mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-22 09:39:17 +01:00
50 lines
1.5 KiB
Plaintext
50 lines
1.5 KiB
Plaintext
#version 420
|
||
#extension GL_ARB_texture_gather : enable
|
||
#extension GL_ARB_separate_shader_objects : enable
|
||
// shader 79ba8affb269f61c
|
||
// Checked against output from mGBA (191/255 = Wii U is 74.90196078431373% darker)
|
||
// verified on Fire Emblem and Minish Cap
|
||
uniform vec2 uf_fragCoordScale;
|
||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||
layout(location = 0) in vec4 passParameterSem128;
|
||
layout(location = 1) in vec4 passParameterSem129;
|
||
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){ 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);
|
||
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 = passParameterSem129;
|
||
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
|
||
// 0
|
||
backupReg0f = R0f.x;
|
||
backupReg1f = R0f.y;
|
||
backupReg2f = R0f.z;
|
||
backupReg3f = R0f.w;
|
||
R0f.x = mul_nonIEEE(backupReg0f, R1f.x);
|
||
R0f.y = mul_nonIEEE(backupReg1f, R1f.y);
|
||
R0f.z = mul_nonIEEE(backupReg2f, R1f.z);
|
||
R0f.w = mul_nonIEEE(backupReg3f, R1f.w);
|
||
// export
|
||
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)*float(1.335078534031414);
|
||
}
|