#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader d5d751973ea3d3b4 // menu background box blur, initial downscaling. // 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[3]; }; #else uniform ivec4 uf_remappedVS[3]; #endif ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; }; layout(location = 0) out vec4 passParameterSem1; layout(location = 1) out vec4 passParameterSem3; // end of shader inputs/outputs const float resScale = float($height)/float($gameHeight); 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 R124f = vec4(0.0); vec4 R125f = vec4(0.0); vec4 R126f = vec4(0.0); vec4 R127f = vec4(0.0); uvec4 attrDecoder; 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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); attrDecoder.xyz = attrDataSem0.xyz; attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); attrDecoder.w = 0; R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); // 0 PV0f.x = (R1f.x > 0.0)?1.0:0.0; PV0f.y = (0.0 > R1f.y)?1.0:0.0; PV0f.z = (0.0 > R1f.x)?1.0:0.0; PV0f.w = (R1f.y > 0.0)?1.0:0.0; R1f.z = 0.0; PS0f = R1f.z; // 1 R1f.x = PV0f.x + -(PV0f.z); PV1f.x = R1f.x; PV1f.y = PV0f.w + -(PV0f.y); R127f.z = intBitsToFloat(uf_remappedVS[0].x); R1f.w = 1.0; R126f.z = intBitsToFloat(uf_remappedVS[0].y); PS1f = R126f.z; // 2 R127f.x = -(intBitsToFloat(uf_remappedVS[0].x)/resScale); R1f.y = PV1f.y; R123f.z = (-(PV1f.y) * 0.5 + 0.5); PV0f.z = R123f.z; R123f.w = (PV1f.x * 0.5 + 0.5); PV0f.w = R123f.w; R126f.x = -(intBitsToFloat(uf_remappedVS[0].y)/resScale); PS0f = R126f.x; // 3 R125f.x = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedVS[1].w)) + intBitsToFloat(uf_remappedVS[1].y)/resScale); R127f.y = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedVS[1].z)) + intBitsToFloat(uf_remappedVS[1].x)/resScale); PV1f.y = R127f.y; // 4 backupReg0f = R127f.z; backupReg0f = R127f.z; R124f.x = mul_nonIEEE(R126f.x, intBitsToFloat(uf_remappedVS[2].x)); PV0f.x = R124f.x; R126f.y = mul_nonIEEE(R127f.x, intBitsToFloat(uf_remappedVS[2].x)); R127f.z = mul_nonIEEE(R126f.z, intBitsToFloat(uf_remappedVS[2].x)); R127f.w = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedVS[2].x)); PV0f.w = R127f.w; R126f.w = backupReg0f + PV1f.y; PS0f = R126f.w; // 5 PV1f.x = R126f.x + R125f.x; R125f.y = R127f.x + R127f.y; PV1f.z = R126f.z + R125f.x; R0f.w = R125f.x + PV0f.x; R0f.x = R127f.y + PV0f.w; PS1f = R0f.x; // 6 R2f.x = R127f.w + R126f.w; R0f.y = R125f.x + R127f.z; R0f.z = R127f.y + R126f.y; R2f.w = R124f.x + PV1f.x; R2f.y = R127f.z + PV1f.z; PS0f = R2f.y; // 7 R2f.z = R126f.y + R125f.y; // export SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); // export passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); // 0 }