#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_shading_language_packing : 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 01bef64ec0cccd53 // Used for: Fixing clouds in non-updated versions const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); #ifdef VULKAN layout(set = 0, binding = 1) uniform ufBlock { uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; }; #else uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; #endif TEXTURE_LAYOUT(32, 0, 0) uniform sampler2D textureUnitVS0; ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; }; layout(location = 1) out vec4 passParameterSem1; layout(location = 0) out vec4 passParameterSem0; 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() { ivec4 R0i = ivec4(0); ivec4 R1i = ivec4(0); ivec4 R2i = ivec4(0); ivec4 R3i = ivec4(0); ivec4 R127i = ivec4(0); uvec4 attrDecoder; int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; ivec4 PV0i = ivec4(0), PV1i = ivec4(0); int PS0i = 0, PS1i = 0; ivec4 tempi = ivec4(0); float tempResultf; int tempResulti; ivec4 ARi = ivec4(0); bool predResult = true; vec3 cubeMapSTM; int cubeMapFaceId; R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID); attrDecoder.xyz = attrDataSem0.xyz; attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); attrDecoder.w = 0; R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0)); attrDecoder.xy = attrDataSem1.xy; attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); attrDecoder.z = 0; attrDecoder.w = 0; R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0)); // 0 backupReg0i = R1i.x; backupReg1i = R1i.y; R1i.x = backupReg0i; R1i.x = floatBitsToInt(intBitsToFloat(R1i.x) * 2.0); R1i.y = backupReg1i; R1i.y = floatBitsToInt(intBitsToFloat(R1i.y) * 2.0); R1i.z = 0x3f800000; R0i.w = 0; R0i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[0].z)/resXScale)); R0i.y = floatBitsToInt(intBitsToFloat(R0i.y) / 2.0); PS0i = R0i.y; R3i.xy = ivec4(textureSize(textureUnitVS0, 0),1,1).xy; // export SET_POSITION(vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.z))); // 0 PV0i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[0].w)/resYScale)); PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) / 2.0); R0i.z = R0i.y; R127i.w = floatBitsToInt(float(R3i.x)); PS0i = R127i.w; // 1 R0i.w = PV0i.x; R127i.z = floatBitsToInt(float(R3i.y)); PS1i = R127i.z; // 2 PS0i = floatBitsToInt(1.0 / intBitsToFloat(R127i.w)); // 3 R3i.x = floatBitsToInt((-(intBitsToFloat(PS0i)) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R2i.x))); PV1i.x = R3i.x; PS1i = floatBitsToInt(1.0 / intBitsToFloat(R127i.z)); // 4 R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(uf_remappedVS[0].x)*resXScale) + 0.5)); R3i.y = floatBitsToInt((-(intBitsToFloat(PS1i)) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R2i.y))); PV0i.y = R3i.y; // 5 R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(uf_remappedVS[0].y)*resYScale) + 0.5)); // export passParameterSem1 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // export passParameterSem0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.z)); }