#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader d50af77827baa4cf // Used for: Changing the brightness of the game's rendering for EU and US versions of the game // start of shader inputs/outputs, predetermined by Cemu. Do not touch #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[1]; uniform vec4 uf_fragCoordScale; }; #else uniform ivec4 uf_remappedPS[1]; uniform vec2 uf_fragCoordScale; #endif TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1; TEXTURE_LAYOUT(3, 1, 1) uniform sampler2D textureUnitPS3; layout(location = 0) in vec4 passParameterSem128; layout(location = 0) out vec4 passPixelColor0; // 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 R123f = 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 = passParameterSem128; R1f.xyzw = (texture(textureUnitPS1, R0f.xy).xyzw); R0f.xyz = (texture(textureUnitPS3, R0f.xy).xyz); // 0 R127f.z = mul_nonIEEE(R1f.w, R1f.w); PV0f.z = R127f.z; R123f.w = (-(R1f.w) * 4.0 + 1.0); R123f.w = clamp(R123f.w, 0.0, 1.0); PV0f.w = R123f.w; R2f.w = 1.0; PS0f = R2f.w; // 1 PV1f.x = mul_nonIEEE(R1f.z, PV0f.z); PV1f.y = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].x)); PV1f.z = mul_nonIEEE(R1f.y, PV0f.z); PV1f.w = mul_nonIEEE(R1f.x, PV0f.z); // 2 backupReg0f = R0f.x; PV0f.x = R127f.z + PV1f.y; R127f.y = (mul_nonIEEE(backupReg0f,PV1f.y) + PV1f.w); R127f.z = (mul_nonIEEE(R0f.z,PV1f.y) + PV1f.x); R127f.w = (mul_nonIEEE(R0f.y,PV1f.y) + PV1f.z); // 3 PV1f.y = PV0f.x + intBitsToFloat(0x3727c5ac); // 4 PS0f = 1.0 / PV1f.y; // 5 R2f.x = mul_nonIEEE(R127f.y, PS0f); R2f.y = mul_nonIEEE(R127f.w, PS0f); R2f.z = mul_nonIEEE(R127f.z, PS0f); // export passPixelColor0 = clamp(vec4(R2f.x, R2f.y, R2f.z, R2f.w)*$brightness, 0.0, 1.0); }