#version 400 #extension GL_ARB_texture_gather : enable const float overwriteWidth = 1920.0; //overwidth value.0 const float overwriteHeight = 1080.0; // shader d889047006ea1b85 //Cutscene fixes uniform ivec4 uf_remappedPS[2]; uniform sampler2D textureUnitPS0;// Tex0 addr 0x19f9c000 res 128x128x1 dim 1 tm: 4 format 0033 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4708800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 uniform sampler2D textureUnitPS2;// Tex2 addr 0x19f99000 res 64x64x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 0 in Vertex2 { vec4 passG2PParameter0; vec4 passG2PParameter1; vec4 passG2PParameter2; vec4 passG2PParameter3; vec4 passG2PParameter4; } g2p; 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); vec4 R2f = vec4(0.0); vec4 R3f = vec4(0.0); vec4 R4f = vec4(0.0); vec4 R5f = 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; vec3 cubeMapSTM; int cubeMapFaceId; R5f = gl_FragCoord.xyzw; R0f = g2p.passG2PParameter0; R1f = g2p.passG2PParameter1; R2f = g2p.passG2PParameter2; R3f = g2p.passG2PParameter3; R4f = g2p.passG2PParameter4; vec2 scaleFactor = vec2(overwriteWidth,overwriteHeight)/vec2(1280.0,720.0); R5f.xy = R5f.xy / scaleFactor; R2f.xy = (texture(textureUnitPS2, R2f.xy).xy); R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); // 0 PV0f.x = R3f.y; PV0f.x = clamp(PV0f.x, 0.0, 1.0); PV0f.y = R3f.x; PV0f.y = clamp(PV0f.y, 0.0, 1.0); PV0f.z = mul_nonIEEE(R2f.x, intBitsToFloat(0x437f0000)); PV0f.w = mul_nonIEEE(R2f.y, intBitsToFloat(0x437f0000)); R127f.w = 1.0 / intBitsToFloat(uf_remappedPS[0].x); PS0f = R127f.w; // 1 PV1f.x = PV0f.w * intBitsToFloat(0x3b800000); PV1f.x *= 2.0; PV1f.y = PV0f.z * intBitsToFloat(0x3b800000); PV1f.y *= 2.0; R127f.z = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[0].z)); PV1f.z = R127f.z; R126f.w = mul_nonIEEE(PV0f.x, intBitsToFloat(uf_remappedPS[0].z)); PV1f.w = R126f.w; PS1f = 1.0 / intBitsToFloat(uf_remappedPS[0].y); // 2 R127f.x = R5f.x * R127f.w; PV0f.x = R127f.x; R127f.y = R5f.y * PS1f; PV0f.y = R127f.y; PV0f.z = PV1f.y + -(1.0); PV0f.w = PV1f.x + -(1.0); R5f.y = mul_nonIEEE(R0f.x, intBitsToFloat(uf_remappedPS[1].x)); PS0f = R5f.y; // 3 backupReg0f = R0f.y; backupReg1f = R0f.w; PV1f.x = mul_nonIEEE(PV0f.w, R126f.w); PV1f.y = mul_nonIEEE(PV0f.z, R127f.z); R2f.z = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[1].x)); PV1f.z = R2f.z; R0f.w = mul_nonIEEE(R0f.z, intBitsToFloat(uf_remappedPS[1].x)); PV1f.w = R0f.w; R3f.w = mul_nonIEEE(backupReg1f, R1f.w); PS1f = R3f.w; // 4 R0f.x = PV1f.y + R127f.x; PV0f.x = R0f.x; PV0f.z = -(PV1f.x); // 5 R0f.y = PV0f.z + R127f.y; PV1f.y = R0f.y; R0f.xyz = (texture(textureUnitPS1, R0f.xy).xyz); // 0 backupReg0f = R0f.x; backupReg1f = R0f.z; PV0f.x = R1f.x + backupReg0f; PV0f.z = R1f.z + backupReg1f; PV0f.w = R1f.y + R0f.y; // 1 R127f.x = mul_nonIEEE(R2f.z, PV0f.w); PV1f.x = R127f.x; R127f.y = mul_nonIEEE(R5f.y, PV0f.x); PV1f.y = R127f.y; R127f.z = mul_nonIEEE(R0f.w, PV0f.z); PV1f.z = R127f.z; // 2 PV0f.x = R4f.y + -(PV1f.x); PV0f.y = R4f.x + -(PV1f.y); PV0f.w = R4f.z + -(PV1f.z); // 3 R3f.x = (PV0f.y * R4f.w + R127f.y); PV1f.x = R3f.x; R3f.y = (PV0f.x * R4f.w + R127f.x); PV1f.y = R3f.y; R3f.z = (PV0f.w * R4f.w + R127f.z); PV1f.z = R3f.z; // export passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); }