#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader bc4963809a75b736 // Used for: Changing the brightness of the game's rendering for japanese copies of the game #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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif #ifdef VULKAN layout(set = 1, binding = 2) uniform ufBlock { uniform ivec4 uf_remappedPS[3]; uniform vec4 uf_fragCoordScale; }; #else uniform ivec4 uf_remappedPS[3]; uniform vec2 uf_fragCoordScale; #endif TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1; layout(location = 0) in vec4 passParameterSem128; layout(location = 1) in vec4 passParameterSem129; layout(location = 2) in vec4 passParameterSem130; layout(location = 0) out vec4 passPixelColor0; 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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} 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); 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; bool activeMaskStack[2]; bool activeMaskStackC[3]; activeMaskStack[0] = false; activeMaskStackC[0] = false; activeMaskStackC[1] = false; activeMaskStack[0] = true; activeMaskStackC[0] = true; activeMaskStackC[1] = true; vec3 cubeMapSTM; int cubeMapFaceId; R0i = floatBitsToInt(passParameterSem128); R1i = floatBitsToInt(passParameterSem129); R2i = floatBitsToInt(passParameterSem130); if( activeMaskStackC[1] == true ) { R4i.xyz = floatBitsToInt(textureGather(textureUnitPS0, intBitsToFloat(R1i.zw)).xyz); R3i.xyzw = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R0i.xy),0.0).xyzw); R1i.xzw = floatBitsToInt(textureGather(textureUnitPS0, intBitsToFloat(R1i.xy)).xzw); } if( activeMaskStackC[1] == true ) { activeMaskStack[1] = activeMaskStack[0]; activeMaskStackC[2] = activeMaskStackC[1]; // 0 R127i.x = floatBitsToInt(max(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z))); PV0i.y = floatBitsToInt(max(intBitsToFloat(R4i.z), intBitsToFloat(R3i.w))); PV0i.z = floatBitsToInt(min(intBitsToFloat(R4i.z), intBitsToFloat(R3i.w))); R127i.w = floatBitsToInt(min(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z))); // 1 PV1i.x = floatBitsToInt(max(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.y))); PV1i.w = floatBitsToInt(min(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.z))); // 2 PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(R127i.x))); PV0i.w = floatBitsToInt(min(intBitsToFloat(PV1i.w), intBitsToFloat(R127i.w))); // 3 R127i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + -(intBitsToFloat(PV0i.w))); PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_remappedPS[0].y))); // 4 PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.y), intBitsToFloat(uf_remappedPS[0].z))); // 5 PV1i.w = ((intBitsToFloat(PV0i.z) > intBitsToFloat(R127i.x))?int(0xFFFFFFFF):int(0x0)); // 6 backupReg0i = R3i.y; R1i.x = ((PV1i.w == 0)?(0):(R3i.x)); R3i.y = ((PV1i.w == 0)?(0):(0x3f800000)); R1i.z = ((PV1i.w == 0)?(0):(R3i.z)); R1i.y = ((PV1i.w == 0)?(0):(backupReg0i)); PS0i = R1i.y; // 7 predResult = (R3i.y == 0); activeMaskStack[1] = predResult; activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; } else { activeMaskStack[1] = false; activeMaskStackC[2] = false; } if( activeMaskStackC[2] == true ) { R1i.y = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.xy),0.0).w); R2i.z = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.zw),0.0).w); } if( activeMaskStackC[2] == true ) { // 0 R127i.x = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(0x3b2aaaab)); PV0i.x = R127i.x; R127i.y = R4i.y; PV0i.y = R127i.y; R127i.z = 0; PV0i.w = R1i.w; // 1 PV1i.x = floatBitsToInt(-(intBitsToFloat(R1i.w)) + intBitsToFloat(PV0i.y)); PV1i.y = floatBitsToInt(intBitsToFloat(R2i.z) + -(intBitsToFloat(PV0i.x))); PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), intBitsToFloat(R2i.z))); PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.y))); R127i.w = floatBitsToInt(min(intBitsToFloat(PV0i.w), intBitsToFloat(R2i.z))); PS1i = R127i.w; // 2 backupReg0i = R127i.x; backupReg1i = R127i.y; R127i.x = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(PV1i.x)); PV0i.x = R127i.x; R127i.y = floatBitsToInt(intBitsToFloat(PV1i.y) + -(intBitsToFloat(PV1i.x))); PV0i.y = R127i.y; R4i.z = floatBitsToInt(max(intBitsToFloat(PV1i.z), intBitsToFloat(PV1i.w))); PV0i.w = floatBitsToInt(min(intBitsToFloat(backupReg0i), intBitsToFloat(backupReg1i))); // 3 tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(R127i.z),-0.0),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(R127i.z),0.0))); PV1i.x = tempi.x; PV1i.y = tempi.x; PV1i.z = tempi.x; PV1i.w = tempi.x; R4i.w = floatBitsToInt(min(intBitsToFloat(R127i.w), intBitsToFloat(PV0i.w))); PS1i = R4i.w; // 