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[NSMBU] Colour depth n banding fix
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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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// shader 8d638f35cebd14dc
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//banding fix
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x48ab0000 res 8x256x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 0 border: 0
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 2) in vec4 passParameterSem2;
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layout(location = 3) in vec4 passParameterSem3;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 1) out vec4 passPixelColor1;
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highp float lineRand(vec2 co)
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{
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highp float a = 12.9898;
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highp float b = 78.233;
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highp float c = 43758.5453;
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highp float dt = dot(co.xy, vec2(a, b));
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highp float sn = mod(dt, 3.14);
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return fract(sin(sn) * c);
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}
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uniform vec2 uf_fragCoordScale;
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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 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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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 = passParameterSem0;
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R1f = passParameterSem1;
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R2f = passParameterSem2;
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R3f = passParameterSem3;
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R3f.xy = R3f.xy - (lineRand(gl_FragCoord.xy)*0.0075);
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R3f.xyz = (texture(textureUnitPS0, R3f.xy).xyz);
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// 0
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R123f.x = (mul_nonIEEE(R0f.z,R3f.z) + 0.0);
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PV0f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R0f.y,R3f.y) + 0.0);
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PV0f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R0f.x,R3f.x) + 0.0);
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PV0f.z = R123f.z;
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R3f.w = R0f.w + 0.0;
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R3f.w = clamp(R3f.w, 0.0, 1.0);
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R0f.w = 1.0;
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PS0f = R0f.w;
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// 1
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PV1f.x = R2f.z * R2f.z;
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R127f.y = PV0f.x + 0.0;
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R127f.y = clamp(R127f.y, 0.0, 1.0);
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R127f.z = PV0f.y + 0.0;
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R127f.z = clamp(R127f.z, 0.0, 1.0);
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R127f.w = PV0f.z + 0.0;
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R127f.w = clamp(R127f.w, 0.0, 1.0);
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PV1f.w = R127f.w;
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// 2
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tempf.x = dot(vec4(R2f.x,R2f.y,PV1f.x,-0.0),vec4(R2f.x,R2f.y,1.0,0.0));
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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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PS0f = R1f.x + -(PV1f.w);
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// 3
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R3f.x = (mul_nonIEEE(PS0f,R1f.w) + R127f.w);
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PV1f.z = R1f.z + -(R127f.y);
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PV1f.w = R1f.y + -(R127f.z);
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tempResultf = 1.0 / sqrt(PV0f.x);
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R127f.x = tempResultf;
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R127f.x /= 2.0;
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PS1f = R127f.x;
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// 4
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R0f.x = (mul_nonIEEE(R2f.x,PS1f) + 0.5);
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R3f.y = (mul_nonIEEE(PV1f.w,R1f.w) + R127f.z);
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R3f.z = (mul_nonIEEE(PV1f.z,R1f.w) + R127f.y);
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R0f.y = (mul_nonIEEE(R2f.y,PS1f) + 0.5);
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PS0f = R0f.y;
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// 5
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R0f.z = (mul_nonIEEE(R2f.z,R127f.x) + 0.5);
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PV1f.z = R0f.z;
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// 6
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R1f.xyz = vec3(R0f.x,R0f.y,PV1f.z);
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R1f.w = R0f.w;
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// 7
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R0f.xyz = vec3(R3f.x,R3f.y,R3f.z);
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R0f.w = R3f.w;
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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}
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