#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 bb50d2ee4fa87bc2 // Used for: Horizontal+Vertical Combat Targeting Blur const float resXScale = float($width)/float($gameWidth); const float resYScale = float($height)/float($gameHeight); #ifdef VULKAN layout(set = 0, binding = 1) uniform ufBlock { uniform ivec4 uf_remappedVS[5]; // uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 }; #else uniform ivec4 uf_remappedVS[5]; // uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 #endif // uf_windowSpaceToClipSpaceTransform was moved to the ufBlock TEXTURE_LAYOUT(32, 0, 0) uniform sampler2D textureUnitVS0; ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; }; layout(location = 1) out vec4 passParameterSem2; layout(location = 0) out vec4 passParameterSem0; layout(location = 2) out vec4 passParameterSem6; 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 R4i = ivec4(0); ivec4 R123i = ivec4(0); ivec4 R125i = ivec4(0); ivec4 R126i = 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.xyzw = attrDataSem0.xyzw; attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00); attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16)))); R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); attrDecoder.x = attrDataSem1.x; attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24)); attrDecoder.y = 0; attrDecoder.z = 0; attrDecoder.w = 0; attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3); if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00; if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00; if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00; attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0)); attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0)); attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0)); attrDecoder.w = floatBitsToUint(float(attrDecoder.w)); R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); // 0 backupReg0i = R0i.x; PV0i.x = 0x3f800000; PV0i.y = 0x40400000; PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0); R127i.w = 0x3f800000; R127i.x = 0xbf800000; PS0i = R127i.x; // 1 PV1i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081)); R0i.y = 0; R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000)); PV1i.z = R123i.z; R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000)); PV1i.w = R123i.w; R2i.w = 0x3f800000; PS1i = R2i.w; // 2 R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w)); PV0i.x = R2i.x; R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z)); PV0i.y = R2i.y; R2i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5)); R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0); R0i.w = 0x3d2aaaab; R1i.x = 0x3e000000; PS0i = R1i.x; // 3 R3i.x = uf_remappedVS[1].z; R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0); R1i.y = 0; R1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y))); R1i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z))); R1i.w = floatBitsToInt(intBitsToFloat(R1i.w) / 2.0); R4i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5)); PS1i = R4i.x; R0i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).x); R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz); // export SET_POSITION(vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w))); // export passParameterSem2 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); // 0 R127i.x = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5)); R4i.y = floatBitsToInt((intBitsToFloat(R1i.z) * 0.5 + 0.5)); PV0i.y = R4i.y; PV0i.z = floatBitsToInt(-(intBitsToFloat(R2i.y))); PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0); PV0i.w = R2i.x; PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); R126i.x = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5)); PS0i = R126i.x; // 1 R125i.x = uf_remappedVS[3].y; R125i.x = floatBitsToInt(intBitsToFloat(R125i.x) * 2.0); R126i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x))); R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0); PV1i.y = R126i.y; R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y))); PV1i.z = R123i.z; PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(R3i.x)); R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.w)); PS1i = R127i.z; // 2 PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(R126i.x)); PV0i.y = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R127i.x)); R126i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w) / resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.y))); R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z) / resXScale * 2.0 + intBitsToFloat(R4i.x))); PV0i.w = R123i.w; R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.w))); PS0i = R127i.y; // 3 backupReg0i = R127i.x; R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(R127i.z))); R123i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z) / resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R4i.x))); PV1i.y = R123i.y; R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PV0i.y))); R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(backupReg0i)); R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.x))); PS1i = R125i.z; // 4 R3i.x = PV1i.y; PV0i.z = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R126i.x)); R3i.w = R126i.z; R4i.z = R127i.y; PS0i = R4i.z; // 5 R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(R127i.w))); R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.x), intBitsToFloat(PV0i.z))); R1i.z = R127i.z; R4i.w = R127i.x; R1i.w = R125i.z; PS1i = R1i.w; // export passParameterSem0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); // export // skipped export to semanticId 255 // export passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w)); }