mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-18 22:21:49 +01:00
43a83f0756
Unfortunately due to issue #347 the TV resolution options have been severely limited. The full list will come back once we fix that issue.
106 lines
3.9 KiB
Plaintext
106 lines
3.9 KiB
Plaintext
#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 7613a0515b67d8b4
|
|
// Used for: Shadow penumbra
|
|
const float shadowRes = $shadowQuality;
|
|
|
|
#ifdef VULKAN
|
|
layout(set = 0, binding = 0) uniform ufBlock
|
|
{
|
|
uniform ivec4 uf_remappedVS[1];
|
|
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
|
|
};
|
|
#else
|
|
uniform ivec4 uf_remappedVS[1];
|
|
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
|
|
#endif
|
|
// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
|
|
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
|
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem2;
|
|
out gl_PerVertex
|
|
{
|
|
vec4 gl_Position;
|
|
float gl_PointSize;
|
|
};
|
|
layout(location = 0) out vec4 passParameterSem130;
|
|
layout(location = 1) out vec4 passParameterSem131;
|
|
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 R127f = vec4(0.0);
|
|
uvec4 attrDecoder;
|
|
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
|
|
attrDecoder = attrDataSem0;
|
|
attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
|
|
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
|
|
attrDecoder.xy = attrDataSem2.xy;
|
|
attrDecoder.xy = ((attrDecoder.xy>>8)&0xFF)|((attrDecoder.xy<<8)&0xFF00);
|
|
attrDecoder.z = 0;
|
|
attrDecoder.w = 0;
|
|
attrDecoder.xy = floatBitsToUint(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)));
|
|
attrDecoder.zw = uvec2(0);
|
|
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
|
|
// 0
|
|
PV0f.x = intBitsToFloat(uf_remappedVS[0].y)/shadowRes;
|
|
PV0f.x /= 2.0;
|
|
PV0f.y = -(intBitsToFloat(uf_remappedVS[0].y))/shadowRes;
|
|
PV0f.y /= 2.0;
|
|
R127f.w = intBitsToFloat(uf_remappedVS[0].y)/shadowRes;
|
|
R127f.w /= 2.0;
|
|
PV0f.w = R127f.w;
|
|
// 1
|
|
R0f.xyz = vec3(R2f.x,R2f.y,R2f.x) + vec3(PV0f.y,PV0f.y,PV0f.x);
|
|
R3f.w = R2f.x + PV0f.y;
|
|
R3f.y = R2f.y + PV0f.w;
|
|
PS1f = R3f.y;
|
|
// 2
|
|
R3f.z = R2f.x + R127f.w;
|
|
// export
|
|
SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
|
|
// export
|
|
passParameterSem130 = vec4(R0f.x, R0f.y, R0f.z, R0f.y);
|
|
// export
|
|
passParameterSem131 = vec4(R3f.w, R3f.y, R3f.z, R3f.y);
|
|
// 0
|
|
}
|