#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 3e6020499611fa99 // Used for: Bloom const float resXScale = (float($width)/float($gameWidth)); const float resYScale = (float($height)/float($gameHeight)); // 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 = 1) uniform ufBlock { uniform ivec4 uf_remappedPS[1]; uniform vec4 uf_fragCoordScale; }; #else uniform ivec4 uf_remappedPS[1]; uniform vec2 uf_fragCoordScale; #endif TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; layout(location = 0) in vec4 passParameterSem136; 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 R3f = vec4(0.0); vec4 R4f = vec4(0.0); vec4 R5f = vec4(0.0); vec4 R123f = 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 = passParameterSem136; // 0 R127f.x = intBitsToFloat(uf_remappedPS[0].x) / resXScale * intBitsToFloat(0x3f1f30d4); PV0f.x = R127f.x; R127f.y = intBitsToFloat(uf_remappedPS[0].y) / resYScale * intBitsToFloat(0x3f1f30d4); PV0f.z = intBitsToFloat(uf_remappedPS[0].y) / resYScale * intBitsToFloat(0x40117a87); PV0f.w = intBitsToFloat(uf_remappedPS[0].x) / resXScale * intBitsToFloat(0x40117a87); R127f.w = intBitsToFloat(uf_remappedPS[0].x) / resXScale * intBitsToFloat(0x4084b060); PS0f = R127f.w; // 1 R1f.x = R0f.x + -(PV0f.w); R1f.y = R0f.y + -(PV0f.z); R0f.z = R0f.x + PV0f.w; R0f.w = R0f.y + PV0f.z; R2f.x = R0f.x + -(PV0f.x); PS1f = R2f.x; // 2 R3f.x = R0f.x + R127f.x; R2f.y = R0f.y + -(R127f.y); R3f.z = R0f.y + R127f.y; PV0f.w = intBitsToFloat(uf_remappedPS[0].y) / resYScale * intBitsToFloat(0x4084b060); R4f.x = R0f.x + -(R127f.w); PS0f = R4f.x; // 3 R5f.x = R0f.x + R127f.w; R4f.y = R0f.y + -(PV0f.w); R5f.z = R0f.y + PV0f.w; R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); R0f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw); R2f.xyzw = (texture(textureUnitPS0, R2f.xy).xyzw); R3f.xyzw = (texture(textureUnitPS0, R3f.xz).xyzw); R4f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw); R5f.xyzw = (texture(textureUnitPS0, R5f.xz).xyzw); // 0 R127f.xyz = vec3(R1f.w,R1f.z,R1f.y) + vec3(R0f.w,R0f.z,R0f.y); PV0f.w = R1f.x + R0f.x; // 1 R126f.xyz = vec3(R2f.w,R2f.z,R2f.y) + vec3(R3f.w,R3f.z,R3f.y); PV1f.w = R2f.x + R3f.x; PS1f = PV0f.w * intBitsToFloat(0x3e20c7a7); // 2 PV0f.x = R127f.x * intBitsToFloat(0x3e20c7a7); PV0f.y = R127f.y * intBitsToFloat(0x3e20c7a7); PV0f.z = R127f.z * intBitsToFloat(0x3e20c7a7); R126f.w = (PV1f.w * intBitsToFloat(0x3ea913a1) + PS1f); R127f.w = R4f.x + R5f.x; PS0f = R127f.w; // 3 backupReg0f = R126f.x; R126f.x = (backupReg0f * intBitsToFloat(0x3ea913a1) + PV0f.x); R123f.y = (R126f.y * intBitsToFloat(0x3ea913a1) + PV0f.y); PV1f.y = R123f.y; R123f.z = (R126f.z * intBitsToFloat(0x3ea913a1) + PV0f.z); PV1f.z = R123f.z; PV1f.w = R4f.y + R5f.y; PS1f = R4f.z + R5f.z; // 4 PV0f.x = R4f.w + R5f.w; R4f.y = (PV1f.w * intBitsToFloat(0x3c51115e) + PV1f.z); R4f.z = (PS1f * intBitsToFloat(0x3c51115e) + PV1f.y); // 5 R4f.x = (R127f.w * intBitsToFloat(0x3c51115e) + R126f.w); R4f.w = (PV0f.x * intBitsToFloat(0x3c51115e) + R126f.x); // export passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); }