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https://github.com/cemu-project/cemu_graphic_packs.git
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c1b904314d
This reverts commit 306da0b802
.
128 lines
4.1 KiB
Plaintext
128 lines
4.1 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 ae5bf21625f134f3
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// Used for: Squid Sisters TV
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float origRatio = (float(1280)/float(720));
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float newRatio = (float($width)/float($height));
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uniform ivec4 uf_remappedVS[7];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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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 passParameterSem0;
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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 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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// 0
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R127f.x = -(R1f.y);
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R123f.y = (intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x3e22f983) + 0.5);
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PV0f.y = R123f.y;
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R127f.z = (R1f.x > 0.0)?1.0:0.0;
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R127f.z /= 2.0;
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R126f.w = 1.0;
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PV0f.w = R126f.w;
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R127f.w = (0.0 > R1f.x)?1.0:0.0;
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R127f.w /= 2.0;
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PS0f = R127f.w;
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// 1
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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)));
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PV1f.x = R0f.x;
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PV1f.y = R0f.x;
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PV1f.z = R0f.x;
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PV1f.w = R0f.x;
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PS1f = fract(PV0f.y);
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// 2
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tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R0f.y = tempf.x;
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R125f.w = (PS1f * intBitsToFloat(0x40c90fdb) + intBitsToFloat(0xc0490fdb));
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PS0f = R125f.w;
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// 3
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tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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R0f.z = tempf.x;
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R126f.x = R127f.z + -(R127f.w);
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PS1f = R126f.x;
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// 4
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tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R0f.w = tempf.x;
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R127f.z = (R127f.x > 0.0)?1.0:0.0;
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R127f.z /= 2.0;
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PS0f = R127f.z;
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// 5
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PV1f.y = (0.0 > R127f.x)?1.0:0.0;
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PV1f.y /= 2.0;
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R126f.z = R125f.w * intBitsToFloat(0x3e22f983);
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PV1f.z = R126f.z;
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R125f.w = R126f.x + intBitsToFloat(uf_remappedVS[5].x);
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// 6
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PV0f.z = R127f.z + -(PV1f.y);
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R127f.y = cos((PV1f.z)/0.1591549367);
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PS0f = R127f.y;
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// 7
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backupReg0f = R126f.z;
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PV1f.y = mul_nonIEEE(PS0f, R125f.w);
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R126f.z = PV0f.z + intBitsToFloat(uf_remappedVS[5].y);
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PV1f.z = R126f.z;
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PS1f = sin((backupReg0f)/0.1591549367);
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// 8
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R123f.x = (mul_nonIEEE(-(PS1f),PV1f.z) + PV1f.y);
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PV0f.x = R123f.x;
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PV0f.w = mul_nonIEEE(PS1f, R125f.w);
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// 9
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R1f.x = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedVS[6].x)) + 0.5);
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R123f.z = (mul_nonIEEE(R127f.y,R126f.z) + PV0f.w);
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PV1f.z = R123f.z;
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// 10
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R1f.y = (mul_nonIEEE(PV1f.z,intBitsToFloat(uf_remappedVS[6].y)) + 0.5);
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// export
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gl_Position = vec4(R0f.x/(origRatio/newRatio), R0f.y, R0f.z, R0f.w);
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// export
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passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.z);
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}
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