#version 420 #extension GL_ARB_texture_gather : enable #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 SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #define gl_VertexID gl_VertexIndex #define gl_InstanceID gl_InstanceIndex #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 #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif // This shaders was auto-converted from OpenGL to Cemu. // shader a5b3a5e5ab2938bc // Used for: Restoring the native BotW Anti-Aliasing implementation const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); #ifdef VULKAN layout(set = 1, binding = 3) 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; layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; // uf_fragCoordScale was moved to the ufBlock 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 R125f = 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 = passParameterSem1; R2f.w = (texture(textureUnitPS1, R0f.xy).x); R0f.xyzw = (textureGather(textureUnitPS2, R0f.xy).xyzw); // 0 backupReg0f = R0f.y; backupReg1f = R0f.x; PV0f.x = -(R2f.w) + R0f.w; PV0f.y = -(R2f.w) + R0f.z; PV0f.z = -(R2f.w) + backupReg0f; PV0f.w = -(R2f.w) + backupReg1f; PS0f = R2f.w + intBitsToFloat(uf_remappedPS[0].x); // 1 R127f.x = max(PV0f.w, -(PV0f.w)); PV1f.y = max(PV0f.z, -(PV0f.z)); R127f.z = max(PV0f.y, -(PV0f.y)); R127f.w = max(PV0f.x, -(PV0f.x)); PS1f = 1.0 / PS0f; // 2 R126f.x = intBitsToFloat(uf_remappedPS[1].w) * PS1f; R127f.y = PV1f.y * -(1.0); R126f.z = floor(R1f.y); R125f.w = floor(R1f.x); PV0f.w = R125f.w; PS0f = PV1f.y * -(1.0); // 3 tempf.x = dot(vec4(R127f.w,R127f.z,R127f.x,PS0f),vec4(1.0,-(1.0),1.0,1.0)); PV1f.x = tempf.x; PV1f.y = tempf.x; PV1f.z = tempf.x; PV1f.w = tempf.x; R126f.w = tempf.x; R126f.y = R1f.x + -(PV0f.w); PS1f = R126f.y; // 4 tempf.x = dot(vec4(R127f.w,R127f.x,R127f.z,R127f.y),vec4(1.0,-(1.0),1.0,1.0)); PV0f.x = tempf.x; PV0f.y = tempf.x; PV0f.z = tempf.x; PV0f.w = tempf.x; PS0f = R1f.y + -(R126f.z); // 5 R123f.x = (mul_nonIEEE(R126f.x,PV0f.x) + PS0f); R123f.x = clamp(R123f.x, 0.0, 1.0); PV1f.x = R123f.x; R123f.y = (mul_nonIEEE(R126f.x,R126f.w) + R126f.y); R123f.y = clamp(R123f.y, 0.0, 1.0); PV1f.y = R123f.y; // 6 PV0f.z = R126f.z + PV1f.x; PV0f.w = R125f.w + PV1f.y; // 7 R1f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[2].z)/resXScale) + R1f.z); R1f.y = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[2].w)/resYScale) + R1f.w); R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); // export passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); }