#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 e1ea1127489fd281 // horizon #ifdef VULKAN layout(set = 1, binding = 2) uniform ufBlock { uniform ivec4 uf_remappedPS[5]; uniform vec4 uf_fragCoordScale; }; #else uniform ivec4 uf_remappedPS[5]; uniform vec2 uf_fragCoordScale; #endif const float skyboxRed = float($skyboxRed); const float skyboxGreen = float($skyboxGreen); const float skyboxBlue = float($skyboxBlue); const float skyboxMix = float($skyboxMix); TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;// Tex1 addr 0x25672000 res 4096x4096x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 5 mipView: 0x0 (num 0xd TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf42ff800 res 960x540x1 dim 1 tm: 4 format 001a compSel: 1 2 3 0 mipView: 0x0 (num 0x2 layout(location = 0) in vec4 passParameterSem2; layout(location = 1) in vec4 passParameterSem4; layout(location = 2) in vec4 passParameterSem5; layout(location = 3) in vec4 passParameterSem6; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; 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 R123f = vec4(0.0); vec4 R125f = 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 = passParameterSem2; R1f = passParameterSem4; R2f = passParameterSem5; R3f = passParameterSem6; // 0 PV0f.x = mul_nonIEEE(-(R1f.z), intBitsToFloat(uf_remappedPS[0].w)); PV0f.y = -(R1f.z) + -(intBitsToFloat(0x42700000)); R127f.z = mul_nonIEEE(-(R1f.z), intBitsToFloat(uf_remappedPS[0].y)); R4f.w = 1.0; PS0f = 1.0 / R3f.z; // 1 R4f.x = mul_nonIEEE(R3f.x, PS0f); R4f.y = mul_nonIEEE(R3f.y, PS0f); R3f.z = (mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[0].z)),intBitsToFloat(uf_remappedPS[0].w)) + PV0f.x); R3f.z = clamp(R3f.z, 0.0, 1.0); PV1f.w = PV0f.y * intBitsToFloat(0x3dcccccd); PV1f.w = clamp(PV1f.w, 0.0, 1.0); PS1f = 1.0 / R2f.z; // 2 backupReg0f = R2f.x; backupReg1f = R2f.y; R2f.x = mul_nonIEEE(backupReg0f, PS1f); R2f.y = mul_nonIEEE(backupReg1f, PS1f); R2f.z = -(PV1f.w) + 1.0; R0f.w = (mul_nonIEEE(-(intBitsToFloat(uf_remappedPS[0].x)),intBitsToFloat(uf_remappedPS[0].y)) + R127f.z); R0f.w = clamp(R0f.w, 0.0, 1.0); R5f.x = intBitsToFloat(uf_remappedPS[1].x); R5f.x = clamp(R5f.x, 0.0, 1.0); PS0f = R5f.x; R3f.x = (textureLod(textureUnitPS2, R4f.xy,0.0).x); R4f.x = (textureLod(textureUnitPS2, R4f.xy,R4f.w).x); R2f.x = (texture(textureUnitPS1, R2f.xy).x); // 0 R127f.x = R3f.z + R2f.z; R127f.x = clamp(R127f.x, 0.0, 1.0); PV0f.x = R127f.x; PV0f.y = -(R3f.x) + R4f.x; R127f.z = (mul_nonIEEE(-(R0f.w),intBitsToFloat(uf_remappedPS[2].w)) + intBitsToFloat(uf_remappedPS[2].z)); PV0f.z = R127f.z; R126f.w = intBitsToFloat(uf_remappedPS[1].y); R126f.w = clamp(R126f.w, 0.0, 1.0); R4f.w = 1.0; PS0f = R4f.w; // 1 R126f.x = intBitsToFloat(uf_remappedPS[1].z); R126f.x = clamp(R126f.x, 0.0, 1.0); PV1f.x = R126f.x; PV1f.y = -(PV0f.z) + 1.0; R126f.z = intBitsToFloat(uf_remappedPS[3].y) + R2f.x; R126f.z = clamp(R126f.z, 0.0, 1.0); R123f.w = (mul_nonIEEE(PV0f.y,PV0f.x) + R3f.x); PV1f.w = R123f.w; R3f.z = 0.0; PS1f = R3f.z; // 2 backupReg0f = R127f.x; R127f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z), R5f.x); R126f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z), R126f.w); PV0f.z = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[2].y)); R127f.w = (mul_nonIEEE(PV1f.y,backupReg0f) + R127f.z); R125f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z), PV1f.x); PS0f = R125f.z; // 3 tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,-0.0),vec4(R1f.x,R1f.y,R1f.z,0.0)); PV1f.x = tempf.x; PV1f.y = tempf.x; PV1f.z = tempf.x; PV1f.w = tempf.x; tempResultf = log2(PV0f.z); if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; PS1f = tempResultf; // 4 PV0f.x = mul_nonIEEE(R127f.w, PS1f); R127f.yzw = vec3(R5f.x,R126f.w,R126f.x) + vec3(-(R127f.x),-(R126f.y),-(R125f.z)); PS0f = sqrt(PV1f.x); // 5 R123f.w = (mul_nonIEEE(R0f.x,PS0f) + R0f.y); R123f.w = clamp(R123f.w, 0.0, 1.0); PV1f.w = R123f.w; PS1f = exp2(PV0f.x); // 6 R2f.z = mul_nonIEEE(PV1f.w, PV1f.w); PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x), PS1f); PV0f.w = clamp(PV0f.w, 0.0, 1.0); // 7 PV1f.z = PV0f.w + intBitsToFloat(uf_remappedPS[3].x); PV1f.z = clamp(PV1f.z, 0.0, 1.0); // 8 PV0f.y = mul_nonIEEE(PV1f.z, R126f.z); // 9 R0f.x = (mul_nonIEEE(PV0f.y,R125f.z) + R127f.w); R0f.y = (mul_nonIEEE(PV0f.y,R126f.y) + R127f.z); R1f.z = (mul_nonIEEE(PV0f.y,R127f.x) + R127f.y); // 0 backupReg0f = R0f.x; PV0f.x = -(R0f.y) + intBitsToFloat(uf_remappedPS[4].y); PV0f.y = -(R1f.z) + intBitsToFloat(uf_remappedPS[4].x); PV0f.w = -(backupReg0f) + intBitsToFloat(uf_remappedPS[4].z); // 1 R4f.x = (mul_nonIEEE(PV0f.y,R2f.z) + R1f.z); PV1f.x = R4f.x; R4f.y = (mul_nonIEEE(PV0f.x,R2f.z) + R0f.y); PV1f.y = R4f.y; R4f.z = (mul_nonIEEE(PV0f.w,R2f.z) + R0f.x); PV1f.z = R4f.z; // 2 R0f.xyz = vec3(PV1f.x,PV1f.y,PV1f.z); R0f.w = R4f.w; // 3 R1f.xyz = vec3(R3f.z,R3f.y,R3f.y); R1f.w = R3f.y; // export //passPixelColor0 = vec4(R0f.x, R0f.y*0.9, R0f.z*1.1, R0f.w); passPixelColor0 = vec4(R0f.x*skyboxRed, R0f.y*skyboxGreen*0.9, R0f.z*skyboxBlue*1.1, R0f.w)*skyboxMix; passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); }