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https://github.com/cemu-project/cemu_graphic_packs.git
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175568dd28
FIX Half transparant water ADD Boss and in game cutscenes, roller coaster
139 lines
4.5 KiB
Plaintext
139 lines
4.5 KiB
Plaintext
#version 400
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#extension GL_ARB_texture_gather : enable
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const float overwriteWidth = 1920.0; //overwidth value.0
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const float overwriteHeight = 1080.0;
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// shader 51b861378e483368 //Cutscene fixes
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uniform ivec4 uf_remappedPS[9];
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uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4a8c800 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 0 0 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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in vec4 passParameter0;
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in vec4 passParameter1;
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layout(location = 0) out vec4 passPixelColor0;
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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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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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 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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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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R1f = gl_FragCoord.xyzw;
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R0f = passParameter1;
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// 0
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vec2 scaleFactor = vec2(overwriteWidth,overwriteHeight)/vec2(1280.0,720.0);
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R1f.xy = R1f.xy / scaleFactor;
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backupReg0f = R1f.x;
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backupReg1f = R1f.y;
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R1f.x = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].x));
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PV0f.x = R1f.x;
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R1f.y = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].y));
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PV0f.y = R1f.y;
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R2f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w), 1.0);
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PV0f.z = R2f.z;
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R1f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z), 1.0);
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PV0f.w = R1f.w;
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R1f.z = 1.0 / R0f.z;
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PS0f = R1f.z;
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R1f.x = (texture(textureUnitPS0, R1f.xy).x);
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// 0
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backupReg0f = R0f.x;
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PV0f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x), 1.0);
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R123f.y = (R1f.x * intBitsToFloat(0x40000000) + -(1.0));
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PV0f.y = R123f.y;
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R127f.z = R0f.y * R1f.z;
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PV0f.z = R127f.z;
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PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y), 1.0);
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R127f.w = backupReg0f * R1f.z;
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PS0f = R127f.w;
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// 1
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R123f.x = (PV0f.y * intBitsToFloat(uf_remappedPS[2].x) + PV0f.x);
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PV1f.x = R123f.x;
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R123f.y = (PV0f.y * intBitsToFloat(uf_remappedPS[2].w) + R2f.z);
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PV1f.y = R123f.y;
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R123f.z = (PV0f.y * intBitsToFloat(uf_remappedPS[2].z) + R1f.w);
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PV1f.z = R123f.z;
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R123f.w = (PV0f.y * intBitsToFloat(uf_remappedPS[2].y) + PV0f.w);
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PV1f.w = R123f.w;
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// 2
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R123f.x = (R127f.z * intBitsToFloat(uf_remappedPS[3].x) + PV1f.x);
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PV0f.x = R123f.x;
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R123f.y = (R127f.z * intBitsToFloat(uf_remappedPS[3].w) + PV1f.y);
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PV0f.y = R123f.y;
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R123f.z = (R127f.z * intBitsToFloat(uf_remappedPS[3].z) + PV1f.z);
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PV0f.z = R123f.z;
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R123f.w = (R127f.z * intBitsToFloat(uf_remappedPS[3].y) + PV1f.w);
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PV0f.w = R123f.w;
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// 3
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backupReg0f = R127f.w;
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R127f.x = (R127f.w * intBitsToFloat(uf_remappedPS[4].x) + PV0f.x);
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PV1f.x = R127f.x;
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R123f.y = (R127f.w * intBitsToFloat(uf_remappedPS[4].w) + PV0f.y);
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PV1f.y = R123f.y;
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R127f.z = (R127f.w * intBitsToFloat(uf_remappedPS[4].z) + PV0f.z);
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PV1f.z = R127f.z;
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R127f.w = (backupReg0f * intBitsToFloat(uf_remappedPS[4].y) + PV0f.w);
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PV1f.w = R127f.w;
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// 4
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R126f.y = -(intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(uf_remappedPS[6].y);
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PV0f.y = R126f.y;
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R126f.z = -(intBitsToFloat(uf_remappedPS[5].x)) + intBitsToFloat(uf_remappedPS[6].x);
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PV0f.z = R126f.z;
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PS0f = 1.0 / PV1f.y;
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// 5
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backupReg0f = R127f.x;
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R127f.x = -(intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(uf_remappedPS[6].z);
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PV1f.x = R127f.x;
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R127f.y = R127f.z * PS0f;
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PV1f.y = R127f.y;
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R127f.z = R127f.w * PS0f;
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PV1f.z = R127f.z;
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PV1f.w = backupReg0f * PS0f;
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// 6
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PV0f.x = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[7].x));
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R125f.y = -(R0f.w) + -(PV1f.y);
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PV0f.y = R125f.y;
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// 7
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R123f.w = (R127f.z * intBitsToFloat(uf_remappedPS[7].y) + PV0f.x);
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PV1f.w = R123f.w;
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// 8
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R123f.z = (R127f.y * intBitsToFloat(uf_remappedPS[7].z) + PV1f.w);
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PV0f.z = R123f.z;
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// 9
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PV1f.y = -(intBitsToFloat(uf_remappedPS[7].w)) + PV0f.z;
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// 10
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PV0f.w = mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[6].w));
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PV0f.w = clamp(PV0f.w, 0.0, 1.0);
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// 11
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R0f.x = (R126f.z * PV0f.w + intBitsToFloat(uf_remappedPS[5].x));
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PV1f.x = R0f.x;
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R0f.y = (R126f.y * PV0f.w + intBitsToFloat(uf_remappedPS[5].y));
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PV1f.y = R0f.y;
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R0f.z = (R127f.x * PV0f.w + intBitsToFloat(uf_remappedPS[5].z));
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PV1f.z = R0f.z;
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// 12
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R0f.w = (R125f.y * intBitsToFloat(uf_remappedPS[5].w) + intBitsToFloat(uf_remappedPS[8].w));
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R0f.w = clamp(R0f.w, 0.0, 1.0);
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PV0f.w = R0f.w;
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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}
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