#version 420 #extension GL_ARB_texture_gather : enable #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) #define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) #define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #define gl_VertexID gl_VertexIndex #define gl_InstanceID gl_InstanceIndex #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) #define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define SET_POSITION(_v) gl_Position = _v #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif // This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. // shader 04dcbf2655f94e03 //hoirzon cloud layer lighten up #ifdef VULKAN layout(set = 1, binding = 1) uniform ufBlock { uniform ivec4 uf_remappedPS[2]; uniform vec4 uf_fragCoordScale; }; #else uniform ivec4 uf_remappedPS[2]; uniform vec2 uf_fragCoordScale; #endif const float skyboxRed = float($skyboxRed); const float skyboxGreen = float($skyboxGreen); const float skyboxBlue = float($skyboxBlue); const float skyboxMix = float($skyboxMix); TEXTURE_LAYOUT(3, 1, 0) uniform sampler2D textureUnitPS3; layout(location = 0) in vec4 passParameterSem6; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; // uf_fragCoordScale was moved to the ufBlock int clampFI32(int v) { if( v == 0x7FFFFFFF ) return floatBitsToInt(1.0); else if( v == 0xFFFFFFFF ) return floatBitsToInt(0.0); return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); } float mul_nonIEEE(float a, float b){ 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); 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 = passParameterSem6; R0f.xyzw = (texture(textureUnitPS3, R0f.xy).xyzw); // 0 backupReg0f = R0f.x; PV0f.x = R0f.w; PV0f.x = clamp(PV0f.x, 0.0, 1.0); R2f.y = (intBitsToFloat(uf_remappedPS[0].z) * 0.5 + 0.5); R1f.x = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[1].x)); PS0f = R1f.x; // 1 R2f.x = PV0f.x; R1f.y = mul_nonIEEE(R0f.y, intBitsToFloat(uf_remappedPS[1].y)); PV1f.y = R1f.y; R1f.z = mul_nonIEEE(R0f.z, intBitsToFloat(uf_remappedPS[1].z)); PV1f.z = R1f.z; R1f.w = PV0f.x; PV1f.w = R1f.w; // 2 R0f.xyz = vec3(R1f.x,PV1f.y,PV1f.z); R0f.w = PV1f.w; // 3 R1f.xyz = vec3(R2f.y,R2f.y,R2f.y); R1f.w = R2f.x; // export //passPixelColor0 = vec4(R0f.x*$skyboxRed, R0f.y, R0f.z*1.1, R0f.w)*1.3; passPixelColor0 = vec4(R0f.x*skyboxRed, R0f.y*skyboxGreen, R0f.z*skyboxBlue*1.1, R0f.w)*skyboxMix*1.3; passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); }