#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_shading_language_packing : enable // shader 1a14de8e58d5b30a // AARestore v2 - restores native aa in game // original shader dumped using cemu 1.10.0f, BotW 1.3.1 const float resXScale = 6.0; const float resYScale = 6.0; uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1 layout(location = 0) in uvec4 attrDataSem0; layout(location = 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; }; layout(location = 2) out vec4 passParameterSem2; layout(location = 3) out vec4 passParameterSem4; layout(location = 0) out vec4 passParameterSem0; layout(location = 1) out vec4 passParameterSem1; layout(location = 4) 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 R5i = ivec4(0); ivec4 R123i = ivec4(0); ivec4 R124i = 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 = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0); R127i.y = 0x3f800000; PV0i.z = 0x3f800000; PV0i.w = 0x40400000; R127i.z = 0xbf800000; PS0i = R127i.z; // 1 R123i.x = ((PV0i.x == 0)?(PV0i.z):(0xc0400000)); PV1i.x = R123i.x; R123i.y = ((PV0i.x == 0)?(PV0i.w):(0xbf800000)); PV1i.y = R123i.y; R0i.z = 0; PV1i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081)); R2i.w = 0x3f800000; PS1i = R2i.w; // 2 R2i.x = ((R0i.x == 0)?(R127i.z):(PV1i.y)); PV0i.x = R2i.x; R2i.y = ((R0i.x == 0)?(R127i.y):(PV1i.x)); PV0i.y = R2i.y; R2i.z = floatBitsToInt(intBitsToFloat(PV1i.w) + -(0.5)); R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0); R0i.w = 0x3ec00000; R0i.x = 0x3eeaaaab; PS0i = R0i.x; // 3 R1i.x = 0x3d2aaaab; R0i.y = 0; R1i.z = 0; R1i.w = floatBitsToInt(-(intBitsToFloat(PV0i.y))); R5i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5)); PS1i = R5i.x; R3i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wz)).xyz); R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.xy)).xyz); R4i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xz)).y); // export gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); // 0 R127i.x = uf_remappedVS[1].z; R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0); PV0i.x = R127i.x; R5i.y = floatBitsToInt((intBitsToFloat(R1i.w) * 0.5 + 0.5)); PV0i.y = R5i.y; R126i.z = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z))); R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) / 2.0); R127i.w = R2i.x; R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0); R1i.z = R5i.x; PS0i = R1i.z; // 1 backupReg0i = R2i.y; R2i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x))); R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) * 2.0); PV1i.x = R2i.x; R2i.y = uf_remappedVS[3].y; R2i.y = floatBitsToInt(intBitsToFloat(R2i.y) * 2.0); PV1i.y = R2i.y; R127i.z = floatBitsToInt(-(intBitsToFloat(backupReg0i))); R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0); R1i.w = PV0i.y; PV1i.w = R1i.w; R126i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5)); PS1i = R126i.y; // 2 backupReg0i = R127i.w; R126i.x = floatBitsToInt(intBitsToFloat(R126i.z) + -(0.5)); PV0i.x = R126i.x; PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x))); PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0); PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(uf_remappedVS[4].w)/resYScale); R127i.w = floatBitsToInt(-(intBitsToFloat(PV1i.y))); R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0); R127i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R127i.x)); PS0i = R127i.y; // 3 PV1i.x = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(R126i.z)); R125i.y = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(R126i.y)); R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(PV0i.x)); R126i.w = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(uf_remappedVS[4].z)/resXScale); R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R127i.x)) + intBitsToFloat(PV0i.y))); PS1i = R125i.w; // 4 backupReg0i = R127i.y; backupReg1i = R126i.z; R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(PV1i.x))); R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(backupReg0i))); R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(backupReg1i)) + intBitsToFloat(R127i.w))); R127i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].x)*resXScale); R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0); R125i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].y)*resYScale); R125i.z = floatBitsToInt(intBitsToFloat(R125i.z) / 2.0); PS0i = R125i.z; // 5 backupReg0i = R126i.x; backupReg1i = R126i.w; backupReg2i = R126i.y; R126i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].w)/resYScale); R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) * 2.0); R126i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z)/resXScale); R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0); R124i.z = floatBitsToInt(intBitsToFloat(R5i.y) + intBitsToFloat(backupReg0i)); R126i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(backupReg2i)); R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R125i.y))); PS1i = R124i.w; // 6 backupReg0i = R0i.y; backupReg1i = R0i.x; backupReg2i = R125i.w; PV0i.x = floatBitsToInt(-(intBitsToFloat(R3i.z)) + intBitsToFloat(R0i.z)); PV0i.y = floatBitsToInt(-(intBitsToFloat(R3i.y)) + intBitsToFloat(backupReg0i)); PV0i.z = floatBitsToInt(-(intBitsToFloat(R3i.x)) + intBitsToFloat(backupReg1i)); R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R127i.z))); R2i.z = backupReg2i; PS0i = R2i.z; // 7 R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R5i.y)) + intBitsToFloat(R3i.x))); R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(R5i.y)) + intBitsToFloat(R3i.y))); R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(R5i.y)) + intBitsToFloat(R3i.z))); R2i.w = R126i.z; R5i.z = R127i.y; PS1i = R5i.z; // 8 R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(R127i.w)) + 0.5)); R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R125i.z)) + 0.5)); R3i.z = R126i.y; R5i.w = R127i.x; R3i.w = R126i.x; PS0i = R3i.w; // 9 R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R126i.w))); R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R124i.z))); R0i.z = R124i.w; R0i.w = R125i.w; // export passParameterSem2 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); // export passParameterSem4 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); // export // skipped export to semanticId 255 // export passParameterSem0 = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w)); // export passParameterSem1 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); // export passParameterSem6 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.x), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); }