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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
104 lines
4.0 KiB
Plaintext
104 lines
4.0 KiB
Plaintext
#version 400 // water tropical freeze
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#extension GL_ARB_texture_gather : enable //water 1.2 //opening water l2
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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 b978b87d9600dc63
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uniform ivec4 uf_remappedPS[6];
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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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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R3i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R127i = ivec4(0);
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(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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int loopStuckCounter = 0;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R1i = floatBitsToInt(gl_FragCoord.xyzw);
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R0i = floatBitsToInt(passParameter1);
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// 0
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vec2 scaleFactor = vec2(overwriteWidth,overwriteHeight)/vec2(1280.0,720.0);
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R1i.xy = floatBitsToInt(intBitsToFloat(R1i.xy) / scaleFactor);
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backupReg0i = R1i.x;
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backupReg1i = R1i.y;
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R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(uf_remappedPS[0].x)));
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PV0i.x = R1i.x;
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R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(uf_remappedPS[0].y)));
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PV0i.y = R1i.y;
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R2i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z), 1.0));
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PV0i.z = R2i.z;
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R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w), 1.0));
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PV0i.w = R1i.w;
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R1i.z = floatBitsToInt(1.0 / intBitsToFloat(R0i.z));
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PS0i = R1i.z;
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R1i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).x);
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// 0
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R3i.x = uf_remappedPS[2].x;
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PV0i.x = R3i.x;
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R123i.y = floatBitsToInt((intBitsToFloat(R1i.x) * intBitsToFloat(0x40000000) + -(1.0)));
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PV0i.y = R123i.y;
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R127i.z = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(R1i.z));
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PV0i.z = R127i.z;
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R127i.w = floatBitsToInt(intBitsToFloat(R0i.x) * intBitsToFloat(R1i.z));
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PV0i.w = R127i.w;
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R3i.y = uf_remappedPS[2].y;
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PS0i = R3i.y;
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// 1
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R123i.y = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(uf_remappedPS[3].w) + intBitsToFloat(R1i.w)));
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PV1i.y = R123i.y;
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R123i.z = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(uf_remappedPS[3].z) + intBitsToFloat(R2i.z)));
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PV1i.z = R123i.z;
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R3i.z = uf_remappedPS[2].z;
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PS1i = R3i.z;
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// 2
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R123i.x = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(uf_remappedPS[4].z) + intBitsToFloat(PV1i.z)));
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PV0i.x = R123i.x;
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R123i.w = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(uf_remappedPS[4].w) + intBitsToFloat(PV1i.y)));
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PV0i.w = R123i.w;
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// 3
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R123i.y = floatBitsToInt((intBitsToFloat(R127i.w) * intBitsToFloat(uf_remappedPS[5].w) + intBitsToFloat(PV0i.w)));
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PV1i.y = R123i.y;
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R127i.z = floatBitsToInt((intBitsToFloat(R127i.w) * intBitsToFloat(uf_remappedPS[5].z) + intBitsToFloat(PV0i.x)));
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PV1i.z = R127i.z;
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// 4
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PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.y));
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// 5
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PV1i.w = floatBitsToInt(intBitsToFloat(R127i.z) * intBitsToFloat(PS0i));
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// 6
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PV0i.z = floatBitsToInt(-(intBitsToFloat(R0i.w)) + -(intBitsToFloat(PV1i.w)));
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// 7
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PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w), intBitsToFloat(PV0i.z)));
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PV1i.x = clampFI32(PV1i.x);
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PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[2].w)));
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PV1i.y = clampFI32(PV1i.y);
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// 8
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R3i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.x)));
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PV0i.w = R3i.w;
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// export
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passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
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}
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