4 tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x)); PS0i = floatBitsToInt(tempResultf); // 5 PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i))); PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS0i))); // 6 PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(uf_remappedPS[1].z))); PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[1].w))); R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[1].y))); PV0i.z = R127i.z; R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(uf_remappedPS[1].x))); PV0i.w = R127i.w; // 7 backupReg0i = R0i.x; backupReg1i = R0i.y; backupReg0i = R0i.x; PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); R2i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.x)); R2i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y)); R1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.w)); PS1i = R1i.x; // 8 R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(R127i.z)); PV0i.w = floatBitsToInt(min(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.x))); // 9 PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].x))); // 10 PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.z)); // 11 PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(PS0i))); PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i))); // 12 PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), intBitsToFloat(0xc0000000))); PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(0xc0000000))); // 13 PV1i.x = floatBitsToInt(min(intBitsToFloat(PV0i.z), 2.0)); PV1i.w = floatBitsToInt(min(intBitsToFloat(PV0i.y), 2.0)); // 14 PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[2].z))); PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(uf_remappedPS[2].w))); // 15 backupReg0i = R0i.x; backupReg1i = R0i.y; backupReg0i = R0i.x; backupReg1i = R0i.y; R0i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg0i)) + vec3(-(intBitsToFloat(PV0i.z)),-(intBitsToFloat(PV0i.w)),intBitsToFloat(PV0i.z))); R0i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.w)); } if( activeMaskStackC[2] == true ) { R1i.xyzw = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R1i.xy),0.0).xyzw); R2i.xyzw = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.zw),0.0).xyzw); R3i.xyzw = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R0i.xy),0.0).xyzw); R0i.xyzw = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R0i.zw),0.0).xyzw); } if( activeMaskStackC[2] == true ) { // 0 R127i.x = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R2i.z)); PV0i.x = R127i.x; R127i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R2i.y)); PV0i.y = R127i.y; PV0i.z = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R2i.x)); PV0i.w = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(R2i.w)); // 1 PV1i.x = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV0i.w)); PV1i.y = floatBitsToInt(intBitsToFloat(R3i.z) + intBitsToFloat(PV0i.x)); PV1i.z = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(PV0i.y)); PV1i.w = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(PV0i.z)); R126i.z = PV0i.z; R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) / 2.0); PS1i = R126i.z; // 2 backupReg0i = R0i.y; backupReg1i = R0i.x; PV0i.x = floatBitsToInt(intBitsToFloat(R0i.w) + intBitsToFloat(PV1i.x)); PV0i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(PV1i.y)); PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV1i.z)); PV0i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV1i.w)); R126i.y = R127i.y; R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) / 2.0); PS0i = R126i.y; // 3 PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 0.25); R125i.y = R127i.x; R125i.y = floatBitsToInt(intBitsToFloat(R125i.y) / 2.0); R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 0.25); R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 0.25); R127i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 0.25); PS1i = R127i.y; // 4 R127i.x = ((intBitsToFloat(PV1i.x) > intBitsToFloat(R4i.w))?int(0xFFFFFFFF):int(0x0)); PV0i.w = ((intBitsToFloat(PV1i.x) > intBitsToFloat(R4i.z))?int(0xFFFFFFFF):int(0x0)); // 5 R123i.x = ((PV0i.w == 0)?(R127i.y):(R125i.y)); PV1i.x = R123i.x; R123i.y = ((PV0i.w == 0)?(R127i.z):(R126i.y)); PV1i.y = R123i.y; R123i.z = ((PV0i.w == 0)?(R127i.w):(R126i.z)); PV1i.z = R123i.z; // 6 R1i.x = ((R127i.x == 0)?(R126i.z):(PV1i.z)); R1i.y = ((R127i.x == 0)?(R126i.y):(PV1i.y)); R1i.z = ((R127i.x == 0)?(R125i.y):(PV1i.x)); } activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; if( activeMaskStackC[1] == true ) { // 0 R1i.w = 0x3f800000; } // export passPixelColor0 = clamp(vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w))*$brightness, 0.0, 1.0); }