#version 420 #extension GL_ARB_texture_gather : enable // shader 53422d4f43914447 // Monochromia // Sky // original shader dumped using cemu 1.11.0c, BotW 1.3.1 uniform ivec4 uf_remappedPS[5]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x3da26000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem6; layout(location = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; 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 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 = passParameterSem0; R1f = passParameterSem6; // 0 tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,-0.0),vec4(R1f.x,R1f.y,R1f.z,0.0)); PV0f.x = tempf.x; PV0f.y = tempf.x; PV0f.z = tempf.x; PV0f.w = tempf.x; R126f.x = intBitsToFloat(uf_remappedPS[0].z) + -(intBitsToFloat(uf_remappedPS[0].w)); PS0f = R126f.x; // 1 R2f.w = 1.0; tempResultf = 1.0 / sqrt(PV0f.x); PS1f = tempResultf; // 2 PV0f.x = mul_nonIEEE(R1f.x, PS1f); R127f.y = mul_nonIEEE(R1f.y, PS1f); PV0f.y = R127f.y; PV0f.z = mul_nonIEEE(R1f.z, PS1f); // 3 tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[1].x),intBitsToFloat(uf_remappedPS[1].y),intBitsToFloat(uf_remappedPS[1].z),-0.0),vec4(PV0f.x,PV0f.y,PV0f.z,0.0)); tempf.x /= 2.0; PV1f.x = tempf.x; PV1f.y = tempf.x; PV1f.z = tempf.x; PV1f.w = tempf.x; PS1f = PV0f.y; PS1f /= 2.0; // 4 R127f.x = PV1f.x + 0.5; PV0f.x = R127f.x; PV0f.y = R127f.y; PV0f.y = clamp(PV0f.y, 0.0, 1.0); R1f.z = PS1f + 0.5; // 5 R123f.x = (PV0f.x * intBitsToFloat(0xbc996e30) + intBitsToFloat(0x3d981626)); PV1f.x = R123f.x; PV1f.w = -(PV0f.x) + 1.0; tempResultf = log2(PV0f.y); if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; PS1f = tempResultf; // 6 PV0f.x = mul_nonIEEE(PS1f, intBitsToFloat(uf_remappedPS[0].y)); R123f.z = (mul_nonIEEE(R127f.x,PV1f.x) + intBitsToFloat(0xbe593484)); PV0f.z = R123f.z; PS0f = sqrt(PV1f.w); // 7 PV1f.x = PS0f * intBitsToFloat(0x3f22f983); R123f.y = (mul_nonIEEE(R127f.x,PV0f.z) + intBitsToFloat(0x3fc90da4)); PV1f.y = R123f.y; PS1f = exp2(PV0f.x); // 8 R1f.x = (mul_nonIEEE(PV1f.x,-(PV1f.y)) + 1.0); R0f.w = (mul_nonIEEE(R126f.x,PS1f) + intBitsToFloat(uf_remappedPS[0].w)); R1f.xyzw = (texture(textureUnitPS0, R1f.xz).xyzw); // 0 R126f.x = R1f.w + intBitsToFloat(uf_remappedPS[2].w); R126f.x = clamp(R126f.x, 0.0, 1.0); R127f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedPS[3].x)) + -(intBitsToFloat(uf_remappedPS[2].z))); R126f.z = mul_nonIEEE(R0f.x, R0f.w); // 1 R123f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[3].x)) + -(intBitsToFloat(uf_remappedPS[2].y))); PV1f.z = R123f.z; R123f.w = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[3].x)) + -(intBitsToFloat(uf_remappedPS[2].x))); PV1f.w = R123f.w; // 2 backupReg0f = R126f.x; backupReg1f = R127f.y; backupReg0f = R126f.x; backupReg0f = R126f.x; R126f.x = (mul_nonIEEE(PV1f.w,backupReg0f) + intBitsToFloat(uf_remappedPS[2].x)); PV0f.x = R126f.x; R127f.y = (mul_nonIEEE(backupReg1f,backupReg0f) + intBitsToFloat(uf_remappedPS[2].z)); PV0f.y = R127f.y; R127f.z = (mul_nonIEEE(PV1f.z,backupReg0f) + intBitsToFloat(uf_remappedPS[2].y)); PV0f.z = R127f.z; // 3 PV1f.x = -(PV0f.z) + intBitsToFloat(uf_remappedPS[4].y); PV1f.y = -(PV0f.x) + intBitsToFloat(uf_remappedPS[4].x); PV1f.w = -(PV0f.y) + intBitsToFloat(uf_remappedPS[4].z); // 4 R2f.x = (mul_nonIEEE(PV1f.y,R126f.z) + R126f.x); R2f.y = (mul_nonIEEE(PV1f.x,R126f.z) + R127f.z); R2f.z = (mul_nonIEEE(PV1f.w,R126f.z) + R127f.y); // export passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); float luma = dot(passPixelColor0.rgb, vec3(0.2126, 0.7152, 0.0722)); passPixelColor0.rgb = vec3(luma); }