#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 50e29e8929cea348 // Used for: Scaling Anti-Aliasing solution of game #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 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; // uf_fragCoordScale was moved to the ufBlock float resScale = (1.0 / uf_fragCoordScale.x); 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 R123f = 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; 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; R0f = passParameterSem1; if( activeMaskStackC[1] == true ) { R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).xyzw); R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); } if( activeMaskStackC[1] == true ) { activeMaskStack[1] = activeMaskStack[0]; activeMaskStackC[2] = activeMaskStackC[1]; // 0 PV0f.x = R1f.z + R1f.w; PV0f.y = R1f.y + -(R1f.w); PV0f.z = R1f.x + -(R1f.z); R127f.w = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[0].x)); R126f.w = min(R1f.z, R1f.w); PS0f = R126f.w; // 1 R126f.x = PV0f.z + PV0f.y; PV1f.x = R126f.x; PV1f.y = R1f.x + PV0f.x; R127f.z = min(R1f.x, R1f.y); R125f.w = PV0f.z + -(PV0f.y); PV1f.w = R125f.w; R127f.y = max(R1f.z, R1f.w); PS1f = R127f.y; // 2 PV0f.x = R1f.y + PV1f.y; PV0f.y = max(PV1f.w, -(PV1f.w)); PV0f.z = max(PV1f.x, -(PV1f.x)); PV0f.w = max(R1f.x, R1f.y); R127f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[0].y)) + R127f.w); PS0f = R127f.x; // 3 PV1f.x = min(PV0f.z, PV0f.y); PV1f.y = min(R126f.w, R127f.z); PV1f.z = max(R127f.y, PV0f.w); R123f.w = (PV0f.x * intBitsToFloat(0x3d000000) + intBitsToFloat(0x3b800000)); PV1f.w = R123f.w; // 4 PV0f.x = min(R127f.x, PV1f.y); PV0f.y = max(R127f.x, PV1f.z); PV0f.w = max(PV1f.w, PV1f.x); // 5 R0f.z = -(PV0f.x) + PV0f.y; PS1f = 1.0 / PV0f.w; // 6 PV0f.x = R125f.w * PS1f; PV0f.y = R126f.x * PS1f; // 7 PV1f.z = max(PV0f.x, intBitsToFloat(0xc0400000)); PV1f.w = max(PV0f.y, intBitsToFloat(0xc0400000)); // 8 R1f.x = min(PV1f.w, intBitsToFloat(0x40400000)); R1f.y = min(PV1f.z, intBitsToFloat(0x40400000)); // 9 predResult = (R0f.z > intBitsToFloat(uf_remappedPS[1].y)); activeMaskStack[1] = predResult; activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; } else { activeMaskStack[1] = false; activeMaskStackC[2] = false; } if( activeMaskStackC[2] == true ) { // 0 R3f.x = (mul_nonIEEE(R1f.x,-(intBitsToFloat(uf_remappedPS[2].z)/ resScale)) + R0f.x); R3f.y = (mul_nonIEEE(R1f.y,-(intBitsToFloat(uf_remappedPS[2].w)/ resScale)) + R0f.y); R0f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[2].x)/ resScale) + R0f.x); R0f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[2].y)/ resScale) + R0f.y); R3f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[2].z)/ resScale) + R0f.x); PS0f = R3f.z; // 1 R4f.x = (mul_nonIEEE(R1f.x,-(intBitsToFloat(uf_remappedPS[2].x)/ resScale)) + R0f.x); R4f.y = (mul_nonIEEE(R1f.y,-(intBitsToFloat(uf_remappedPS[2].y)/ resScale)) + R0f.y); R3f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[2].w)/ resScale) + R0f.y); } if( activeMaskStackC[2] == true ) { R1f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw); R0f.xyzw = (texture(textureUnitPS0, R3f.zw).xyzw); R3f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw); R2f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw); } if( activeMaskStackC[2] == true ) { // 0 R127f.x = R0f.w + R1f.w; R127f.x /= 2.0; R127f.y = R0f.z + R1f.z; R127f.y /= 2.0; R127f.z = R0f.y + R1f.y; R127f.z /= 2.0; R127f.w = R0f.x + R1f.x; R127f.w /= 2.0; // 1 PV1f.x = R2f.w + R3f.w; PV1f.x /= 2.0; PV1f.y = R2f.z + R3f.z; PV1f.y /= 2.0; PV1f.z = R2f.y + R3f.y; PV1f.z /= 2.0; PV1f.w = R2f.x + R3f.x; PV1f.w /= 2.0; // 2 R2f.x = R127f.w + PV1f.w; R2f.x /= 2.0; R2f.y = R127f.z + PV1f.z; R2f.y /= 2.0; R2f.z = R127f.y + PV1f.y; R2f.z /= 2.0; R2f.w = R127f.x + PV1f.x; R2f.w /= 2.0; } activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; // export //passPixelColor0 = vec4(contrasty(R2f.xyz), R2f.w); passPixelColor0 = vec4(R2f.xyz, R2f.w); }