#version 420 #extension GL_ARB_texture_gather : 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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. // shader e90feef2bca6cb2e const float bloomFactor = $bloom; #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;// Tex0 addr 0xf4240800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf50cf800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem2; 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 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; vec3 cubeMapSTM; int cubeMapFaceId; R0f = passParameterSem0; R1f = passParameterSem1; R2f = passParameterSem2; R3f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); R1f.xyzw = (texture(textureUnitPS0, R1f.zw).xyzw); R4f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw); R0f.x = (texture(textureUnitPS1, R0f.xy).x); R2f.xyzw = (texture(textureUnitPS0, R2f.zw).xyzw); // 0 backupReg0f = R0f.x; PV0f.x = R3f.y + R1f.y; PV0f.x /= 2.0; PV0f.y = R3f.x + R1f.x; PV0f.y /= 2.0; PV0f.z = R3f.w + R1f.w; PV0f.z /= 2.0; PV0f.w = R3f.z + R1f.z; PV0f.w /= 2.0; R127f.w = (backupReg0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)); R127f.w = clamp(R127f.w, 0.0, 1.0); PS0f = R127f.w; // 1 R123f.x = (R4f.y * 0.5 + PV0f.x); PV1f.x = R123f.x; R123f.y = (R4f.x * 0.5 + PV0f.y); PV1f.y = R123f.y; R123f.z = (R4f.w * 0.5 + PV0f.z); PV1f.z = R123f.z; R123f.w = (R4f.z * 0.5 + PV0f.w); PV1f.w = R123f.w; R127f.z = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[1].z)); PS1f = R127f.z; // 2 R127f.x = (R2f.x * 0.5 + PV1f.y)/2.0; PV0f.x = R127f.x; R127f.y = (R2f.y * 0.5 + PV1f.x)/2.0; PV0f.y = R127f.y; R126f.z = (R2f.z * 0.5 + PV1f.w)/2.0; PV0f.z = R126f.z; R126f.w = (R2f.w * 0.5 + PV1f.z)/2.0; PV0f.w = R126f.w; // 3 tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z),intBitsToFloat(uf_remappedPS[2].w))); tempf.x = clamp(tempf.x, 0.0, 1.0); PV1f.x = tempf.x; PV1f.y = tempf.x; PV1f.z = tempf.x; PV1f.w = tempf.x; // 4 R123f.y = (R127f.w * R127f.z + PV1f.x); PV0f.y = R123f.y; // 5 PV1f.x = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[3].z)); // 6 R2f.x = mul_nonIEEE(R127f.x, PV1f.x * bloomFactor); R2f.y = mul_nonIEEE(R127f.y, PV1f.x * bloomFactor); R2f.z = mul_nonIEEE(R126f.z, PV1f.x * bloomFactor); R2f.w = mul_nonIEEE(R126f.w, PV1f.x * bloomFactor); // export passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); }