#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : 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 8d638f35cebd14dc //banding fix TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x48ab0000 res 8x256x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x9 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem2; layout(location = 3) in vec4 passParameterSem3; layout(location = 0) out vec4 passPixelColor0; layout(location = 1) out vec4 passPixelColor1; highp float lineRand(vec2 co) { highp float a = 12.9898; highp float b = 78.233; highp float c = 43758.5453; highp float dt = dot(co.xy, vec2(a, b)); highp float sn = mod(dt, 3.14); return fract(sin(sn) * c); } #ifdef VULKAN layout(set = 1, binding = 1) uniform ufBlock { uniform vec4 uf_fragCoordScale; }; #else uniform vec2 uf_fragCoordScale; #endif 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 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; R1f = passParameterSem1; R2f = passParameterSem2; R3f = passParameterSem3; R3f.xy = R3f.xy - (lineRand(gl_FragCoord.xy)*0.0075); R3f.xyz = (texture(textureUnitPS0, R3f.xy).xyz); // 0 R123f.x = (mul_nonIEEE(R0f.z,R3f.z) + 0.0); PV0f.x = R123f.x; R123f.y = (mul_nonIEEE(R0f.y,R3f.y) + 0.0); PV0f.y = R123f.y; R123f.z = (mul_nonIEEE(R0f.x,R3f.x) + 0.0); PV0f.z = R123f.z; R3f.w = R0f.w + 0.0; R3f.w = clamp(R3f.w, 0.0, 1.0); R0f.w = 1.0; PS0f = R0f.w; // 1 PV1f.x = R2f.z * R2f.z; R127f.y = PV0f.x + 0.0; R127f.y = clamp(R127f.y, 0.0, 1.0); R127f.z = PV0f.y + 0.0; R127f.z = clamp(R127f.z, 0.0, 1.0); R127f.w = PV0f.z + 0.0; R127f.w = clamp(R127f.w, 0.0, 1.0); PV1f.w = R127f.w; // 2 tempf.x = dot(vec4(R2f.x,R2f.y,PV1f.x,-0.0),vec4(R2f.x,R2f.y,1.0,0.0)); PV0f.x = tempf.x; PV0f.y = tempf.x; PV0f.z = tempf.x; PV0f.w = tempf.x; PS0f = R1f.x + -(PV1f.w); // 3 R3f.x = (mul_nonIEEE(PS0f,R1f.w) + R127f.w); PV1f.z = R1f.z + -(R127f.y); PV1f.w = R1f.y + -(R127f.z); tempResultf = 1.0 / sqrt(PV0f.x); R127f.x = tempResultf; R127f.x /= 2.0; PS1f = R127f.x; // 4 R0f.x = (mul_nonIEEE(R2f.x,PS1f) + 0.5); R3f.y = (mul_nonIEEE(PV1f.w,R1f.w) + R127f.z); R3f.z = (mul_nonIEEE(PV1f.z,R1f.w) + R127f.y); R0f.y = (mul_nonIEEE(R2f.y,PS1f) + 0.5); PS0f = R0f.y; // 5 R0f.z = (mul_nonIEEE(R2f.z,R127f.x) + 0.5); PV1f.z = R0f.z; // 6 R1f.xyz = vec3(R0f.x,R0f.y,PV1f.z); R1f.w = R0f.w; // 7 R0f.xyz = vec3(R3f.x,R3f.y,R3f.z); R0f.w = R3f.w; // export passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); }