#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 659f9b24fb22f6e0 // Used for: Downscaling Anti-Aliasing const float resXScale = (float($width)/float($gameWidth)); const float resYScale = (float($height)/float($gameHeight)); // start of shader inputs/outputs, predetermined by Cemu. Do not touch #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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif #ifdef VULKAN layout(set = 1, binding = 1) uniform ufBlock { uniform ivec4 uf_remappedPS[1]; uniform vec4 uf_fragCoordScale; }; #else uniform ivec4 uf_remappedPS[1]; uniform vec2 uf_fragCoordScale; #endif TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem136; layout(location = 0) out vec4 passPixelColor0; // end of shader inputs/outputs 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); 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 = passParameterSem136; // 0 R1f.x = R0f.x + -(intBitsToFloat(uf_remappedPS[0].x) / resXScale); R1f.y = R0f.y + -(intBitsToFloat(uf_remappedPS[0].y) / resYScale); PV0f.z = -(intBitsToFloat(uf_remappedPS[0].y)); PV0f.w = intBitsToFloat(uf_remappedPS[0].x); PS0f = -(intBitsToFloat(uf_remappedPS[0].x)); // 1 R2f.x = R0f.x + PV0f.w; R2f.y = R0f.y + PV0f.z; PV1f.z = intBitsToFloat(uf_remappedPS[0].y); R3f.w = R0f.x + PS0f; R3f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x) / resXScale; PS1f = R3f.x; // 2 R3f.y = R0f.y + PV1f.z; R3f.z = R0f.y + intBitsToFloat(uf_remappedPS[0].y) / resYScale; R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); R2f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw); R0f.xyzw = (texture(textureUnitPS0, R3f.wy).xyzw); R3f.xyzw = (texture(textureUnitPS0, R3f.xz).xyzw); // 0 PV0f.x = R1f.w + R2f.w; PV0f.y = R1f.z + R2f.z; PV0f.z = R1f.y + R2f.y; PV0f.w = R1f.x + R2f.x; // 1 backupReg0f = R0f.x; backupReg1f = R0f.z; PV1f.x = PV0f.z + R0f.y; PV1f.y = PV0f.w + backupReg0f; PV1f.z = PV0f.x + R0f.w; PV1f.w = PV0f.y + backupReg1f; // 2 PV0f.x = PV1f.z + R3f.w; PV0f.y = PV1f.w + R3f.z; PV0f.z = PV1f.x + R3f.y; PV0f.w = PV1f.y + R3f.x; // 3 R3f.x = PV0f.w * 0.25; R3f.y = PV0f.z * 0.25; R3f.z = PV0f.y * 0.25; R3f.w = PV0f.x * 0.25; // export passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); }