#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader f5274bda2b5e1e9f // start of shader inputs/outputs, predetermined by Cemu. Do not touch // Used for: reflection highlights const float resScale = float($width)/float($gameWidth); #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[1]; }; #else uniform ivec4 uf_remappedVS[1]; #endif ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; out gl_PerVertex { vec4 gl_Position; }; layout(location = 1) out vec4 passParameterSem1; layout(location = 2) out vec4 passParameterSem2; layout(location = 0) out vec4 passParameterSem0; // end of shader inputs/outputs 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 R3f = vec4(0.0); vec4 R4f = 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))); attrDecoder.xy = attrDataSem1.xy; attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); attrDecoder.z = 0; attrDecoder.w = 0; R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); // 0 backupReg0f = R1f.x; backupReg1f = R1f.y; R1f.x = backupReg0f; R1f.x *= 2.0; R1f.y = backupReg1f; R1f.y *= 2.0; R1f.z = 0.0; R1f.w = 1.0; R127f.x = R2f.y + intBitsToFloat(uf_remappedVS[0].w)/resScale; PS0f = R127f.x; // 1 R0f.x = R2f.x + intBitsToFloat(uf_remappedVS[0].z)/resScale; R0f.y = PS0f; PV1f.z = R2f.y + -(intBitsToFloat(uf_remappedVS[0].w)/resScale); R4f.w = R2f.x; R3f.x = R2f.x + -(intBitsToFloat(uf_remappedVS[0].z)/resScale); PS1f = R3f.x; // 2 R4f.x = R2f.y; R3f.y = R127f.x; R3f.z = PV1f.z; R0f.w = PV1f.z; // export SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); // export passParameterSem1 = vec4(R0f.x, R0f.y, R0f.x, R0f.w); // export passParameterSem2 = vec4(R3f.x, R3f.y, R3f.x, R3f.z); // export passParameterSem0 = vec4(R4f.w, R4f.x, R4f.z, R4f.z); // 0 }