#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 b5082db8c1a44514 //BGblur vert const float dither = $dither ; #ifdef VULKAN layout(set = 1, binding = 1) uniform ufBlock { uniform ivec4 uf_uniformRegisterPS[256]; uniform vec4 uf_fragCoordScale; }; #else uniform ivec4 uf_uniformRegisterPS[256]; uniform vec2 uf_fragCoordScale; #endif TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e14800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1 layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; 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); } 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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));} void main() { ivec4 R0i = ivec4(0); ivec4 R1i = ivec4(0); ivec4 R2i = ivec4(0); ivec4 R3i = ivec4(0); ivec4 R4i = ivec4(0); ivec4 R123i = ivec4(0); 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; R0i = floatBitsToInt(passParameterSem0); R0i.xy = floatBitsToInt(passParameterSem0.xy- (lineRand(gl_FragCoord.xy)*0.001*dither)).xy; if( activeMaskStackC[1] == true ) { R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw); } if( activeMaskStackC[1] == true ) { // 0 R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(uf_uniformRegisterPS[11].x))); R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(uf_uniformRegisterPS[11].x))); R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(uf_uniformRegisterPS[11].x))); R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(uf_uniformRegisterPS[11].x))); R0i.w = 0x00000001; PS0i = R0i.w; // 1 R0i.z = uf_uniformRegisterPS[22].x + int(1); } while( activeMaskStackC[1] == true ) { if( activeMaskStackC[1] == true ) { // 0 R1i.x = (R0i.z > R0i.w)?int(0xFFFFFFFF):int(0x0); // 1 predResult = (R1i.x != 0); if( predResult == false ) break; } if( activeMaskStackC[1] == true ) { // 0 backupReg0i = R0i.w; backupReg0i = R0i.w; R0i.w = backupReg0i + int(1); R3i.z = floatBitsToInt(float(backupReg0i)); PS0i = R3i.z; // 1 tempResultf = intBitsToFloat(PS0i); tempResultf = floor(tempResultf); tempResultf = clamp(tempResultf, -256.0, 255.0); ARi.x = int(tempResultf); PV1i.x = floatBitsToInt(tempResultf); // 2 R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.x)) + vec3(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y),-(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x)))); R1i.w = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y))); } if( activeMaskStackC[1] == true ) { R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyzw); R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.zw)).xyzw); } if( activeMaskStackC[1] == true ) { // 0 tempResultf = intBitsToFloat(R3i.z); tempResultf = floor(tempResultf); tempResultf = clamp(tempResultf, -256.0, 255.0); ARi.x = int(tempResultf); PV0i.x = floatBitsToInt(tempResultf); // 1 R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.z))); PV1i.x = R123i.x; R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.y))); PV1i.y = R123i.y; R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.w))); PV1i.z = R123i.z; R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.x))); PV1i.w = R123i.w; // 2 R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.w))); R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.y))); R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.x))); R4i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.z))); } } // export passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); }