#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN #else #endif #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 shaders was auto-converted from OpenGL to Cemu. // shader 03c0659aacda420a // Used for: Removing the position number from the HUD, black undertext #ifdef VULKAN layout(set = 1, binding = 2) uniform ufBlock { uniform ivec4 uf_remappedPS[3]; uniform vec4 uf_fragCoordScale; }; #else uniform ivec4 uf_remappedPS[3]; uniform vec2 uf_fragCoordScale; #endif // uf_fragCoordScale was moved to the ufBlock TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1; 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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } void main() { ivec4 R0i = ivec4(0); ivec4 R1i = ivec4(0); ivec4 R123i = ivec4(0); ivec4 R127i = ivec4(0); int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; ivec4 PV0i = ivec4(0), PV1i = ivec4(0); int PS0i = 0, PS1i = 0; ivec4 tempi = ivec4(0); float tempResultf; int tempResulti; ivec4 ARi = ivec4(0); bool predResult = true; vec3 cubeMapSTM; int cubeMapFaceId; R0i = floatBitsToInt(passParameterSem0); R1i = floatBitsToInt(passParameterSem1); R1i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.xy)).xyzw); R0i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); // 0 R127i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R1i.z)),intBitsToFloat(R1i.w)) + 1.0)); R127i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R1i.y)),intBitsToFloat(R1i.w)) + 1.0)); R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R1i.x)),intBitsToFloat(R1i.w)) + 1.0)); PV0i.z = R123i.z; R127i.w = uf_remappedPS[0].x & 0x00000080; R127i.z = floatBitsToInt(max(intBitsToFloat(R0i.w), intBitsToFloat(R1i.w))); PS0i = R127i.z; // 1 PV1i.y = floatBitsToInt(min(intBitsToFloat(R0i.w), intBitsToFloat(R1i.w))); PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.z)); // 2 backupReg0i = R0i.x; backupReg1i = R127i.y; PV0i.x = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PS1i)); R127i.y = ((R127i.w == 0)?(R127i.z):(PV1i.y)); PS0i = floatBitsToInt(1.0 / intBitsToFloat(backupReg1i)); // 3 backupReg0i = R0i.y; PV1i.y = floatBitsToInt(min(intBitsToFloat(PV0i.x), 1.0)); PV1i.w = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PS0i)); PS1i = floatBitsToInt(1.0 / intBitsToFloat(R127i.x)); // 4 backupReg0i = R0i.z; PV0i.x = floatBitsToInt(min(intBitsToFloat(PV1i.w), 1.0)); PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PS1i)); R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(uf_remappedPS[2].x))); PS0i = R0i.x; // 5 R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[1].y)) + intBitsToFloat(uf_remappedPS[2].y))); PV1i.w = floatBitsToInt(min(intBitsToFloat(PV0i.z), 1.0)); // 6 R0i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(uf_remappedPS[1].z)) + intBitsToFloat(uf_remappedPS[2].z))); R0i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(uf_remappedPS[1].w)) + intBitsToFloat(uf_remappedPS[2].w))); // export passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), 0.0); }