#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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. // shader ee4bd70a942d3687 #ifdef VULKAN layout(set = 1, binding = 2) 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;// Tex0 addr 0x2f5f4000 res 256x256x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x1 (num 0x8 TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x2a7f1000 res 1280x720x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 layout(location = 0) in vec4 passParameterSem130; 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); 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 = passParameterSem130; R1f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw)*$dirt; R0f.xyzw = (texture(textureUnitPS1, R0f.zw).xyzw)*$dirt; // 0 backupReg0f = R0f.y; backupReg1f = R0f.x; PV0f.x = mul_nonIEEE(R1f.w, R0f.w); PV0f.y = mul_nonIEEE(R1f.z, R0f.z); PV0f.z = mul_nonIEEE(R1f.y, backupReg0f); PV0f.w = mul_nonIEEE(R1f.x, backupReg1f); // 1 R0f.x = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].x)); R0f.y = mul_nonIEEE(PV0f.z, intBitsToFloat(uf_remappedPS[0].y)); R0f.z = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[0].z)); R0f.w = mul_nonIEEE(PV0f.x, intBitsToFloat(uf_remappedPS[0].w)); // export passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); }