cemu_graphic_packs/Resolutions/KirbyRainbow_WO_flashingSquares/4667735a97db3c53_00000000000000e1_ps.txt
getdls 55cfe064d0 [Kirby] workaround flashing squares
Fix flashing squares / alpha when repeatedly bashing into walls.
2020-01-12 22:38:52 +01:00

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#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 4667735a97db3c53
// start of shader inputs/outputs, predetermined by Cemu. Do not touch
//workaround flashing squares / broken alpha
#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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
#ifdef VULKAN
layout(set = 1, binding = 2) uniform ufBlock
{
uniform ivec4 uf_remappedPS[1];
uniform float uf_alphaTestRef;
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[1];
uniform float uf_alphaTestRef;
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
TEXTURE_LAYOUT(3, 1, 1) uniform sampler2D textureUnitPS3;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem3;
layout(location = 2) in vec4 passParameterSem4;
layout(location = 3) in vec4 passParameterSem9;
layout(location = 0) out vec4 passPixelColor0;
// end of shader inputs/outputs
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 R123f = vec4(0.0);
vec4 R127f = vec4(0.0);
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 = passParameterSem0;
R1f = passParameterSem3;
R2f = passParameterSem4;
R3f = passParameterSem9;
R3f.xw = (texture(textureUnitPS0, R3f.xy).xw);
// 0
backupReg0f = R0f.w;
R123f.x = (R3f.w * 2.0 + -(1.0));
PV0f.x = R123f.x;
R123f.y = (R3f.x * 2.0 + -(1.0));
PV0f.y = R123f.y;
R127f.z = mul_nonIEEE(R1f.w, R3f.w);
PV0f.w = 0.0;
R1f.w = backupReg0f * 1.0;
R1f.w = clamp(R1f.w, 0.0, 1.0);
PS0f = R1f.w;
// 1
PV1f.x = R2f.w + PV0f.w;
PV1f.z = PV0f.y * intBitsToFloat(0x41c80000);
PV1f.w = PV0f.x * intBitsToFloat(0x41c80000);
// 2
PV0f.x = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[0].y));
PV0f.y = mul_nonIEEE(PV1f.z, intBitsToFloat(uf_remappedPS[0].x));
R127f.w = 1.0 / PV1f.x;
PS0f = R127f.w;
// 3
PV1f.y = mul_nonIEEE(PV0f.x, R127f.z);
PV1f.w = mul_nonIEEE(PV0f.y, R127f.z);
// 4
backupReg0f = R0f.w;
PV0f.z = mul_nonIEEE(R0f.w, PV1f.w);
PV0f.w = mul_nonIEEE(backupReg0f, PV1f.y);
// 5
PV1f.x = R2f.y + PV0f.w;
PV1f.y = R2f.x + PV0f.z;
// 6
R2f.x = mul_nonIEEE(PV1f.y, R127f.w);
R2f.y = mul_nonIEEE(PV1f.x, R127f.w);
R2f.xyz = (texture(textureUnitPS3, R2f.xy).xyz);
// 0
R1f.x = mul_nonIEEE(R0f.x, R2f.x);
R1f.y = mul_nonIEEE(R0f.y, R2f.y);
R1f.z = mul_nonIEEE(R0f.z, R2f.z);
// export
if( ((vec4(R1f.x, R1f.y, R1f.z, R1f.w)).a > uf_alphaTestRef) == false) discard;
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, 0.0);
//passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}