#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : 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 37a4ec1a7dbc7391 //AA fix const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); #ifdef VULKAN layout(set = 1, binding = 2) uniform ufBlock { uniform ivec4 uf_remappedPS[4]; uniform vec4 uf_fragCoordScale; }; #else uniform ivec4 uf_remappedPS[4]; uniform vec2 uf_fragCoordScale; #endif TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1; layout(location = 0) in vec4 passParameterSem2; layout(location = 0) out vec4 passPixelColor0; // 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); vec4 R3f = vec4(0.0); vec4 R4f = vec4(0.0); vec4 R123f = vec4(0.0); vec4 R126f = vec4(0.0); vec4 R127f = 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; bool activeMaskStack[2]; bool activeMaskStackC[3]; activeMaskStack[0] = false; activeMaskStackC[0] = false; activeMaskStackC[1] = false; activeMaskStack[0] = true; activeMaskStackC[0] = true; activeMaskStackC[1] = true; vec3 cubeMapSTM; int cubeMapFaceId; R0f = passParameterSem2; if( activeMaskStackC[1] == true ) { R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); R4f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy); } if( activeMaskStackC[1] == true ) { activeMaskStack[1] = activeMaskStack[0]; activeMaskStackC[2] = activeMaskStackC[1]; // 0 PV0f.x = max(R4f.z, R4f.x); PV0f.y = min(R4f.w, R4f.y); PV0f.z = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[0].x)); PV0f.w = min(R4f.z, R4f.x); PS0f = max(R4f.w, R4f.y); // 1 R123f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[0].y)) + PV0f.z); PV1f.x = R123f.x; PV1f.y = max(PV0f.x, PS0f); R127f.z = R4f.z + -(R4f.y); PV1f.z = R127f.z; PV1f.w = min(PV0f.w, PV0f.y); R126f.z = R4f.w + -(R4f.x); PS1f = R126f.z; // 2 PV0f.x = max(PV1f.x, PV1f.y); PV0f.y = mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[1].x)); PV0f.z = min(PV1f.x, PV1f.w); R3f.x = PV1f.z + PS1f; PS0f = R3f.x; // 3 R1f.x = max(PV0f.y, intBitsToFloat(uf_remappedPS[1].y)); R3f.y = R127f.z + -(R126f.z); R0f.w = -(PV0f.z) + PV0f.x; // 4 predResult = (R0f.w > R1f.x); activeMaskStack[1] = predResult; activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; } else { activeMaskStack[1] = false; activeMaskStackC[2] = false; } if( activeMaskStackC[2] == true ) { // 0 R1f.x = R4f.y + R4f.x; PV0f.x = R1f.x; R1f.y = intBitsToFloat(uf_remappedPS[2].z) * 0.25; R0f.w = max(R3f.x, -(R3f.x)); PV0f.w = R0f.w; R4f.x = max(R3f.y, -(R3f.y)); PS0f = R4f.x; // 1 R1f.x = min(PV0f.w, PS0f); R4f.y = -(intBitsToFloat(uf_remappedPS[3].y)); R0f.z = intBitsToFloat(uf_remappedPS[3].x); R0f.w = R4f.z + PV0f.x; PV1f.w = R0f.w; R4f.x = -(intBitsToFloat(uf_remappedPS[3].x)); PS1f = R4f.x; // 2 R1f.z = R4f.w + PV1f.w; PV0f.z = R1f.z; R0f.w = intBitsToFloat(uf_remappedPS[3].y); // 3 backupReg0f = R1f.y; R1f.y = (mul_nonIEEE(backupReg0f,PV0f.z) + intBitsToFloat(uf_remappedPS[2].w)); PV1f.y = R1f.y; // 4 backupReg0f = R1f.x; R1f.x = max(PV1f.y, backupReg0f); PV0f.x = R1f.x; // 5 R1f.w = 1.0 / PV0f.x; PS1f = R1f.w; // 6 R1f.x = R3f.x * PS1f; PV0f.x = R1f.x; R1f.y = R3f.y * PS1f; PV0f.y = R1f.y; // 7 R1f.x = max(PV0f.x, -(intBitsToFloat(uf_remappedPS[2].y))); PV1f.x = R1f.x; R1f.y = max(PV0f.y, -(intBitsToFloat(uf_remappedPS[2].y))); PV1f.y = R1f.y; // 8 R1f.x = min(PV1f.x, intBitsToFloat(uf_remappedPS[2].y)); PV0f.x = R1f.x; R1f.y = min(PV1f.y, intBitsToFloat(uf_remappedPS[2].y)); PV0f.y = R1f.y; // 9 backupReg0f = R0f.x; backupReg1f = R0f.y; backupReg2f = R0f.z; backupReg0f = R0f.x; backupReg3f = R0f.w; backupReg1f = R0f.y; R0f.x = (mul_nonIEEE(PV0f.x,R4f.x) / resXScale + backupReg0f); R0f.y = (mul_nonIEEE(PV0f.y,R4f.y) / resYScale+ backupReg1f); R0f.z = (mul_nonIEEE(PV0f.x,backupReg2f) / resXScale + backupReg0f); R0f.w = (mul_nonIEEE(PV0f.y,backupReg3f) / resYScale+ backupReg1f); } if( activeMaskStackC[2] == true ) { R1f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw); R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); } if( activeMaskStackC[2] == true ) { // 0 backupReg0f = R0f.y; backupReg1f = R0f.x; PV0f.x = R0f.w + R1f.w; PV0f.x /= 2.0; PV0f.y = R0f.z + R1f.z; PV0f.y /= 2.0; PV0f.z = backupReg0f + R1f.y; PV0f.z /= 2.0; PV0f.w = backupReg1f + R1f.x; PV0f.w /= 2.0; // 1 PV1f.x = -(R2f.w) + PV0f.x; PV1f.y = -(R2f.z) + PV0f.y; PV1f.z = -(R2f.y) + PV0f.z; PV1f.w = -(R2f.x) + PV0f.w; // 2 backupReg0f = R2f.x; backupReg1f = R2f.y; backupReg2f = R2f.z; backupReg3f = R2f.w; R2f.x = (PV1f.w * intBitsToFloat(0x3f4ccccd) + backupReg0f); R2f.y = (PV1f.z * intBitsToFloat(0x3f4ccccd) + backupReg1f); R2f.z = (PV1f.y * intBitsToFloat(0x3f4ccccd) + backupReg2f); R2f.w = (PV1f.x * intBitsToFloat(0x3f4ccccd) + backupReg3f); } activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; // export passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); }