#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader bfe12dca99a601f2 // 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 gl_VertexID gl_VertexIndex #define gl_InstanceID gl_InstanceIndex #define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 #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 SET_POSITION(_v) gl_Position = _v #endif #ifdef VULKAN layout(set = 0, binding = 0) uniform ufBlock { uniform ivec4 uf_remappedVS[5]; }; #else uniform ivec4 uf_remappedVS[5]; #endif ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; }; layout(location = 0) out vec4 passParameterSem4; // 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() { ivec4 R0i = ivec4(0); ivec4 R1i = ivec4(0); ivec4 R2i = ivec4(0); ivec4 R3i = ivec4(0); ivec4 R123i = ivec4(0); ivec4 R127i = ivec4(0); uvec4 attrDecoder; 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 = ivec4(gl_VertexID, 0, 0, gl_InstanceID); attrDecoder.xy = attrDataSem0.xy; attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); attrDecoder.z = 0; attrDecoder.w = 0; R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0)); attrDecoder.xy = attrDataSem1.xy; attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); attrDecoder.z = 0; attrDecoder.w = 0; R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0)); // 0 R3i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R2i.x)),intBitsToFloat(uf_remappedVS[0].w)) + intBitsToFloat(uf_remappedVS[0].w))); R3i.x = clampFI32(R3i.x); R0i.z = 0xbf800000; R0i.w = 0x3f800000; PS0i = int(intBitsToFloat(R2i.y)); // 1 PV1i.x = 0xfffffffd + PS0i; PV1i.y = 0xfffffffe + PS0i; PV1i.z = int(-1) + PS0i; R127i.w = ((PS0i == 0)?(uf_remappedVS[1].x):(0)); R3i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R2i.x)),intBitsToFloat(uf_remappedVS[2].z)) + intBitsToFloat(uf_remappedVS[2].z))); R3i.z = clampFI32(R3i.z); PS1i = R3i.z; // 2 R127i.x = ((PV1i.x == 0)?(uf_remappedVS[1].w):(0)); R127i.y = ((PV1i.y == 0)?(uf_remappedVS[1].z):(0)); R123i.z = ((PV1i.z == 0)?(uf_remappedVS[1].y):(0)); PV0i.z = R123i.z; R3i.w = floatBitsToInt(-(intBitsToFloat(PS1i)) + 1.0); R3i.y = floatBitsToInt(-(intBitsToFloat(R3i.x)) + 1.0); PS0i = R3i.y; // 3 PV1i.w = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(PV0i.z)); // 4 PV0i.z = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(PV1i.w)); // 5 PV1i.y = floatBitsToInt(intBitsToFloat(R127i.x) + intBitsToFloat(PV0i.z)); // 6 PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedVS[2].x), intBitsToFloat(PV1i.y))); PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedVS[2].y), intBitsToFloat(PV1i.y))); // 7 PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(PV0i.x))); PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(PV0i.w))); // 8 R0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(uf_remappedVS[3].x)); PV0i.x = R0i.x; R0i.y = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(uf_remappedVS[3].y)); PV0i.y = R0i.y; // 9 R2i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5)); PV1i.x = R2i.x; R123i.z = floatBitsToInt((intBitsToFloat(PV0i.y) * 0.5 + 0.5)); PV1i.z = R123i.z; // 10 PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.x) + -(intBitsToFloat(uf_remappedVS[4].x))); R2i.y = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + 1.0); PV0i.y = R2i.y; R1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(uf_remappedVS[4].x)); PS0i = R1i.x; // 11 PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.y) + -(intBitsToFloat(uf_remappedVS[4].y))); R1i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(uf_remappedVS[4].y)); R1i.z = PV0i.x; // 12 R1i.w = PV1i.x; // export SET_POSITION(vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w))); // export // skipped export to semanticId 255 // export // passParameterSem4 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); // export // skipped export to semanticId 255 }