#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 4667735a97db3c53 // start of shader inputs/outputs, predetermined by Cemu. Do not touch //workaround flashing squares / broken alpha #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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif #ifdef VULKAN layout(set = 1, binding = 2) uniform ufBlock { uniform ivec4 uf_remappedPS[1]; uniform float uf_alphaTestRef; uniform vec4 uf_fragCoordScale; }; #else uniform ivec4 uf_remappedPS[1]; uniform float uf_alphaTestRef; uniform vec2 uf_fragCoordScale; #endif TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; TEXTURE_LAYOUT(3, 1, 1) uniform sampler2D textureUnitPS3; layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem3; layout(location = 2) in vec4 passParameterSem4; layout(location = 3) in vec4 passParameterSem9; layout(location = 0) out vec4 passPixelColor0; // end of shader inputs/outputs 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 = passParameterSem3; R2f = passParameterSem4; R3f = passParameterSem9; R3f.xw = (texture(textureUnitPS0, R3f.xy).xw); // 0 backupReg0f = R0f.w; R123f.x = (R3f.w * 2.0 + -(1.0)); PV0f.x = R123f.x; R123f.y = (R3f.x * 2.0 + -(1.0)); PV0f.y = R123f.y; R127f.z = mul_nonIEEE(R1f.w, R3f.w); PV0f.w = 0.0; R1f.w = backupReg0f * 1.0; R1f.w = clamp(R1f.w, 0.0, 1.0); PS0f = R1f.w; // 1 PV1f.x = R2f.w + PV0f.w; PV1f.z = PV0f.y * intBitsToFloat(0x41c80000); PV1f.w = PV0f.x * intBitsToFloat(0x41c80000); // 2 PV0f.x = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[0].y)); PV0f.y = mul_nonIEEE(PV1f.z, intBitsToFloat(uf_remappedPS[0].x)); R127f.w = 1.0 / PV1f.x; PS0f = R127f.w; // 3 PV1f.y = mul_nonIEEE(PV0f.x, R127f.z); PV1f.w = mul_nonIEEE(PV0f.y, R127f.z); // 4 backupReg0f = R0f.w; PV0f.z = mul_nonIEEE(R0f.w, PV1f.w); PV0f.w = mul_nonIEEE(backupReg0f, PV1f.y); // 5 PV1f.x = R2f.y + PV0f.w; PV1f.y = R2f.x + PV0f.z; // 6 R2f.x = mul_nonIEEE(PV1f.y, R127f.w); R2f.y = mul_nonIEEE(PV1f.x, R127f.w); R2f.xyz = (texture(textureUnitPS3, R2f.xy).xyz); // 0 R1f.x = mul_nonIEEE(R0f.x, R2f.x); R1f.y = mul_nonIEEE(R0f.y, R2f.y); R1f.z = mul_nonIEEE(R0f.z, R2f.z); // export if( ((vec4(R1f.x, R1f.y, R1f.z, R1f.w)).a > uf_alphaTestRef) == false) discard; passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, 0.0); //passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); }