#version 420 #extension GL_ARB_texture_gather : enable // shader de960d36a997b34d // Divine Laser Beams Customizer - beams // Credit for hsv functions below // http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl #define RAINBOW_EFFECT $rainbow // [0 or 1] set it to 1 to enable rainbow beams effect. in that case, HUE_ROTATION is ignored #define DISABLE_BEAMS $disableBeams // [0 or 1] set it to 1 to hide the lasers completely #define HUE_ROTATION $hue //[0, 360] where 0 and 360 is unchanged Hue and 180 is completely opposite Hue. Check http://i.imgur.com/5UpyIGh.png #define SATURATION_FACTOR 1.0 //[0.0, 1.0] 1.0 means unchanged Saturation, 0.0 means completely desaturated. Values above 1.0 are accepted, but they may cause clipping #define VALUE_FACTOR 1.0 //same as above; applies to Value #define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; uniform ivec4 uf_remappedPS[3]; uniform float uf_alphaTestRef; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x210b5000 res 200x200x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x2188b000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 0 0 border: 0 layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 2) in vec4 passParameterSem3; layout(location = 3) in vec4 passParameterSem4; layout(location = 4) in vec4 passParameterSem5; layout(location = 5) in vec4 passParameterSem8; layout(location = 6) in vec4 passParameterSem12; layout(location = 7) in vec4 passParameterSem14; 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; } vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } void main() { #if (DISABLE_BEAMS == 1) && (RAINBOW_EFFECT == 0) discard; #endif 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 R7f = vec4(0.0); vec4 R123f = 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 = passParameterSem3; R3f = passParameterSem4; R4f = passParameterSem5; R5f = passParameterSem8; R6f = passParameterSem12; R7f = passParameterSem14; R1f.w = (texture(textureUnitPS0, R5f.xy).x); // 0 backupReg0f = R4f.y; R127f.x = 1.0; R4f.y = R5f.w + 0.0; R3f.z = -(R3f.y) + backupReg0f; R123f.w = (R1f.w * 2.0 + -(1.0)); PV0f.w = R123f.w; PS0f = 1.0 / R2f.w; // 1 backupReg0f = R5f.z; R5f.x = mul_nonIEEE(R2f.x, PS0f); R5f.y = mul_nonIEEE(R2f.y, PS0f); R5f.z = R0f.x + -(R1f.x); R5f.w = R0f.y + -(R1f.y); R4f.x = (PV0f.w * intBitsToFloat(0x3dcccccd) + backupReg0f); PS1f = R4f.x; // 2 backupReg0f = R6f.y; tempf.x = dot(vec4(R6f.x,backupReg0f,R6f.z,R127f.x),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),intBitsToFloat(uf_remappedPS[0].w))); PV0f.x = tempf.x; PV0f.y = tempf.x; PV0f.z = tempf.x; PV0f.w = tempf.x; R6f.y = tempf.x; R6f.x = 1.0 / R2f.w; PS0f = R6f.x; R5f.x = (texture(textureUnitPS4, R5f.xy).x); R4f.xyzw = (texture(textureUnitPS1, R4f.xy).xyzw); // 0 R127f.x = mul_nonIEEE(R0f.w, R4f.w); R127f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R5f.x) + intBitsToFloat(uf_remappedPS[1].x)); PV0f.z = -(R3f.y) + -(R6f.y); PV0f.w = R2f.z * R6f.x; PS0f = 1.0 / R3f.z; // 1 PV1f.x = mul_nonIEEE(PV0f.z, PS0f); PV1f.x = clamp(PV1f.x, 0.0, 1.0); R123f.y = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[1].w)) + -(intBitsToFloat(uf_remappedPS[1].y))); PV1f.y = R123f.y; R127f.w = R0f.z + -(R1f.z); R0f.x = (mul_nonIEEE(R5f.z,R4f.x) + R1f.x); PS1f = R0f.x; // 2 R0f.y = (mul_nonIEEE(R5f.w,R4f.y) + R1f.y); R127f.z = mul_nonIEEE(R127f.x, PV1f.x); R127f.z = clamp(R127f.z, 0.0, 1.0); PS0f = 1.0 / PV1f.y; // 3 R0f.z = (mul_nonIEEE(R127f.w,R4f.z) + R1f.z); PV1f.w = -(intBitsToFloat(uf_remappedPS[1].z)) * PS0f; R127f.w = 1.0 / intBitsToFloat(uf_remappedPS[2].y); PS1f = R127f.w; // 4 PV0f.x = -(PV1f.w) + R127f.y; // 5 PV1f.z = PV0f.x * R127f.w; PV1f.z = clamp(PV1f.z, 0.0, 1.0); // 6 PV0f.y = mul_nonIEEE(R127f.z, PV1f.z); // 7 PV1f.x = mul_nonIEEE(R3f.x, PV0f.y); // 8 R0f.w = mul_nonIEEE(R7f.w, PV1f.x); // export if( ((vec4(R0f.x, R0f.y, R0f.z, R0f.w)).a > uf_alphaTestRef) == false) discard; passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); vec3 colhsv = rgb2hsv(passPixelColor0.rgb); #if (RAINBOW_EFFECT == 1) passPixelColor0.rgb = hsv2rgb(vec3(mod(colhsv.x + 3.0*R5f.y, 1.0), colhsv.y*SATURATION_FACTOR, colhsv.z*VALUE_FACTOR)); #else passPixelColor0.rgb = hsv2rgb(vec3(mod(colhsv.x + hueRotation, 1.0), colhsv.y*SATURATION_FACTOR, colhsv.z*VALUE_FACTOR)); #endif passPixelColor0.a *= ALPHA_FACTOR; }