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https://github.com/cemu-project/cemu_graphic_packs.git
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69 lines
2.2 KiB
Plaintext
69 lines
2.2 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 04dcbf2655f94e03 //hoirzon cloud layer lighten up
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uniform ivec4 uf_remappedPS[2];
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const float skyboxRed = float($skyboxRed);
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const float skyboxGreen = float($skyboxGreen);
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const float skyboxBlue = float($skyboxBlue);
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const float skyboxMix = float($skyboxMix);
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layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0x2702c000 res 1024x256x1 dim 1 tm: 4 format 0433 compSel: 0 1 2 3 mipView: 0x0 (num 0xb) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 2 0 border: 0
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layout(location = 0) in vec4 passParameterSem6;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 1) out vec4 passPixelColor1;
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uniform vec2 uf_fragCoordScale;
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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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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 = passParameterSem6;
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R0f.xyzw = (texture(textureUnitPS3, R0f.xy).xyzw);
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// 0
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backupReg0f = R0f.x;
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PV0f.x = R0f.w;
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PV0f.x = clamp(PV0f.x, 0.0, 1.0);
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R2f.y = (intBitsToFloat(uf_remappedPS[0].z) * 0.5 + 0.5);
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R1f.x = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[1].x));
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PS0f = R1f.x;
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// 1
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R2f.x = PV0f.x;
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R1f.y = mul_nonIEEE(R0f.y, intBitsToFloat(uf_remappedPS[1].y));
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PV1f.y = R1f.y;
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R1f.z = mul_nonIEEE(R0f.z, intBitsToFloat(uf_remappedPS[1].z));
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PV1f.z = R1f.z;
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R1f.w = PV0f.x;
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PV1f.w = R1f.w;
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// 2
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R0f.xyz = vec3(R1f.x,PV1f.y,PV1f.z);
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R0f.w = PV1f.w;
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// 3
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R1f.xyz = vec3(R2f.y,R2f.y,R2f.y);
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R1f.w = R2f.x;
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// export
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//passPixelColor0 = vec4(R0f.x*$skyboxRed, R0f.y, R0f.z*1.1, R0f.w)*1.3;
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passPixelColor0 = vec4(R0f.x*skyboxRed, R0f.y*skyboxGreen, R0f.z*skyboxBlue*1.1, R0f.w)*skyboxMix*1.3;
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passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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}
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