#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 gl_VertexID gl_VertexIndex #define gl_InstanceID gl_InstanceIndex #define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 #else #define SET_POSITION(_v) gl_Position = _v #endif #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 4c426260188ace42 //switch palace reflection vertical 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[5]; }; #else uniform ivec4 uf_remappedVS[5]; #endif ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; }; layout(location = 0) out vec4 passParameterSem0; 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 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 R127f.x = -(R1f.y); PV0f.x = R127f.x; R127f.y = (R1f.x > 0.0)?1.0:0.0; R127f.y /= 2.0; R126f.z = (0.0 > R1f.x)?1.0:0.0; R126f.z /= 2.0; R127f.w = 1.0; PV0f.w = R127f.w; R126f.x = intBitsToFloat(uf_remappedVS[0].w) * intBitsToFloat(0x3fae8a72)/resYScale; PS0f = R126f.x; // 1 R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); PV1f.x = R0f.x; PV1f.y = R0f.x; PV1f.z = R0f.x; PV1f.w = R0f.x; R127f.z = (PV0f.x > 0.0)?1.0:0.0; R127f.z /= 2.0; PS1f = R127f.z; // 2 tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); PV0f.x = tempf.x; PV0f.y = tempf.x; PV0f.z = tempf.x; PV0f.w = tempf.x; R0f.y = tempf.x; PS0f = (0.0 > R127f.x)?1.0:0.0; PS0f /= 2.0; // 3 backupReg0f = R127f.z; tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); PV1f.x = tempf.x; PV1f.y = tempf.x; PV1f.z = tempf.x; PV1f.w = tempf.x; R0f.z = tempf.x; R127f.z = backupReg0f + -(PS0f); PS1f = R127f.z; // 4 tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); PV0f.x = tempf.x; PV0f.y = tempf.x; PV0f.z = tempf.x; PV0f.w = tempf.x; R0f.w = tempf.x; PS0f = R127f.y + -(R126f.z); // 5 R1f.x = PS0f + 0.5; PV1f.y = R127f.z + 0.5; // 6 R1f.y = PV1f.y + -(R126f.x); R1f.z = PV1f.y + R126f.x; R1f.w = PV1f.y; // export SET_POSITION(vec4(R0f.x, R0f.y, R0f.z, R0f.w)); // export passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); // 0 }