mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-12 03:04:17 +01:00
26872c1326
Would produce really ugly shadow edges previously, but now it's all smoothed out.
138 lines
4.8 KiB
Plaintext
138 lines
4.8 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader bc5cb1edf2b7da65
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// Used for: Vertical shadow edge smoothing
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float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[5];
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem5;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem133;
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layout(location = 1) out vec4 passParameterSem134;
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layout(location = 2) out vec4 passParameterSem135;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R125f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem5.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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PV0f.x = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].x));
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PV0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].w));
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PV0f.z = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].z));
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PV0f.w = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].y));
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R126f.x = 0.0;
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PS0f = R126f.x;
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// 1
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R123f.x = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].x)) + PV0f.x);
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PV1f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].w)) + PV0f.y);
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PV1f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].z)) + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].y)) + PV0f.w);
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PV1f.w = R123f.w;
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R0f.x = PS0f + R2f.x;
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PS1f = R0f.x;
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// 2
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R123f.x = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].x)) + PV1f.x);
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PV0f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].w)) + PV1f.y);
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PV0f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].z)) + PV1f.z);
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PV0f.z = R123f.z;
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R123f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].y)) + PV1f.w);
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PV0f.w = R123f.w;
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R3f.x = R126f.x + R2f.x;
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PS0f = R3f.x;
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// 3
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backupReg0f = R1f.x;
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backupReg0f = R1f.x;
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backupReg0f = R1f.x;
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backupReg0f = R1f.x;
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R1f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].x)) + PV0f.x);
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R1f.y = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].y)) + PV0f.w);
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R1f.z = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].z)) + PV0f.z);
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R1f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.y);
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R3f.z = R126f.x + R2f.y;
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PS1f = R3f.z;
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// 4
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R127f.x = intBitsToFloat(uf_remappedVS[4].w)/resYScale * -(1.0);
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R127f.y = intBitsToFloat(uf_remappedVS[4].w)/resYScale * intBitsToFloat(0xc0400000);
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PV0f.z = -(intBitsToFloat(uf_remappedVS[4].w)/resYScale);
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PV0f.z *= 2.0;
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PV0f.w = -(intBitsToFloat(uf_remappedVS[4].w)/resYScale);
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PV0f.w *= 4.0;
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R127f.w = intBitsToFloat(uf_remappedVS[4].w)/resYScale * 1.0;
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PS0f = R127f.w;
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// 5
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R125f.x = intBitsToFloat(uf_remappedVS[4].w)/resYScale * intBitsToFloat(0x40400000);
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R126f.y = intBitsToFloat(uf_remappedVS[4].w)/resYScale;
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R126f.y *= 4.0;
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PV1f.z = intBitsToFloat(uf_remappedVS[4].w)/resYScale;
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PV1f.z *= 2.0;
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R0f.w = PV0f.z + R2f.y;
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R0f.y = PV0f.w + R2f.y;
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PS1f = R0f.y;
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// 6
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R4f.x = R126f.x + R2f.x;
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R3f.y = R127f.x + R2f.y;
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R0f.z = R127f.y + R2f.y;
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R3f.w = R127f.w + R2f.y;
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R4f.y = PV1f.z + R2f.y;
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PS0f = R4f.y;
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// 7
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R4f.z = R125f.x + R2f.y;
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R4f.w = R126f.y + R2f.y;
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// export
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gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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// export
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passParameterSem133 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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// export
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passParameterSem134 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
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// export
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passParameterSem135 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
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}
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