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https://github.com/cemu-project/cemu_graphic_packs.git
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107 lines
3.5 KiB
Plaintext
107 lines
3.5 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader ea9a49a6185cf1e5
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// Used for: Fix Reflection
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const float resXScale = $width/1280;
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const float resYScale = $height/720;
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uniform ivec4 uf_remappedVS[2];
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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) noperspective out vec4 passParameterSem0;
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layout(location = 1) noperspective out vec4 passParameterSem1;
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layout(location = 2) noperspective out vec4 passParameterSem2;
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layout(location = 3) noperspective out vec4 passParameterSem3;
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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 R3f = 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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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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PV0f.x = (0.0 > R1f.y)?1.0:0.0;
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PV0f.y = (0.0 > R1f.x)?1.0:0.0;
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PV0f.z = (R1f.y > 0.0)?1.0:0.0;
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PV0f.w = (R1f.x > 0.0)?1.0:0.0;
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R1f.z = 0.0;
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PS0f = R1f.z;
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// 1
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R1f.x = PV0f.w + -(PV0f.y);
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PV1f.x = R1f.x;
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R1f.y = PV0f.z + -(PV0f.x);
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PV1f.y = R1f.y;
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R1f.w = 1.0;
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// 2
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PV0f.x = PV1f.x;
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PV0f.x /= 2.0;
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R127f.y = PV1f.x * 1.0;
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PV0f.y = R127f.y;
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PV0f.z = -(PV1f.y);
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PV0f.z /= 2.0;
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R127f.w = PV1f.y * -(1.0);
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PV0f.w = R127f.w;
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R127f.x = PV1f.x * 1.0;
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PS0f = R127f.x;
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// 3
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R126f.x = (intBitsToFloat(uf_remappedVS[0].y) * 2.0 / resYScale + PV0f.w);
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R0f.y = PV0f.z + 0.5;
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R123f.z = (intBitsToFloat(uf_remappedVS[0].x) * 2.0 / resXScale + PV0f.y);
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PV1f.z = R123f.z;
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PV1f.w = PV0f.w;
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R0f.x = PV0f.x + 0.5;
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PS1f = R0f.x;
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// 4
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R2f.x = (mul_nonIEEE(R127f.x,-(intBitsToFloat(uf_remappedVS[1].x))) + -(intBitsToFloat(uf_remappedVS[1].z)));
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R2f.y = (mul_nonIEEE(R127f.w,-(intBitsToFloat(uf_remappedVS[1].y))) + -(intBitsToFloat(uf_remappedVS[1].w)));
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R0f.z = (mul_nonIEEE(-(intBitsToFloat(uf_remappedVS[1].x)),PV1f.z) + -(intBitsToFloat(uf_remappedVS[1].z)));
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R0f.w = (mul_nonIEEE(-(intBitsToFloat(uf_remappedVS[1].y)),PV1f.w) + -(intBitsToFloat(uf_remappedVS[1].w)));
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R3f.x = (mul_nonIEEE(R127f.y,-(intBitsToFloat(uf_remappedVS[1].x))) + -(intBitsToFloat(uf_remappedVS[1].z)));
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PS0f = R3f.x;
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// 5
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R3f.y = (mul_nonIEEE(R126f.x,-(intBitsToFloat(uf_remappedVS[1].y))) + -(intBitsToFloat(uf_remappedVS[1].w)));
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// export
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gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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// export
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passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.z);
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// export
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passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.z);
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// export
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passParameterSem2 = vec4(R0f.z, R0f.w, R0f.z, R0f.z);
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// export
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passParameterSem3 = vec4(R3f.x, R3f.y, R3f.z, R3f.z);
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}
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