#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 ea9a49a6185cf1e5 // Used for: Fix Reflection const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); #ifdef VULKAN layout(set = 0, binding = 0) uniform ufBlock { uniform ivec4 uf_remappedVS[2]; uniform vec2 uf_windowSpaceToClipSpaceTransform; }; #else uniform ivec4 uf_remappedVS[2]; uniform vec2 uf_windowSpaceToClipSpaceTransform; #endif ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; }; layout(location = 0) noperspective out vec4 passParameterSem0; layout(location = 1) noperspective out vec4 passParameterSem1; layout(location = 2) noperspective out vec4 passParameterSem2; layout(location = 3) noperspective out vec4 passParameterSem3; 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 R123f = vec4(0.0); vec4 R126f = vec4(0.0); vec4 R127f = vec4(0.0); uvec4 attrDecoder; 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 = floatBitsToInt(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; R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); // 0 PV0f.x = (0.0 > R1f.y)?1.0:0.0; PV0f.y = (0.0 > R1f.x)?1.0:0.0; PV0f.z = (R1f.y > 0.0)?1.0:0.0; PV0f.w = (R1f.x > 0.0)?1.0:0.0; R1f.z = 0.0; PS0f = R1f.z; // 1 R1f.x = PV0f.w + -(PV0f.y); PV1f.x = R1f.x; R1f.y = PV0f.z + -(PV0f.x); PV1f.y = R1f.y; R1f.w = 1.0; // 2 PV0f.x = PV1f.x; PV0f.x /= 2.0; R127f.y = PV1f.x * 1.0; PV0f.y = R127f.y; PV0f.z = -(PV1f.y); PV0f.z /= 2.0; R127f.w = PV1f.y * -(1.0); PV0f.w = R127f.w; R127f.x = PV1f.x * 1.0; PS0f = R127f.x; // 3 R126f.x = (intBitsToFloat(uf_remappedVS[0].y) * 2.0 / resYScale + PV0f.w); R0f.y = PV0f.z + 0.5; R123f.z = (intBitsToFloat(uf_remappedVS[0].x) * 2.0 / resXScale + PV0f.y); PV1f.z = R123f.z; PV1f.w = PV0f.w; R0f.x = PV0f.x + 0.5; PS1f = R0f.x; // 4 R2f.x = (mul_nonIEEE(R127f.x,-(intBitsToFloat(uf_remappedVS[1].x))) + -(intBitsToFloat(uf_remappedVS[1].z))); R2f.y = (mul_nonIEEE(R127f.w,-(intBitsToFloat(uf_remappedVS[1].y))) + -(intBitsToFloat(uf_remappedVS[1].w))); R0f.z = (mul_nonIEEE(-(intBitsToFloat(uf_remappedVS[1].x)),PV1f.z) + -(intBitsToFloat(uf_remappedVS[1].z))); R0f.w = (mul_nonIEEE(-(intBitsToFloat(uf_remappedVS[1].y)),PV1f.w) + -(intBitsToFloat(uf_remappedVS[1].w))); R3f.x = (mul_nonIEEE(R127f.y,-(intBitsToFloat(uf_remappedVS[1].x))) + -(intBitsToFloat(uf_remappedVS[1].z))); PS0f = R3f.x; // 5 R3f.y = (mul_nonIEEE(R126f.x,-(intBitsToFloat(uf_remappedVS[1].y))) + -(intBitsToFloat(uf_remappedVS[1].w))); // export SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); // export passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.z); // export passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.z); // export passParameterSem2 = vec4(R0f.z, R0f.w, R0f.z, R0f.z); // export passParameterSem3 = vec4(R3f.x, R3f.y, R3f.z, R3f.z); }