#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_shading_language_packing : enable // shader 01ba1a725af9facf // Used for: Creating randomly sized stars (only on > Cemu 1.12.1) like the original game has. // Shader made by Kiri const float resScale = $width/720; layout(binding = 1, std140) uniform uniformBlockVS1 { vec4 uf_blockVS1[1024]; }; layout(binding = 2, std140) uniform uniformBlockVS2 { vec4 uf_blockVS2[1024]; }; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; }; layout(location = 0) out vec4 passParameterSem1; layout(location = 1) out vec4 passParameterSem2; 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); 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.xyz = attrDataSem0.xyz; attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); attrDecoder.w = 0; R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0)); // 0 R1i.x = floatBitsToInt(uf_blockVS2[7].z); R0i.z = R0i.x << int(1); PV0i.z = R0i.z; R0i.w = 0x3f800000; // 1 R0i.y = PV0i.z + int(1); R3i.xyzw = floatBitsToInt(uf_blockVS1[R0i.z].xyzw); R2i.xyzw = floatBitsToInt(uf_blockVS1[R0i.y].xyzw); // export gl_PointSize = 0.5+(float(R2i.y%5)/4.0)*resScale; // Randomize size of the stars. Relies on GL_VERTEX_POINT_SIZE, which is only enabled above Cemu 1.12.1. // 0 backupReg0i = R0i.w; backupReg1i = R2i.w; R1i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R3i.z),intBitsToFloat(backupReg0i)),vec4(uf_blockVS2[0].x,uf_blockVS2[0].y,uf_blockVS2[0].z,uf_blockVS2[0].w))); PV0i.x = R1i.x; PV0i.y = R1i.x; PV0i.z = R1i.x; PV0i.w = R1i.x; R2i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), intBitsToFloat(backupReg1i))); PS0i = R2i.w; // 1 backupReg0i = R0i.w; backupReg1i = R0i.x; tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R3i.z),intBitsToFloat(backupReg0i)),vec4(uf_blockVS2[1].x,uf_blockVS2[1].y,uf_blockVS2[1].z,uf_blockVS2[1].w))); PV1i.x = tempi.x; PV1i.y = tempi.x; PV1i.z = tempi.x; PV1i.w = tempi.x; R1i.y = tempi.x; R3i.w = floatBitsToInt(float(backupReg1i)); PS1i = R3i.w; // 2 backupReg0i = R0i.w; tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R3i.z),intBitsToFloat(backupReg0i)),vec4(uf_blockVS2[2].x,uf_blockVS2[2].y,uf_blockVS2[2].z,uf_blockVS2[2].w))); PV0i.x = tempi.x; PV0i.y = tempi.x; PV0i.z = tempi.x; PV0i.w = tempi.x; R1i.z = tempi.x; // 3 tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R3i.z),intBitsToFloat(R0i.w)),vec4(uf_blockVS2[3].x,uf_blockVS2[3].y,uf_blockVS2[3].z,uf_blockVS2[3].w))); PV1i.x = tempi.x; PV1i.y = tempi.x; PV1i.z = tempi.x; PV1i.w = tempi.x; R1i.w = tempi.x; // export gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); // export passParameterSem1 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); // export passParameterSem2 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); }