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129 lines
4.3 KiB
Plaintext
129 lines
4.3 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 53422d4f43914447
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// Monochromia
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// Sky
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// original shader dumped using cemu 1.11.0c, BotW 1.3.1
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uniform ivec4 uf_remappedPS[5];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x3da26000 res 256x256x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem6;
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layout(location = 0) out vec4 passPixelColor0;
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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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vec4 R123f = 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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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 = passParameterSem0;
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R1f = passParameterSem6;
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// 0
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tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,-0.0),vec4(R1f.x,R1f.y,R1f.z,0.0));
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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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R126f.x = intBitsToFloat(uf_remappedPS[0].z) + -(intBitsToFloat(uf_remappedPS[0].w));
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PS0f = R126f.x;
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// 1
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R2f.w = 1.0;
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tempResultf = 1.0 / sqrt(PV0f.x);
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PS1f = tempResultf;
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// 2
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PV0f.x = mul_nonIEEE(R1f.x, PS1f);
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R127f.y = mul_nonIEEE(R1f.y, PS1f);
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PV0f.y = R127f.y;
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PV0f.z = mul_nonIEEE(R1f.z, PS1f);
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// 3
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tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[1].x),intBitsToFloat(uf_remappedPS[1].y),intBitsToFloat(uf_remappedPS[1].z),-0.0),vec4(PV0f.x,PV0f.y,PV0f.z,0.0));
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tempf.x /= 2.0;
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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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PS1f = PV0f.y;
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PS1f /= 2.0;
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// 4
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R127f.x = PV1f.x + 0.5;
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PV0f.x = R127f.x;
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PV0f.y = R127f.y;
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PV0f.y = clamp(PV0f.y, 0.0, 1.0);
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R1f.z = PS1f + 0.5;
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// 5
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R123f.x = (PV0f.x * intBitsToFloat(0xbc996e30) + intBitsToFloat(0x3d981626));
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PV1f.x = R123f.x;
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PV1f.w = -(PV0f.x) + 1.0;
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tempResultf = log2(PV0f.y);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS1f = tempResultf;
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// 6
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PV0f.x = mul_nonIEEE(PS1f, intBitsToFloat(uf_remappedPS[0].y));
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R123f.z = (mul_nonIEEE(R127f.x,PV1f.x) + intBitsToFloat(0xbe593484));
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PV0f.z = R123f.z;
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PS0f = sqrt(PV1f.w);
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// 7
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PV1f.x = PS0f * intBitsToFloat(0x3f22f983);
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R123f.y = (mul_nonIEEE(R127f.x,PV0f.z) + intBitsToFloat(0x3fc90da4));
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PV1f.y = R123f.y;
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PS1f = exp2(PV0f.x);
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// 8
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R1f.x = (mul_nonIEEE(PV1f.x,-(PV1f.y)) + 1.0);
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R0f.w = (mul_nonIEEE(R126f.x,PS1f) + intBitsToFloat(uf_remappedPS[0].w));
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R1f.xyzw = (texture(textureUnitPS0, R1f.xz).xyzw);
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// 0
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R126f.x = R1f.w + intBitsToFloat(uf_remappedPS[2].w);
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R126f.x = clamp(R126f.x, 0.0, 1.0);
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R127f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedPS[3].x)) + -(intBitsToFloat(uf_remappedPS[2].z)));
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R126f.z = mul_nonIEEE(R0f.x, R0f.w);
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// 1
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R123f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[3].x)) + -(intBitsToFloat(uf_remappedPS[2].y)));
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PV1f.z = R123f.z;
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R123f.w = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[3].x)) + -(intBitsToFloat(uf_remappedPS[2].x)));
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PV1f.w = R123f.w;
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// 2
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backupReg0f = R126f.x;
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backupReg1f = R127f.y;
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backupReg0f = R126f.x;
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backupReg0f = R126f.x;
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R126f.x = (mul_nonIEEE(PV1f.w,backupReg0f) + intBitsToFloat(uf_remappedPS[2].x));
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PV0f.x = R126f.x;
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R127f.y = (mul_nonIEEE(backupReg1f,backupReg0f) + intBitsToFloat(uf_remappedPS[2].z));
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PV0f.y = R127f.y;
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R127f.z = (mul_nonIEEE(PV1f.z,backupReg0f) + intBitsToFloat(uf_remappedPS[2].y));
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PV0f.z = R127f.z;
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// 3
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PV1f.x = -(PV0f.z) + intBitsToFloat(uf_remappedPS[4].y);
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PV1f.y = -(PV0f.x) + intBitsToFloat(uf_remappedPS[4].x);
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PV1f.w = -(PV0f.y) + intBitsToFloat(uf_remappedPS[4].z);
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// 4
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R2f.x = (mul_nonIEEE(PV1f.y,R126f.z) + R126f.x);
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R2f.y = (mul_nonIEEE(PV1f.x,R126f.z) + R127f.z);
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R2f.z = (mul_nonIEEE(PV1f.w,R126f.z) + R127f.y);
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// export
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passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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float luma = dot(passPixelColor0.rgb, vec3(0.2126, 0.7152, 0.0722));
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passPixelColor0.rgb = vec3(luma);
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}
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