cemu_graphic_packs/Quality/TropicalFreeze_1080p/51b861378e483368_0000000000000079_ps_source.txt
getdls 175568dd28 [DK TF] Water half transparancy, cutscenes
FIX Half transparant water
ADD Boss and in game cutscenes, roller coaster
2017-04-30 21:50:07 +02:00

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#version 400
#extension GL_ARB_texture_gather : enable
const float overwriteWidth = 1920.0; //overwidth value.0
const float overwriteHeight = 1080.0;
// shader 51b861378e483368 //Cutscene fixes
uniform ivec4 uf_remappedPS[9];
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
in vec4 passParameter0;
in vec4 passParameter1;
layout(location = 0) out vec4 passPixelColor0;
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 R123f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = 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;
R1f = gl_FragCoord.xyzw;
R0f = passParameter1;
// 0
vec2 scaleFactor = vec2(overwriteWidth,overwriteHeight)/vec2(1280.0,720.0);
R1f.xy = R1f.xy / scaleFactor;
backupReg0f = R1f.x;
backupReg1f = R1f.y;
R1f.x = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].x));
PV0f.x = R1f.x;
R1f.y = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].y));
PV0f.y = R1f.y;
R2f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w), 1.0);
PV0f.z = R2f.z;
R1f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z), 1.0);
PV0f.w = R1f.w;
R1f.z = 1.0 / R0f.z;
PS0f = R1f.z;
R1f.x = (texture(textureUnitPS0, R1f.xy).x);
// 0
backupReg0f = R0f.x;
PV0f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x), 1.0);
R123f.y = (R1f.x * intBitsToFloat(0x40000000) + -(1.0));
PV0f.y = R123f.y;
R127f.z = R0f.y * R1f.z;
PV0f.z = R127f.z;
PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y), 1.0);
R127f.w = backupReg0f * R1f.z;
PS0f = R127f.w;
// 1
R123f.x = (PV0f.y * intBitsToFloat(uf_remappedPS[2].x) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (PV0f.y * intBitsToFloat(uf_remappedPS[2].w) + R2f.z);
PV1f.y = R123f.y;
R123f.z = (PV0f.y * intBitsToFloat(uf_remappedPS[2].z) + R1f.w);
PV1f.z = R123f.z;
R123f.w = (PV0f.y * intBitsToFloat(uf_remappedPS[2].y) + PV0f.w);
PV1f.w = R123f.w;
// 2
R123f.x = (R127f.z * intBitsToFloat(uf_remappedPS[3].x) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (R127f.z * intBitsToFloat(uf_remappedPS[3].w) + PV1f.y);
PV0f.y = R123f.y;
R123f.z = (R127f.z * intBitsToFloat(uf_remappedPS[3].z) + PV1f.z);
PV0f.z = R123f.z;
R123f.w = (R127f.z * intBitsToFloat(uf_remappedPS[3].y) + PV1f.w);
PV0f.w = R123f.w;
// 3
backupReg0f = R127f.w;
R127f.x = (R127f.w * intBitsToFloat(uf_remappedPS[4].x) + PV0f.x);
PV1f.x = R127f.x;
R123f.y = (R127f.w * intBitsToFloat(uf_remappedPS[4].w) + PV0f.y);
PV1f.y = R123f.y;
R127f.z = (R127f.w * intBitsToFloat(uf_remappedPS[4].z) + PV0f.z);
PV1f.z = R127f.z;
R127f.w = (backupReg0f * intBitsToFloat(uf_remappedPS[4].y) + PV0f.w);
PV1f.w = R127f.w;
// 4
R126f.y = -(intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(uf_remappedPS[6].y);
PV0f.y = R126f.y;
R126f.z = -(intBitsToFloat(uf_remappedPS[5].x)) + intBitsToFloat(uf_remappedPS[6].x);
PV0f.z = R126f.z;
PS0f = 1.0 / PV1f.y;
// 5
backupReg0f = R127f.x;
R127f.x = -(intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(uf_remappedPS[6].z);
PV1f.x = R127f.x;
R127f.y = R127f.z * PS0f;
PV1f.y = R127f.y;
R127f.z = R127f.w * PS0f;
PV1f.z = R127f.z;
PV1f.w = backupReg0f * PS0f;
// 6
PV0f.x = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[7].x));
R125f.y = -(R0f.w) + -(PV1f.y);
PV0f.y = R125f.y;
// 7
R123f.w = (R127f.z * intBitsToFloat(uf_remappedPS[7].y) + PV0f.x);
PV1f.w = R123f.w;
// 8
R123f.z = (R127f.y * intBitsToFloat(uf_remappedPS[7].z) + PV1f.w);
PV0f.z = R123f.z;
// 9
PV1f.y = -(intBitsToFloat(uf_remappedPS[7].w)) + PV0f.z;
// 10
PV0f.w = mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[6].w));
PV0f.w = clamp(PV0f.w, 0.0, 1.0);
// 11
R0f.x = (R126f.z * PV0f.w + intBitsToFloat(uf_remappedPS[5].x));
PV1f.x = R0f.x;
R0f.y = (R126f.y * PV0f.w + intBitsToFloat(uf_remappedPS[5].y));
PV1f.y = R0f.y;
R0f.z = (R127f.x * PV0f.w + intBitsToFloat(uf_remappedPS[5].z));
PV1f.z = R0f.z;
// 12
R0f.w = (R125f.y * intBitsToFloat(uf_remappedPS[5].w) + intBitsToFloat(uf_remappedPS[8].w));
R0f.w = clamp(R0f.w, 0.0, 1.0);
PV0f.w = R0f.w;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}