#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 a455fc196032912c const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); #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; // 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); 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 = (intBitsToFloat(uf_remappedPS[0].z) / resXScale * intBitsToFloat(0xbe800000) + R0f.x); R1f.y = (intBitsToFloat(uf_remappedPS[0].w) / resYScale * intBitsToFloat(0xbe800000) + R0f.y); R0f.z = (0.25 * intBitsToFloat(uf_remappedPS[0].z) + R0f.x); R0f.w = (intBitsToFloat(0xbe800000) * intBitsToFloat(uf_remappedPS[0].w) / resYScale + R0f.y); R2f.x = (intBitsToFloat(0xbe800000) * intBitsToFloat(uf_remappedPS[0].z) / resXScale + R0f.x); PS0f = R2f.x; // 1 R3f.x = (intBitsToFloat(uf_remappedPS[0].z) / resXScale * 0.25 + R0f.x); R2f.y = (0.25 * intBitsToFloat(uf_remappedPS[0].w) / resYScale + R0f.y); R3f.z = (intBitsToFloat(uf_remappedPS[0].w) / resYScale * 0.25 + R0f.y); R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); R0f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw); R2f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw); R3f.xyzw = (texture(textureUnitPS0, R3f.xz).xyzw); // 0 PV0f.x = 0.0 + R1f.z; PV0f.y = 0.0 + R1f.w; PV0f.z = 0.0 + R1f.y; PV0f.w = 0.0 + R1f.x; // 1 backupReg0f = R0f.x; backupReg1f = R0f.z; PV1f.x = PV0f.z + R0f.y; PV1f.y = PV0f.w + backupReg0f; PV1f.z = PV0f.y + R0f.w; PV1f.w = PV0f.x + backupReg1f; // 2 PV0f.x = PV1f.x + R2f.y; PV0f.y = PV1f.y + R2f.x; PV0f.z = PV1f.z + R2f.w; PV0f.w = PV1f.w + R2f.z; // 3 PV1f.x = PV0f.z + R3f.w; PV1f.y = PV0f.w + R3f.z; PV1f.z = PV0f.x + R3f.y; PV1f.w = PV0f.y + R3f.x; // 4 R3f.x = PV1f.w * 0.25; R3f.y = PV1f.z * 0.25; R3f.z = PV1f.y * 0.25; R3f.w = PV1f.x * 0.25; // export passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); }