#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 79ba8affb269f61c // Checked against output from mGBA (191/255 = Wii U is 74.90196078431373‬% darker) // verified on Fire Emblem and Minish Cap uniform vec2 uf_fragCoordScale; layout(binding = 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem128; layout(location = 1) in vec4 passParameterSem129; 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){ 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); 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 = passParameterSem129; R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); // 0 backupReg0f = R0f.x; backupReg1f = R0f.y; backupReg2f = R0f.z; backupReg3f = R0f.w; R0f.x = mul_nonIEEE(backupReg0f, R1f.x); R0f.y = mul_nonIEEE(backupReg1f, R1f.y); R0f.z = mul_nonIEEE(backupReg2f, R1f.z); R0f.w = mul_nonIEEE(backupReg3f, R1f.w); // export passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)*float(1.335078534031414); }