#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader d9953dbd7354b119 // start of shader inputs/outputs, predetermined by Cemu. Do not touch #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 = 1) uniform ufBlock { uniform ivec4 uf_remappedPS[4]; uniform vec4 uf_fragCoordScale; }; #else uniform ivec4 uf_remappedPS[4]; uniform vec2 uf_fragCoordScale; #endif TEXTURE_LAYOUT(0, 1, 0) uniform sampler2DArray textureUnitPS0; layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; 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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } void main() { ivec4 R0i = ivec4(0); ivec4 R1i = ivec4(0); ivec4 R2i = ivec4(0); ivec4 R123i = ivec4(0); ivec4 R126i = ivec4(0); ivec4 R127i = 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; vec3 cubeMapSTM; int cubeMapFaceId; R0i = floatBitsToInt(passParameterSem0); R1i = floatBitsToInt(passParameterSem1); // 0 backupReg0i = R1i.z; R2i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[0].y) + intBitsToFloat(uf_remappedPS[1].y)); R2i.y = ((intBitsToFloat(R0i.w) > 0.0)?int(0xFFFFFFFF):int(0x0)); R1i.z = floatBitsToInt(roundEven(intBitsToFloat(backupReg0i))); R2i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[0].x) + intBitsToFloat(uf_remappedPS[1].x)); R1i.w = floatBitsToInt(texture(textureUnitPS0, vec3(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z))).w); // 0 backupReg0i = R0i.y; R127i.x = floatBitsToInt(intBitsToFloat(R0i.x) * intBitsToFloat(R2i.w)); PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[1].z)); PV0i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5)); PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); PV0i.w = ((intBitsToFloat(0x3f0a3d71) > intBitsToFloat(R1i.w))?int(0xFFFFFFFF):int(0x0)); R126i.w = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(R2i.x)); PS0i = R126i.w; // 1 R126i.x = floatBitsToInt(intBitsToFloat(R0i.z) * intBitsToFloat(PV0i.y)); R123i.y = ((PV0i.w == 0)?(PV0i.z):(0)); PV1i.y = R123i.y; PV1i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].y) + intBitsToFloat(uf_remappedPS[3].y)); PV1i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].x) + intBitsToFloat(uf_remappedPS[3].x)); // 2 backupReg0i = R0i.x; backupReg1i = R0i.y; PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.y) * intBitsToFloat(uf_remappedPS[3].w)); PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * intBitsToFloat(uf_remappedPS[1].w)); PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PV1i.w)); R127i.w = floatBitsToInt(intBitsToFloat(backupReg1i) * intBitsToFloat(PV1i.z)); // 3 PV1i.x = floatBitsToInt(intBitsToFloat(R0i.w) * intBitsToFloat(PV0i.y)); PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].z) + intBitsToFloat(uf_remappedPS[3].z)); PV1i.z = floatBitsToInt(-(intBitsToFloat(R0i.w)) * intBitsToFloat(PV0i.x)); R1i.x = ((R2i.y == 0)?(PV0i.z):(R127i.x)); PS1i = R1i.x; // 4 backupReg0i = R0i.z; R1i.y = ((R2i.y == 0)?(R127i.w):(R126i.w)); PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PV1i.y)); R1i.w = ((R2i.y == 0)?(PV1i.z):(PV1i.x)); // 5 R1i.z = ((R2i.y == 0)?(PV0i.z):(R126i.x)); // export passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), 0.); }