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https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-23 16:31:50 +01:00
199 lines
8.2 KiB
Plaintext
199 lines
8.2 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 c9f2fd37115b0ee1
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// Used for: Horizontal+Vertical Combat Targeting Blur
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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[5];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0x3db8b000 res 12x1x1 dim 1 tm: 2 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler18 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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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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layout(location = 1) out vec4 passParameterSem2;
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layout(location = 2) out vec4 passParameterSem6;
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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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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R3i = ivec4(0);
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ivec4 R4i = ivec4(0);
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ivec4 R5i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R124i = ivec4(0);
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ivec4 R125i = ivec4(0);
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ivec4 R126i = ivec4(0);
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ivec4 R127i = ivec4(0);
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uvec4 attrDecoder;
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(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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R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
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attrDecoder.xyzw = attrDataSem0.xyzw;
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attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
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attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
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R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
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attrDecoder.x = attrDataSem1.x;
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attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
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attrDecoder.y = 0;
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
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if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
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if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
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if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
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attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
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attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
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attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
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attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
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R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
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// 0
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backupReg0i = R0i.x;
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PV0i.x = 0x3f800000;
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PV0i.y = 0x40400000;
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PV0i.z = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
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R127i.w = 0x3f800000;
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R127i.x = 0xbf800000;
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PS0i = R127i.x;
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// 1
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R3i.x = uf_remappedVS[0].z;
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R3i.x = floatBitsToInt(intBitsToFloat(R3i.x) / 2.0);
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PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[1].z) * intBitsToFloat(0x3b808081));
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R123i.z = ((PV0i.z == 0)?(PV0i.x):(0xc0400000));
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PV1i.z = R123i.z;
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R123i.w = ((PV0i.z == 0)?(PV0i.y):(0xbf800000));
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PV1i.w = R123i.w;
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R2i.w = 0x3f800000;
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PS1i = R2i.w;
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// 2
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R2i.x = ((R0i.x == 0)?(R127i.x):(PV1i.w));
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R2i.y = ((R0i.x == 0)?(R127i.w):(PV1i.z));
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PV0i.y = R2i.y;
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R2i.z = floatBitsToInt(intBitsToFloat(PV1i.y) + -(0.5));
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R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
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R0i.w = 0x3ec00000;
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R0i.y = 0;
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PS0i = R0i.y;
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// 3
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R1i.xyz = ivec3(0x3eeaaaab,0,0x3d2aaaab);
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R1i.w = 0;
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R0i.x = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
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PS1i = R0i.x;
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R5i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wy)).xyz);
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R4i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xy)).xyz);
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R1i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.zw)).y);
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// export
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gl_Position = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
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// 0
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R127i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
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R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
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PV0i.x = R127i.x;
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R0i.y = floatBitsToInt((intBitsToFloat(R0i.x) * 0.5 + 0.5));
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PV0i.y = R0i.y;
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R127i.z = floatBitsToInt(-(intBitsToFloat(R2i.y)));
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R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0);
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R127i.w = R2i.x;
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R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
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R0i.x = floatBitsToInt((intBitsToFloat(R2i.x) * 0.5 + 0.5));
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PS0i = R0i.x;
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// 1
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R2i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
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R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) * 2.0);
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PV1i.x = R2i.x;
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R2i.y = uf_remappedVS[3].y;
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R2i.y = floatBitsToInt(intBitsToFloat(R2i.y) * 2.0);
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PV1i.y = R2i.y;
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R123i.z = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].w) / resYScale * 2.0 + intBitsToFloat(PV0i.y)));
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PV1i.z = R123i.z;
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R126i.w = floatBitsToInt(intBitsToFloat(R3i.x) + -(0.5));
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R125i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5));
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PS1i = R125i.x;
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// 2
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backupReg0i = R127i.z;
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R126i.x = floatBitsToInt(-(intBitsToFloat(PV1i.y)));
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R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0);
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PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
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PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
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R127i.z = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R3i.x));
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R127i.w = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R127i.x));
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R126i.z = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(PS1i));
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PS0i = R126i.z;
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// 3
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R124i.x = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R126i.w));
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R127i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].z)/resXScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.x)));
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R125i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedVS[4].w)/resYScale) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R0i.y)));
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R123i.w = floatBitsToInt((intBitsToFloat(uf_remappedVS[4].z)/ resXScale * 2.0 + intBitsToFloat(R0i.x)));
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PV1i.w = R123i.w;
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R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R3i.x)) + intBitsToFloat(PV0i.y)));
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PS1i = R125i.w;
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// 4
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backupReg0i = R127i.x;
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R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R127i.w)));
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R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.z)));
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R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(backupReg0i)) + intBitsToFloat(R126i.x)));
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R127i.w = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(R126i.w));
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R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R126i.z)));
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PS0i = R124i.w;
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// 5
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backupReg0i = R0i.y;
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backupReg1i = R125i.z;
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PV1i.x = floatBitsToInt(-(intBitsToFloat(R5i.z)) + intBitsToFloat(R4i.z));
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PV1i.y = floatBitsToInt(-(intBitsToFloat(R5i.y)) + intBitsToFloat(R4i.y));
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R125i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R125i.x));
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R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R124i.x)));
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R3i.w = backupReg1i;
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PS1i = R3i.w;
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// 6
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R3i.x = R127i.y;
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R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.y)));
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PV0i.z = floatBitsToInt(-(intBitsToFloat(R5i.x)) + intBitsToFloat(R4i.x));
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R2i.w = R127i.z;
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R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.z)));
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PS0i = R1i.z;
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// 7
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R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R0i.y)) + intBitsToFloat(R5i.x)));
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R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R125i.z)));
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R2i.z = R125i.w;
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R0i.w = R127i.x;
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R0i.z = R126i.y;
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PS1i = R0i.z;
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// 8
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R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R127i.w)));
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R5i.z = R126i.w;
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R5i.w = R124i.w;
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// export
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passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
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// export
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passParameterSem2 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
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// export
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// skipped export to semanticId 255
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// export
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// skipped export to semanticId 255
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// export
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passParameterSem6 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.x), intBitsToFloat(R3i.w));
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}
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