mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-04 23:34:15 +01:00
68534a6588
3 unverified shaders, although one of them already had the Vulkan stuff in them. Can't find where the other two are. 280351fcf8e5949f_0000000000000000_vs 6d9067fd20086bc0_0000000000000000_vs
141 lines
4.8 KiB
Plaintext
141 lines
4.8 KiB
Plaintext
#version 420
|
|
#extension GL_ARB_texture_gather : enable
|
|
#extension GL_ARB_separate_shader_objects : enable
|
|
#ifdef VULKAN
|
|
#define gl_VertexID gl_VertexIndex
|
|
#define gl_InstanceID gl_InstanceIndex
|
|
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
|
#else
|
|
#define SET_POSITION(_v) gl_Position = _v
|
|
#endif
|
|
#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 d9c81460d6984bb2
|
|
//switch palace reflection hz
|
|
const float resXScale = float($width)/float($gameWidth);
|
|
const float resYScale = float($height)/float($gameHeight);
|
|
|
|
#ifdef VULKAN
|
|
layout(set = 0, binding = 0) uniform ufBlock
|
|
{
|
|
uniform ivec4 uf_remappedVS[5];
|
|
};
|
|
#else
|
|
uniform ivec4 uf_remappedVS[5];
|
|
#endif
|
|
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
|
out gl_PerVertex
|
|
{
|
|
vec4 gl_Position;
|
|
};
|
|
layout(location = 0) out vec4 passParameterSem0;
|
|
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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
|
|
void main()
|
|
{
|
|
vec4 R0f = vec4(0.0);
|
|
vec4 R1f = vec4(0.0);
|
|
vec4 R126f = 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.xyz = attrDataSem0.xyz;
|
|
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
|
|
attrDecoder.w = 0;
|
|
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
|
|
// 0
|
|
R127f.x = (R1f.x > 0.0)?1.0:0.0;
|
|
R127f.x /= 2.0;
|
|
R127f.y = -(R1f.y);
|
|
PV0f.y = R127f.y;
|
|
R127f.z = (0.0 > R1f.x)?1.0:0.0;
|
|
R127f.z /= 2.0;
|
|
R127f.w = 1.0;
|
|
PV0f.w = R127f.w;
|
|
R126f.x = intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3fae8a72) /resYScale;
|
|
PS0f = R126f.x;
|
|
// 1
|
|
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
|
|
PV1f.x = R0f.x;
|
|
PV1f.y = R0f.x;
|
|
PV1f.z = R0f.x;
|
|
PV1f.w = R0f.x;
|
|
R126f.w = (PV0f.y > 0.0)?1.0:0.0;
|
|
R126f.w /= 2.0;
|
|
PS1f = R126f.w;
|
|
// 2
|
|
backupReg0f = R127f.y;
|
|
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
|
|
PV0f.x = tempf.x;
|
|
PV0f.y = tempf.x;
|
|
PV0f.z = tempf.x;
|
|
PV0f.w = tempf.x;
|
|
R0f.y = tempf.x;
|
|
R127f.y = (0.0 > backupReg0f)?1.0:0.0;
|
|
R127f.y /= 2.0;
|
|
PS0f = R127f.y;
|
|
// 3
|
|
backupReg0f = R127f.x;
|
|
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
|
|
PV1f.x = tempf.x;
|
|
PV1f.y = tempf.x;
|
|
PV1f.z = tempf.x;
|
|
PV1f.w = tempf.x;
|
|
R0f.z = tempf.x;
|
|
R127f.x = backupReg0f + -(R127f.z);
|
|
PS1f = R127f.x;
|
|
// 4
|
|
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
|
|
PV0f.x = tempf.x;
|
|
PV0f.y = tempf.x;
|
|
PV0f.z = tempf.x;
|
|
PV0f.w = tempf.x;
|
|
R0f.w = tempf.x;
|
|
PS0f = R126f.w + -(R127f.y);
|
|
// 5
|
|
PV1f.y = PS0f + 0.5;
|
|
PV1f.z = R127f.x + 0.5;
|
|
// 6
|
|
R1f.x = PV1f.y;
|
|
R1f.y = PV1f.z + -(R126f.x);
|
|
R1f.z = PV1f.z + R126f.x;
|
|
R1f.w = PV1f.z;
|
|
// export
|
|
SET_POSITION(vec4(R0f.x, R0f.y, R0f.z, R0f.w));
|
|
// export
|
|
passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
|
// 0
|
|
}
|