#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : 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 f9feadb214b483b7 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_uniformRegisterVS[256]; uniform vec2 uf_windowSpaceToClipSpaceTransform; }; #else uniform ivec4 uf_uniformRegisterVS[256]; uniform vec2 uf_windowSpaceToClipSpaceTransform; #endif 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 passParameterSem129; layout(location = 2) out vec4 passParameterSem130; layout(location = 3) out vec4 passParameterSem131; layout(location = 4) out vec4 passParameterSem132; layout(location = 5) out vec4 passParameterSem133; layout(location = 6) out vec4 passParameterSem134; layout(location = 0) out vec4 passParameterSem128; 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 Ri[128]; Ri[0] = ivec4(0); Ri[1] = ivec4(0); Ri[2] = ivec4(0); Ri[3] = ivec4(0); Ri[4] = ivec4(0); Ri[5] = ivec4(0); Ri[6] = ivec4(0); Ri[7] = ivec4(0); Ri[8] = ivec4(0); Ri[9] = ivec4(0); Ri[10] = ivec4(0); Ri[11] = ivec4(0); Ri[12] = ivec4(0); Ri[13] = ivec4(0); Ri[14] = ivec4(0); Ri[15] = ivec4(0); Ri[16] = ivec4(0); Ri[17] = ivec4(0); Ri[18] = ivec4(0); Ri[19] = ivec4(0); Ri[20] = ivec4(0); Ri[21] = ivec4(0); Ri[22] = ivec4(0); Ri[23] = ivec4(0); Ri[24] = ivec4(0); Ri[25] = ivec4(0); Ri[26] = ivec4(0); Ri[27] = ivec4(0); Ri[28] = ivec4(0); Ri[29] = ivec4(0); Ri[30] = ivec4(0); Ri[31] = ivec4(0); Ri[32] = ivec4(0); Ri[33] = ivec4(0); Ri[34] = ivec4(0); Ri[35] = ivec4(0); Ri[36] = ivec4(0); Ri[37] = ivec4(0); Ri[38] = ivec4(0); Ri[39] = ivec4(0); Ri[40] = ivec4(0); Ri[41] = ivec4(0); Ri[42] = ivec4(0); Ri[43] = ivec4(0); Ri[44] = ivec4(0); Ri[45] = ivec4(0); Ri[46] = ivec4(0); Ri[47] = ivec4(0); Ri[48] = ivec4(0); Ri[49] = ivec4(0); Ri[50] = ivec4(0); Ri[51] = ivec4(0); Ri[52] = ivec4(0); Ri[53] = ivec4(0); Ri[54] = ivec4(0); Ri[55] = ivec4(0); Ri[56] = ivec4(0); Ri[57] = ivec4(0); Ri[58] = ivec4(0); Ri[59] = ivec4(0); Ri[60] = ivec4(0); Ri[61] = ivec4(0); Ri[62] = ivec4(0); Ri[63] = ivec4(0); Ri[64] = ivec4(0); Ri[65] = ivec4(0); Ri[66] = ivec4(0); Ri[67] = ivec4(0); Ri[68] = ivec4(0); Ri[69] = ivec4(0); Ri[70] = ivec4(0); Ri[71] = ivec4(0); Ri[72] = ivec4(0); Ri[73] = ivec4(0); Ri[74] = ivec4(0); Ri[75] = ivec4(0); Ri[76] = ivec4(0); Ri[77] = ivec4(0); Ri[78] = ivec4(0); Ri[79] = ivec4(0); Ri[80] = ivec4(0); Ri[81] = ivec4(0); Ri[82] = ivec4(0); Ri[83] = ivec4(0); Ri[84] = ivec4(0); Ri[85] = ivec4(0); Ri[86] = ivec4(0); Ri[87] = ivec4(0); Ri[88] = ivec4(0); Ri[89] = ivec4(0); Ri[90] = ivec4(0); Ri[91] = ivec4(0); Ri[92] = ivec4(0); Ri[93] = ivec4(0); Ri[94] = ivec4(0); Ri[95] = ivec4(0); Ri[96] = ivec4(0); Ri[97] = ivec4(0); Ri[98] = ivec4(0); Ri[99] = ivec4(0); Ri[100] = ivec4(0); Ri[101] = ivec4(0); Ri[102] = ivec4(0); Ri[103] = ivec4(0); Ri[104] = ivec4(0); Ri[105] = ivec4(0); Ri[106] = ivec4(0); Ri[107] = ivec4(0); Ri[108] = ivec4(0); Ri[109] = ivec4(0); Ri[110] = ivec4(0); Ri[111] = ivec4(0); Ri[112] = ivec4(0); Ri[113] = ivec4(0); Ri[114] = ivec4(0); Ri[115] = ivec4(0); Ri[116] = ivec4(0); Ri[117] = ivec4(0); Ri[118] = ivec4(0); Ri[119] = ivec4(0); Ri[120] = ivec4(0); Ri[121] = ivec4(0); Ri[122] = ivec4(0); Ri[123] = ivec4(0); Ri[124] = ivec4(0); Ri[125] = ivec4(0); Ri[126] = ivec4(0); Ri[127] = 