#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : 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 shader was automatically converted to be cross-compatible with Vulkan and OpenGL. // shader 8a0efcdc3f556942 //halfres, pyarmid start const float resScale = float($height)/float($gameHeight); #ifdef VULKAN layout(set = 1, binding = 1) uniform ufBlock { uniform ivec4 uf_remappedPS[2]; uniform vec4 uf_fragCoordScale; }; #else uniform ivec4 uf_remappedPS[2]; uniform vec2 uf_fragCoordScale; #endif TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem133; layout(location = 0) out vec4 passPixelColor0; // uf_fragCoordScale was moved to the ufBlock 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 R123f = vec4(0.0); vec4 R124f = vec4(0.0); vec4 R125f = vec4(0.0); vec4 R126f = 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 = passParameterSem133; // 0 backupReg0f = R0f.x; backupReg1f = R0f.y; backupReg0f = R0f.x; backupReg1f = R0f.y; R0f.x = (intBitsToFloat(uf_remappedPS[0].z) / resScale * 2.0 + backupReg0f); R0f.y = (intBitsToFloat(uf_remappedPS[0].w) / resScale* 2.0 + backupReg1f); R0f.z = (-(intBitsToFloat(uf_remappedPS[0].z) / resScale) * 2.0 + backupReg0f); R0f.w = (-(intBitsToFloat(uf_remappedPS[0].w) / resScale) * 2.0 + backupReg1f); R1f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); R0f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw); // 0 backupReg0f = R0f.x; backupReg1f = R0f.w; PV0f.x = mul_nonIEEE(R0f.y, R0f.w); PV0f.y = mul_nonIEEE(R1f.y, R1f.w); PV0f.z = mul_nonIEEE(R1f.x, R1f.w); PV0f.w = mul_nonIEEE(backupReg0f, backupReg1f); R127f.x = mul_nonIEEE(R1f.z, R1f.w); PS0f = R127f.x; // 1 PV1f.x = max(PV0f.z, PV0f.w); PV1f.y = mul_nonIEEE(R0f.z, R0f.w); R127f.z = max(R1f.w, R0f.w); PV1f.z = R127f.z; PV1f.w = max(PV0f.y, PV0f.x); R126f.x = -(intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(uf_remappedPS[1].z); PS1f = R126f.x; // 2 PV0f.x = -(R1f.x) + PV1f.x; PV0f.y = -(R1f.w) + PV1f.z; PV0f.z = max(R127f.x, PV1f.y); PV0f.w = -(R1f.y) + PV1f.w; R126f.z = -(intBitsToFloat(uf_remappedPS[1].y)) + intBitsToFloat(uf_remappedPS[1].w); PS0f = R126f.z; // 3 R127f.x = (mul_nonIEEE(PV0f.x,R127f.z) + R1f.x); PV1f.x = R127f.x; R127f.y = (mul_nonIEEE(PV0f.w,R127f.z) + R1f.y); PV1f.y = R127f.y; PV1f.z = -(R1f.z) + PV0f.z; R127f.w = (mul_nonIEEE(PV0f.y,R127f.z) + R1f.w); PV1f.w = R127f.w; // 4 PV0f.x = max(PV1f.x, PV1f.y); R126f.y = (mul_nonIEEE(R126f.z,PV1f.w) + intBitsToFloat(uf_remappedPS[1].y)); R123f.z = (mul_nonIEEE(PV1f.z,R127f.z) + R1f.z); PV0f.z = R123f.z; R126f.w = (mul_nonIEEE(R126f.x,PV1f.w) + intBitsToFloat(uf_remappedPS[1].x)); R125f.y = PV1f.x; R125f.y *= 2.0; PS0f = R125f.y; // 5 backupReg0f = R127f.w; R126f.x = R127f.y; R126f.x *= 2.0; R124f.y = PV0f.z; R124f.y *= 2.0; PV1f.z = PV0f.z * intBitsToFloat(0x3dea7371); R127f.w = max(PV0f.z, PV0f.x); R127f.w /= 2.0; R1f.w = backupReg0f; PS1f = R1f.w; // 6 tempf.x = dot(vec4(R127f.x,R127f.y,PV1f.z,-0.0),vec4(intBitsToFloat(0x3e990afe),intBitsToFloat(0x3f162c23),1.0,0.0)); tempf.x /= 2.0; PV0f.x = tempf.x; PV0f.y = tempf.x; PV0f.z = tempf.x; PV0f.w = tempf.x; // 7 PV1f.z = R127f.w + PV0f.x; // 8 PV0f.y = -(R126f.w) + PV1f.z; // 9 PV1f.x = mul_nonIEEE(R126f.y, PV0f.y); PV1f.x = clamp(PV1f.x, 0.0, 1.0); // 10 R1f.x = mul_nonIEEE(R125f.y, PV1f.x); R1f.y = mul_nonIEEE(R126f.x, PV1f.x); R1f.z = mul_nonIEEE(R124f.y, PV1f.x); // export passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); }