV0f.x);
|
||||
R1f.z = (backupReg0f * intBitsToFloat(uf_remappedVS[3].z) + PV0f.w);
|
||||
R1f.w = (backupReg0f * intBitsToFloat(uf_remappedVS[3].w) + PV0f.z);
|
||||
// 4
|
||||
PV0f.x = intBitsToFloat(uf_remappedVS[4].x)/resXScale * intBitsToFloat(0x3b72b9d6);
|
||||
PV0f.y = intBitsToFloat(uf_remappedVS[4].x)/resXScale * intBitsToFloat(0x3b72b9d6);
|
||||
// 5
|
||||
PV1f.x = PV0f.x;
|
||||
PV1f.x /= 2.0;
|
||||
PV1f.y = PV0f.y * intBitsToFloat(0xbfc00000);
|
||||
PV1f.z = -(PV0f.x);
|
||||
PV1f.z /= 2.0;
|
||||
PV1f.w = PV0f.y * 1.5;
|
||||
// 6
|
||||
R0f.y = PV1f.y + R2f.y;
|
||||
R3f.z = PV1f.w + R2f.y;
|
||||
R0f.w = PV1f.z + R2f.y;
|
||||
R3f.w = PV1f.x + R2f.y;
|
||||
PS0f = R3f.w;
|
||||
// export
|
||||
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
// export
|
||||
passParameterSem130 = vec4(R0f.x, R0f.y, R0f.x, R0f.w);
|
||||
// export
|
||||
passParameterSem131 = vec4(R3f.x, R3f.z, R3f.x, R3f.w);
|
||||
// 0
|
||||
}
|
128
Source/SuperSmashBros/4b92e636153d6b54_0000000000000000_vs.txt
Normal file
128
Source/SuperSmashBros/4b92e636153d6b54_0000000000000000_vs.txt
Normal file
@ -0,0 +1,128 @@
|
||||
<?php
|
||||
include 'Source/functions.php';
|
||||
$fullWidth = $argv[1];
|
||||
$fullHeight = $argv[2];
|
||||
$scaleFactorX = always_decimal_format($fullWidth / 1920.0);
|
||||
$scaleFactorY = always_decimal_format($fullHeight / 1080.0);
|
||||
?>
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_shading_language_packing : enable
|
||||
// shader 4b92e636153d6b54
|
||||
// Used for: Horizontal blur pass end screen background
|
||||
const float resXScale = <?=$scaleFactorX?>;
|
||||
const float resYScale = <?=$scaleFactorY?>;
|
||||
|
||||
uniform ivec4 uf_remappedVS[5];
|
||||
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
layout(location = 1) in uvec4 attrDataSem2;
|
||||
layout(location = 2) in uvec4 attrDataSem8;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
float gl_PointSize;
|
||||
};
|
||||
layout(location = 0) out vec4 passParameterSem130;
|
||||
layout(location = 1) out vec4 passParameterSem131;
|
||||
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 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 = attrDataSem2.xy;
|
||||
attrDecoder.xy = ((attrDecoder.xy>>8)&0xFF)|((attrDecoder.xy<<8)&0xFF00);
|
||||
attrDecoder.z = 0;
|
||||
attrDecoder.w = 0;
|
||||
attrDecoder.xy = floatBitsToUint(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)));
|
||||
attrDecoder.zw = uvec2(0);
|
||||
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
// 0
|
||||
PV0f.x = R1f.w * intBitsToFloat(uf_remappedVS[0].y);
|
||||
PV0f.y = R1f.w * intBitsToFloat(uf_remappedVS[0].x);
|
||||
PV0f.z = R1f.w * intBitsToFloat(uf_remappedVS[0].w);
|
||||
PV0f.w = R1f.w * intBitsToFloat(uf_remappedVS[0].z);
|
||||
R127f.w = 0.0;
|
||||
PS0f = R127f.w;
|
||||
// 1
|
||||
R123f.x = (R1f.z * intBitsToFloat(uf_remappedVS[1].y) + PV0f.x);
|
||||
PV1f.x = R123f.x;
|
||||
R123f.y = (R1f.z * intBitsToFloat(uf_remappedVS[1].x) + PV0f.y);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (R1f.z * intBitsToFloat(uf_remappedVS[1].w) + PV0f.z);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (R1f.z * intBitsToFloat(uf_remappedVS[1].z) + PV0f.w);
|
||||
PV1f.w = R123f.w;
|
||||
R0f.y = R2f.y + PS0f;
|
||||
PS1f = R0f.y;
|
||||
// 2
|
||||
R123f.x = (R1f.y * intBitsToFloat(uf_remappedVS[2].y) + PV1f.x);
|
||||
PV0f.x = R123f.x;
|
||||
R123f.y = (R1f.y * intBitsToFloat(uf_remappedVS[2].x) + PV1f.y);
|
||||
PV0f.y = R123f.y;
|
||||
R123f.z = (R1f.y * intBitsToFloat(uf_remappedVS[2].w) + PV1f.z);
|
||||
PV0f.z = R123f.z;
|
||||
R123f.w = (R1f.y * intBitsToFloat(uf_remappedVS[2].z) + PV1f.w);
|
||||
PV0f.w = R123f.w;
|
||||
R3f.y = R2f.y + R127f.w;
|
||||
PS0f = R3f.y;
|
||||
// 3
|
||||
backupReg0f = R1f.x;
|
||||
backupReg0f = R1f.x;
|
||||
backupReg0f = R1f.x;
|
||||
backupReg0f = R1f.x;
|
||||
R1f.x = (backupReg0f * intBitsToFloat(uf_remappedVS[3].x) + PV0f.y);
|
||||
R1f.y = (backupReg0f * intBitsToFloat(uf_remappedVS[3].y) + PV0f.x);
|
||||
R1f.z = (backupReg0f * intBitsToFloat(uf_remappedVS[3].z) + PV0f.w);
|
||||
R1f.w = (backupReg0f * intBitsToFloat(uf_remappedVS[3].w) + PV0f.z);
|
||||
// 4
|
||||
PV0f.x = intBitsToFloat(uf_remappedVS[4].x)/resXScale * intBitsToFloat(0x3b088889);
|
||||
PV0f.y = intBitsToFloat(uf_remappedVS[4].x)/resXScale * intBitsToFloat(0x3b088889);
|
||||
// 5
|
||||
PV1f.x = PV0f.x;
|
||||
PV1f.x /= 2.0;
|
||||
PV1f.y = PV0f.y * intBitsToFloat(0xbfc00000);
|
||||
PV1f.z = -(PV0f.x);
|
||||
PV1f.z /= 2.0;
|
||||
PV1f.w = PV0f.y * 1.5;
|
||||
// 6
|
||||
R0f.x = R2f.x + PV1f.y;
|
||||
R0f.z = R2f.x + PV1f.z;
|
||||
R3f.w = R2f.x + PV1f.w;
|
||||
R3f.z = R2f.x + PV1f.x;
|
||||
PS0f = R3f.z;
|
||||
// export
|
||||
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
// export
|
||||
passParameterSem130 = vec4(R0f.x, R0f.y, R0f.z, R0f.y);
|
||||
// export
|
||||
passParameterSem131 = vec4(R3f.w, R3f.y, R3f.z, R3f.y);
|
||||
// 0
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user