#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 b4a729584b6188ea // Used for: Restoring the native BotW Anti-Aliasing implementation for distant trees const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); #ifdef VULKAN layout(set = 1, binding = 3) uniform ufBlock { uniform ivec4 uf_remappedPS[3]; uniform vec4 uf_fragCoordScale; }; #else uniform ivec4 uf_remappedPS[3]; uniform vec2 uf_fragCoordScale; #endif TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1 TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1 TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1 layout(location = 0) in vec4 passParameterSem0; 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 R123f = 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; R2f.w = (texture(textureUnitPS1, R0f.xy).x); R1f.xyzw = (textureGather(textureUnitPS2, R0f.xy).xyzw); // 0 PV0f.x = -(R2f.w) + R1f.y; PV0f.y = -(R2f.w) + R1f.x; PV0f.z = -(R2f.w) + R1f.w; PV0f.w = -(R2f.w) + R1f.z; PS0f = R2f.w + intBitsToFloat(uf_remappedPS[0].x); // 1 PV1f.x = max(PV0f.x, -(PV0f.x)); PV1f.y = max(PV0f.y, -(PV0f.y)); PV1f.z = max(PV0f.z, -(PV0f.z)); PV1f.w = max(PV0f.w, -(PV0f.w)); PS1f = 1.0 / PS0f; // 2 PV0f.x = PV1f.y + -(PV1f.w); PV0f.y = -(PV1f.x) + PV1f.z; R127f.z = intBitsToFloat(uf_remappedPS[1].w) * PS1f; R127f.w = fract(R0f.z); R127f.y = fract(R0f.w); PS0f = R127f.y; // 3 PV1f.z = PV0f.y + -(PV0f.x); PV1f.w = PV0f.y + PV0f.x; // 4 R123f.x = (mul_nonIEEE(R127f.z,PV1f.z) + R127f.y); R123f.x = clamp(R123f.x, 0.0, 1.0); PV0f.x = R123f.x; R123f.y = (mul_nonIEEE(R127f.z,PV1f.w) + R127f.w); R123f.y = clamp(R123f.y, 0.0, 1.0); PV0f.y = R123f.y; // 5 PV1f.z = -(R127f.y) + PV0f.x; PV1f.w = -(R127f.w) + PV0f.y; // 6 backupReg0f = R0f.x; backupReg1f = R0f.y; R0f.x = (mul_nonIEEE(PV1f.w,intBitsToFloat(uf_remappedPS[2].z) / resXScale) + backupReg0f); R0f.y = (mul_nonIEEE(PV1f.z,intBitsToFloat(uf_remappedPS[2].w) / resYScale) + backupReg1f); R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); // export passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); }