#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 83f42767ee584d5a // Used for: Third glitter bloom pass const float resXScale = ($width/$gameWidth); const float resYScale = ($height/$gameHeight); #ifdef VULKAN layout(set = 1, binding = 1) uniform ufBlock { uniform ivec4 uf_remappedPS[5]; uniform vec4 uf_fragCoordScale; }; #else uniform ivec4 uf_remappedPS[5]; uniform vec2 uf_fragCoordScale; #endif TEXTURE_LAYOUT(1, 1, 0) uniform sampler2DArray textureUnitPS1;// Tex1 addr 0xf4fb1000 res 320x180x6 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; layout(location = 2) out vec4 passPixelColor2; layout(location = 3) out vec4 passPixelColor3; 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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } 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 R6f = vec4(0.0); vec4 R7f = vec4(0.0); vec4 R8f = vec4(0.0); vec4 R9f = vec4(0.0); vec4 R10f = vec4(0.0); vec4 R11f = vec4(0.0); vec4 R122f = 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; // 0 R1f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * 1.0 + R0f.x); R1f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * 1.0 + R0f.y); R0f.z = roundEven(0.0); PV0f.z = R0f.z; R1f.w = intBitsToFloat(uf_remappedPS[1].y)/resYScale * intBitsToFloat(uf_remappedPS[1].y); PV0f.w = R1f.w; R2f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * 2.0 + R0f.x); PS0f = R2f.x; // 1 R3f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); R2f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * 2.0 + R0f.y); R1f.z = PV0f.z; R2f.w = intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.w; R2f.z = PV0f.z; PS1f = R2f.z; // 2 R5f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * 1.0 + R0f.x); R3f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); R3f.z = R0f.z; R5f.w = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * 1.0 + R0f.y); R6f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * 2.0 + R0f.x); PS0f = R6f.x; R4f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz); R1f.xyz = (texture(textureUnitPS1, vec3(R1f.x,R1f.y,R1f.z)).xyz); R2f.xyz = (texture(textureUnitPS1, vec3(R2f.x,R2f.y,R2f.z)).xyz); R3f.xyz = (texture(textureUnitPS1, vec3(R3f.x,R3f.y,R3f.z)).xyz); // 0 backupReg0f = R1f.x; R1f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); R123f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R1f.y + R4f.y); PV0f.y = R123f.y; R123f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * backupReg0f + R4f.x); PV0f.z = R123f.z; R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R1f.z + R4f.z); PV0f.w = R123f.w; R0f.z = roundEven(1.0); PS0f = R0f.z; // 1 R123f.x = (R1f.w * R2f.x + PV0f.z); PV1f.x = R123f.x; R123f.y = (R1f.w * R2f.z + PV0f.w); PV1f.y = R123f.y; R5f.z = PS0f; R123f.w = (R1f.w * R2f.y + PV0f.y); PV1f.w = R123f.w; R6f.y = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * 2.0 + R0f.y); PS1f = R6f.y; // 2 R11f.x = (R2f.w * R3f.x + PV1f.x); R11f.y = (R2f.w * R3f.y + PV1f.w); R11f.z = (R2f.w * R3f.z + PV1f.y); R6f.w = R0f.z; R1f.y = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); PS0f = R1f.y; // 3 R2f.x = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * 1.0 + R0f.x); R2f.y = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * 1.0 + R0f.y); R1f.z = R0f.z; R4f.w = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * 2.0 + R0f.x); R8f.z = roundEven(2.0); PS1f = R8f.z; // 4 R8f.x = R0f.x; R8f.y = R0f.y; R2f.z = PS1f; R9f.w = R0f.y; R9f.z = roundEven(intBitsToFloat(0x40400000)); PS0f = R9f.z; // 5 R9f.x = R0f.x; R3f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz); R7f.xyz = (texture(textureUnitPS1, vec3(R8f.x,R8f.y,R8f.z)).xyz); R10f.xyz = (texture(textureUnitPS1, vec3(R9f.x,R9f.w,R9f.z)).xyz); R5f.xyz = (texture(textureUnitPS1, vec3(R5f.x,R5f.w,R5f.z)).xyz); // 0 backupReg0f = R3f.x; R3f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R5f.z + R3f.z); R4f.y = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * 2.0 + R0f.y); R3f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R5f.y + R3f.y); R5f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R5f.x + backupReg0f); R4f.z = R8f.z; PS0f = R4f.z; R6f.xyz = (texture(textureUnitPS1, vec3(R6f.x,R6f.y,R6f.w)).xyz); R1f.xyz = (texture(textureUnitPS1, vec3(R1f.x,R1f.y,R1f.z)).xyz); R2f.xyz = (texture(textureUnitPS1, vec3(R2f.x,R2f.y,R2f.z)).xyz); R4f.xyz = (texture(textureUnitPS1, vec3(R4f.w,R4f.y,R4f.z)).xyz); // 0 R123f.x = (R1f.w * R6f.y + R3f.z); PV0f.x = R123f.x; R123f.y = (R1f.w * R6f.z + R3f.x); PV0f.y = R123f.y; R127f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R2f.y + R7f.y); R123f.w = (R1f.w * R6f.x + R5f.w); PV0f.w = R123f.w; R3f.x = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); PS0f = R3f.x; // 1 backupReg0f = R2f.x; backupReg1f = R2f.z; R2f.x = (R2f.w * R1f.x + PV0f.w); R2f.y = (R2f.w * R1f.y + PV0f.x); R2f.z = (R2f.w * R1f.z + PV0f.y); R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * backupReg0f + R7f.x); PV1f.w = R123f.w; R122f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * backupReg1f + R7f.z); PS1f = R122f.x; // 2 R8f.x = (R1f.w * R4f.y + R127f.z); R1f.y = (R1f.w * R4f.z + PS1f); R3f.z = R8f.z; R5f.w = (R1f.w * R4f.x + PV1f.w); R3f.y = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); PS0f = R3f.y; // 3 R4f.x = (intBitsToFloat(uf_remappedPS[4].x)/resXScale * 1.0 + R0f.x); R4f.y = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * 1.0 + R0f.y); R4f.z = R9f.z; R8f.w = (intBitsToFloat(uf_remappedPS[4].x)/resXScale * 2.0 + R0f.x); R8f.y = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * 2.0 + R0f.y); PS1f = R8f.y; // 4 backupReg0f = R0f.x; backupReg1f = R0f.y; R0f.x = (intBitsToFloat(uf_remappedPS[4].x)/resXScale * intBitsToFloat(0x40400000) + backupReg0f); R0f.y = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * intBitsToFloat(0x40400000) + backupReg1f); R8f.z = R9f.z; R0f.w = R9f.z; R3f.xyz = (texture(textureUnitPS1, vec3(R3f.x,R3f.y,R3f.z)).xyz); R4f.xyz = (texture(textureUnitPS1, vec3(R4f.x,R4f.y,R4f.z)).xyz); R9f.xyz = (texture(textureUnitPS1, vec3(R8f.w,R8f.y,R8f.z)).xyz); R0f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.w)).xyz); // 0 backupReg0f = R1f.y; R1f.x = (R2f.w * R3f.x + R5f.w); R1f.y = (R2f.w * R3f.y + R8f.x); R1f.z = (R2f.w * R3f.z + backupReg0f); R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R4f.z + R10f.z); PV0f.w = R123f.w; // 1 R123f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R4f.y + R10f.y); PV1f.y = R123f.y; R123f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R4f.x + R10f.x); PV1f.z = R123f.z; R123f.w = (R1f.w * R9f.z + PV0f.w); PV1f.w = R123f.w; // 2 R123f.x = (R1f.w * R9f.x + PV1f.z); PV0f.x = R123f.x; R9f.z = (R2f.w * R0f.z + PV1f.w); R123f.w = (R1f.w * R9f.y + PV1f.y); PV0f.w = R123f.w; // 3 R9f.x = (R2f.w * R0f.x + PV0f.x); PV1f.x = R9f.x; R9f.y = (R2f.w * R0f.y + PV0f.w); PV1f.y = R9f.y; // 4 R6f.xyz = vec3(PV1f.x,PV1f.y,R9f.z); R6f.w = R9f.w; // 5 R5f.xyz = vec3(R1f.x,R1f.y,R1f.z); R5f.w = R1f.w; // 6 R4f.xyz = vec3(R2f.x,R2f.y,R2f.z); R4f.w = R2f.w; // 7 R3f.xyz = vec3(R11f.x,R11f.y,R11f.z); R3f.w = R11f.w; // export passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); passPixelColor1 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); passPixelColor2 = vec4(R5f.x, R5f.y, R5f.z, R5f.w); passPixelColor3 = vec4(R6f.x, R6f.y, R6f.z, R6f.w); }