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; bool activeMaskStack[1]; bool activeMaskStackC[2]; activeMaskStackC[0] = false; activeMaskStack[0] = true; activeMaskStackC[0] = true; activeMaskStackC[1] = true; vec3 cubeMapSTM; int cubeMapFaceId; Ri[0] = ivec4(gl_VertexID, 0, 0, gl_InstanceID); attrDecoder = attrDataSem0; attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); Ri[1] = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); 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; Ri[2] = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0)); if( activeMaskStackC[1] == true ) { // 0 Ri[3].y = 0; PV0i.z = floatBitsToInt(intBitsToFloat(Ri[1].y) + intBitsToFloat(uf_uniformRegisterVS[0].y)/resXScale); PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); PV0i.w = floatBitsToInt(intBitsToFloat(Ri[1].x) + intBitsToFloat(uf_uniformRegisterVS[0].x)/resXScale); PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); // 1 PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + -(1.0)); Ri[1].x = floatBitsToInt(intBitsToFloat(PV0i.w) + -(1.0)); PS1i = Ri[1].x; // 2 Ri[1].y = floatBitsToInt(intBitsToFloat(PV1i.x) * -(1.0)); // 3 Ri[16].xyz = ivec3(Ri[1].x,Ri[1].y,Ri[1].z); Ri[16].w = Ri[1].w; } while( activeMaskStackC[1] == true ) { if( activeMaskStackC[1] == true ) { // 0 Ri[0].z = (0x00000006 > Ri[3].y)?int(0xFFFFFFFF):int(0x0); // 1 predResult = (Ri[0].z != 0); if( predResult == false ) break; } if( activeMaskStackC[1] == true ) { // 0 backupReg0i = Ri[3].y; backupReg0i = Ri[3].y; Ri[1].x = Ri[3].y + 0x00000008; Ri[3].y = backupReg0i + int(1); Ri[127].z = floatBitsToInt(float(backupReg0i)); PS0i = Ri[127].z; // 1 tempResultf = intBitsToFloat(PS0i); tempResultf = floor(tempResultf); tempResultf = clamp(tempResultf, -256.0, 255.0); ARi.x = int(tempResultf); PV1i.x = floatBitsToInt(tempResultf); // 2 PV0i.x = floatBitsToInt(intBitsToFloat(Ri[2].y) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].y)/resXScale); PV0i.y = floatBitsToInt(intBitsToFloat(Ri[2].x) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].x)/resXScale); PV0i.z = floatBitsToInt(intBitsToFloat(Ri[2].y) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].w)/resXScale); PV0i.w = floatBitsToInt(intBitsToFloat(Ri[2].x) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].z)/resXScale); // 3 PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_uniformRegisterVS[1].y))); PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_uniformRegisterVS[1].x))); PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_uniformRegisterVS[1].x))); PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_uniformRegisterVS[1].y))); // 4 Ri[0].xyz = floatBitsToInt(vec3(intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.w),intBitsToFloat(PV1i.z)) + vec3(intBitsToFloat(uf_uniformRegisterVS[1].z)/resXScale,intBitsToFloat(uf_uniformRegisterVS[1].w)/resXScale,intBitsToFloat(uf_uniformRegisterVS[1].z)/resXScale)); Ri[0].w = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(uf_uniformRegisterVS[1].w)/resXScale); // 5 tempResulti = Ri[1].x; tempResulti = clamp(tempResulti, -256, 255); ARi.x = tempResulti; PV1i.x = tempResulti; // 6 Ri[10+ARi.x].x = Ri[0].x; Ri[10+ARi.x].y = Ri[0].y; Ri[10+ARi.x].z = Ri[0].z; Ri[10+ARi.x].w = Ri[0].w; } } if( activeMaskStackC[1] == true ) { // 0 PV0i.x = floatBitsToInt(intBitsToFloat(Ri[2].y) + intBitsToFloat(uf_uniformRegisterVS[8].y)); PV0i.y = floatBitsToInt(intBitsToFloat(Ri[2].x) + intBitsToFloat(uf_uniformRegisterVS[8].x)); // 1 PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_uniformRegisterVS[1].y))); PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_uniformRegisterVS[1].x))); // 2 Ri[7].x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(uf_uniformRegisterVS[1].z)); Ri[7].y = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(uf_uniformRegisterVS[1].w)); // 3 Ri[17].x = Ri[7].x; Ri[17].y = Ri[7].y; // 4 Ri[2].xyz = ivec3(Ri[16].x,Ri[16].y,Ri[16].z); Ri[2].w = Ri[16].w; // 5 Ri[0].xyz = ivec3(Ri[18].x,Ri[18].y,Ri[18].z); Ri[0].w = Ri[18].w; // 6 Ri[10].xyz = ivec3(Ri[0].x,Ri[0].y,Ri[0].z); Ri[10].w = Ri[0].w; // 7 Ri[1].xyz = ivec3(Ri[19].x,Ri[19].y,Ri[19].z); Ri[1].w = Ri[19].w; // 8 Ri[11].xyz = ivec3(Ri[1].x,Ri[1].y,Ri[1].z); Ri[11].w = Ri[1].w; // 9 Ri[3].xyz = ivec3(Ri[20].x,Ri[20].y,Ri[20].z); Ri[3].w = Ri[20].w; // 10 Ri[12].xyz = ivec3(Ri[3].x,Ri[3].y,Ri[3].z); Ri[12].w = Ri[3].w; // 11 Ri[4].xyz = ivec3(Ri[21].x,Ri[21].y,Ri[21].z); Ri[4].w = Ri[21].w; // 12 Ri[13].xyz = ivec3(Ri[4].x,Ri[4].y,Ri[4].z); Ri[13].w = Ri[4].w; // 13 Ri[5].xyz = ivec3(Ri[22].x,Ri[22].y,Ri[22].z); Ri[5].w = Ri[22].w; // 14 Ri[6].xyz = ivec3(Ri[23].x,Ri[23].y,Ri[23].z); Ri[6].w = Ri[23].w; } // export SET_POSITION(vec4(intBitsToFloat(Ri[2].x), intBitsToFloat(Ri[2].y), intBitsToFloat(Ri[2].z), intBitsToFloat(Ri[2].w))); // export passParameterSem129 = vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w)); // export passParameterSem130 = vec4(intBitsToFloat(Ri[1].x), intBitsToFloat(Ri[1].y), intBitsToFloat(Ri[1].z), intBitsToFloat(Ri[1].w)); // export passParameterSem131 = vec4(intBitsToFloat(Ri[3].x), intBitsToFloat(Ri[3].y), intBitsToFloat(Ri[3].z), intBitsToFloat(Ri[3].w)); // export passParameterSem132 = vec4(intBitsToFloat(Ri[4].x), intBitsToFloat(Ri[4].y), intBitsToFloat(Ri[4].z), intBitsToFloat(Ri[4].w)); // export passParameterSem133 = vec4(intBitsToFloat(Ri[5].x), intBitsToFloat(Ri[5].y), intBitsToFloat(Ri[5].z), intBitsToFloat(Ri[5].w)); // export passParameterSem134 = vec4(intBitsToFloat(Ri[6].x), intBitsToFloat(Ri[6].y), intBitsToFloat(Ri[6].z), intBitsToFloat(Ri[6].w)); // export passParameterSem128 = vec4(intBitsToFloat(Ri[7].x), intBitsToFloat(Ri[7].y), intBitsToFloat(Ri[7].z), intBitsToFloat(Ri[7].z)); if( activeMaskStackC[1] == true ) { // 0 } }