#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 8f3c56388d6f5acb // Used for: Changes the brightness of the cutscenes in the japanese version of the game. #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 = 4) uniform ufBlock { uniform ivec4 uf_remappedPS[3]; uniform vec4 uf_fragCoordScale; }; #else uniform ivec4 uf_remappedPS[3]; uniform vec2 uf_fragCoordScale; #endif TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1; TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2; TEXTURE_LAYOUT(3, 1, 3) uniform sampler2D textureUnitPS3; layout(location = 0) in vec4 passParameterSem128; layout(location = 0) out vec4 passPixelColor0; 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() { vec4 R0f = vec4(0.0); vec4 R1f = vec4(0.0); vec4 R2f = vec4(0.0); vec4 R3f = vec4(0.0); vec4 R4f = vec4(0.0); vec4 R5f = vec4(0.0); vec4 R6f = vec4(0.0); vec4 R123f = vec4(0.0); vec4 R126f = 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 = passParameterSem128; R1f.xyzw = (texture(textureUnitPS1, R0f.xy).xyzw); R4f.xyz = (texture(textureUnitPS3, R0f.xy).xyz); R5f.xyzw = (texture(textureUnitPS2, R0f.xy).xyzw); // 0 PV0f.x = intBitsToFloat(uf_remappedPS[0].y); PV0f.x *= 2.0; R3f.y = -(R5f.w) + 0.5; R3f.y *= 2.0; R3f.y = clamp(R3f.y, 0.0, 1.0); PV0f.z = R1f.w + -(0.5); PV0f.w = intBitsToFloat(uf_remappedPS[0].x); PV0f.w *= 2.0; R6f.w = 1.0; PS0f = R6f.w; // 1 backupReg0f = R0f.y; PV1f.y = max(PV0f.z, -(PV0f.z)); PV1f.y *= 2.0; R123f.z = (mul_nonIEEE(backupReg0f,PV0f.x) + -(intBitsToFloat(uf_remappedPS[0].y))); PV1f.z = R123f.z; R123f.w = (mul_nonIEEE(R0f.x,PV0f.w) + -(intBitsToFloat(uf_remappedPS[0].x))); PV1f.w = R123f.w; // 2 R2f.x = -(PV1f.y) + 1.0; R2f.x = clamp(R2f.x, 0.0, 1.0); PV0f.x = R2f.x; R0f.y = PV1f.z + intBitsToFloat(uf_remappedPS[1].y); R0f.z = PV1f.w + intBitsToFloat(uf_remappedPS[1].x); R2f.w = PV1f.w + 0.5; R2f.y = PV1f.z + 0.5; PS0f = R2f.y; // 3 R0f.w = mul_nonIEEE(PV0f.x, PV0f.x); PV1f.w = R0f.w; PS1f = 1.0 / PV0f.x; // 4 backupReg0f = R1f.y; backupReg1f = R1f.z; R3f.x = mul_nonIEEE(R1f.x, PV1f.w); R1f.y = mul_nonIEEE(backupReg0f, PV1f.w); R1f.z = PS1f + 0.0; R1f.w = mul_nonIEEE(backupReg1f, PV1f.w); R1f.x = (textureLod(textureUnitPS0, R0f.zy,0.0).x); R0f.x = (textureLod(textureUnitPS0, R2f.wy,0.0).x); // 0 backupReg0f = R0f.x; PV0f.x = R1f.x + backupReg0f; PV0f.x /= 2.0; PV0f.y = R1f.z * 0.25; PV0f.y = clamp(PV0f.y, 0.0, 1.0); // 1 PV1f.x = -(R2f.x) + PV0f.y; PV1f.x = clamp(PV1f.x, 0.0, 1.0); R126f.y = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[0].w)) + intBitsToFloat(uf_remappedPS[0].z)); PV1f.y = R126f.y; // 2 PV0f.x = PV1f.x + R0f.w; R127f.y = (mul_nonIEEE(R4f.z,PV1f.x) + R1f.w); R127f.z = (mul_nonIEEE(R4f.y,PV1f.x) + R1f.y); R127f.w = (mul_nonIEEE(R4f.x,PV1f.x) + R3f.x); R126f.w = mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[2].z)); PS0f = R126f.w; // 3 PS1f = 1.0 / PV0f.x; // 4 R127f.x = mul_nonIEEE(R127f.y, PS1f); PV0f.x = R127f.x; R127f.y = mul_nonIEEE(R127f.z, PS1f); PV0f.y = R127f.y; R127f.z = mul_nonIEEE(R127f.w, PS1f); PV0f.z = R127f.z; // 5 PV1f.x = R5f.z + -(PV0f.x); PV1f.y = R5f.y + -(PV0f.y); PV1f.z = R5f.x + -(PV0f.z); // 6 R123f.y = (mul_nonIEEE(PV1f.x,R3f.y) + R127f.x); PV0f.y = R123f.y; R123f.z = (mul_nonIEEE(PV1f.y,R3f.y) + R127f.y); PV0f.z = R123f.z; R123f.w = (mul_nonIEEE(PV1f.z,R3f.y) + R127f.z); PV0f.w = R123f.w; // 7 R123f.x = (mul_nonIEEE(PV0f.y,R126f.w) + PV0f.y); PV1f.x = R123f.x; R123f.y = (mul_nonIEEE(PV0f.z,R126f.w) + PV0f.z); PV1f.y = R123f.y; R123f.z = (mul_nonIEEE(PV0f.w,R126f.w) + PV0f.w); PV1f.z = R123f.z; // 8 R6f.x = (mul_nonIEEE(R126f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.z); R6f.x = clamp(R6f.x, 0.0, 1.0); R6f.y = (mul_nonIEEE(R126f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.y); R6f.y = clamp(R6f.y, 0.0, 1.0); R6f.z = (mul_nonIEEE(R126f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.x); R6f.z = clamp(R6f.z, 0.0, 1.0); // export passPixelColor0 = clamp(vec4(R6f.x, R6f.y, R6f.z, R6f.w)*$cutsceneBrightness, 0.0, 1.0); }