#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 005826125bfe150a // Used for: Removing the lap and coin background #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 // uf_fragCoordScale was moved to the ufBlock TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem0; 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() { vec4 R0f = vec4(0.0); vec4 R1f = 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 = passParameterSem0; R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); // 0 R1f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)); R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y)); // 1 R1f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z)); R1f.w = (mul_nonIEEE(R0f.w,intBitsToFloat(uf_remappedPS[0].w)) + intBitsToFloat(uf_remappedPS[1].w)); // export passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, 0.0); }